Design Philosophy
This system is a deliberate rejection of the "character builds up stats to beat harder content" loop. Before you add anything to it, hold it against the ideas everything here is built on.
One scale, one language
Every stat and skill is 1–10, with the bands 1–2 terrible, 3 poor, 4–5 normal, 6 capable, 7 skilled, 8 exceptional, 9 elite, 10 extraordinary. There is no other arithmetic. A score means the same thing everywhere, so the fiction can be read directly off the sheet without a conversion step. A 7 is a 7 whether it's Power or Tracking. Never introduce a second scale, a "+X bonus", or a die that doesn't relate to the 1–10 range.
Stats are potential, skills are experience
The sheet carries two layers deliberately: stats (what the body and mind can do) and skills (what practice has taught). A Power 8 farmer with Swordsmanship 2 loses to a Power 5, Speed 8 duelist with Swordsmanship 9 — the trained act is decided by the skill. Keep these layers separate; don't let a high stat silently become a high skill.
Storytelling first, and mechanics that stop the story from cheating
The system does not use mechanics to decide the story. It uses mechanics to stop the story from cheating — to keep the world consistent, to keep the player's growth meaningful, and to keep consequences real. Default resolution is narration: the GM reads the score and says what happens. Dice are a tool the GM calls on when the outcome is in doubt and the stakes are real. Don't bolt on a full combat subsystem with initiative, action economy, and damage tables — if you feel the need for one, you're fighting the system's center of gravity, not building on it.
The world does not scale to the player
The GM creates people according to who they actually are, not what would make a balanced encounter. A village thug has Fighting 4; a professional soldier has Fighting 7; a legendary swordswoman has Swordsmanship 10. The world exists independently of the player. Victory is never guaranteed, failure is allowed, and bad decisions create lasting consequences. Never add "level-scaling enemies" or "the world levels with you" — that is the single fastest way to break this system.
Growth is earned, and the world stands still
The most important idea in the system: the player and their party grow through use; the world does not. NPCs don't get stronger. Only people connected to the player's story do. This keeps early victories meaningful and makes the player's growth the entire arc. Anything you add should preserve this asymmetry.