One roll. Seven Scales. From a rooftop to an orbit.

Ascent Core is a complete superhero engine with one resolution mechanic and no second subsystem waiting at the top of the power curve. You roll a pool of d10 and count 7s. That never changes. What changes is Scale — a single number from 0 to 6 that every character, vehicle, weapon and threat carries. A gap of two means no roll at all: the stronger side simply succeeds. So the dice only ever come out between near-peers, and a seven-dice pool is exactly as tense at Scale 5 as it was at Scale 1. Only the nouns change. Scale is never bought with XP. You gain it by Breaking — filling your entire Strain track to act two Scales above yourself, then surviving what that costs you. Three of those and you ascend permanently, on-screen, in front of everyone. The city ascends with you, one arc late. Clone this project and put your own masks in it.

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Player's HandbookVolume IHow this system plays — the rules, the dials, and the intent, straight from its author.OpenBuilder's ManualVolume IIHow to build on this system — its conventions, extension points, and design intent, for creators adopting it.OpenCompendiumReferenceEvery entry this system ships with, rendered exactly as your project will inherit them.Open
Author's note

Ascent Core ships as a system, not a setting. Verge City and its cast are a reference implementation — enough to prove every rule works at the table, small enough to delete. The rules live in the GM instructions and the file type schemas; the city lives in the content folders. Clone the project, empty the folders, keep the engine.

Threat
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Location
9 fields
Power
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Equipment
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Character
35 fields
Faction
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