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◇ Volume A · Roleplaying Rulebook

EnGarde RPG · Core Rules

The full rules for tabletop and online play. Six attributes, four action types, one die, and a hundred ways to die. Keep the book on the table; the GM keeps the secrets.

Edition · 2.4 Ironspine Players · 2 – 6 Session · 2 – 4 h Age · 13+

CH 1 Core Mechanic

Roll a single twenty-sided die, add the relevant attribute, beat the target. Everything else in this book is decoration on that sentence.

Every meaningful action in EnGarde resolves with a d20 check. Take a d20, roll it, add your attribute modifier, compare to a Difficulty set by the GM (or printed on a card / monster). Meet or beat the Difficulty: success. Beat it by 10 or more: great success (extra effect). Miss by 10 or more: complication (something else goes wrong).

Difficulty table
Trivial · 6  ·  Easy · 10  ·  Standard · 14  ·  Hard · 18  ·  Heroic · 22  ·  Legendary · 26

Advantage & Disadvantage

When the fiction tips a check, roll two d20s and keep the higher (advantage) or lower (disadvantage). Multiple sources don't stack — you have it, or you don't.

Critical Rolls

A natural 20 is always a hit and always inflicts a great success. A natural 1 is always a miss; if the action could harm, you take a complication.

CH 2 Character

A character in EnGarde is a name, six numbers, a faith, an oath, and a debt. Everything else is in your head.

Build your character in this order:

  1. Pick a Realm (one of the six). It sets your starting language and one free skill.
  2. Pick a Calling (Knight, Scholar, Hunter, Magus, Faithful, Rogue). It sets your starting weapon and one trait.
  3. Distribute +3 / +2 / +2 / +1 / +1 / 0 among the six attributes.
  4. Pick a Faith (or none — heresy is permitted in three Realms).
  5. Swear one Oath. It rewards you when kept and punishes you when broken.
  6. Choose a starting Debt. House Vey is always hiring.

Starting Gear

Your Calling gives you a primary weapon and three pieces of useful kit. Take 2d6 silver coins. If you rolled a 12, take a free favour from your guild instead. Don't argue with the dice.

CH 3 Attributes

Six numbers describe the body, the mind, and what survives between them. Each can be raised, lost, or — under the Tide — borrowed.

AttributeGovernsTypical check
BrawnPhysical force, carrying, melee weightForce a door, hold a line
EdgeSpeed, precision, ranged attacksSword strike, bow shot, lockpick
EndureStamina, pain, resistanceResist poison, march through cold
WitReasoning, recall, perceptionSpot the lie, recognise the rune
AetherMagical sensitivity, tithe poolCast a spell, sense the Tide
ResolveWill, social pressure, oath-keepingStare down a god-spoken priest

CH 4 Actions & Checks

Most of a session is people talking and three checks an hour. Treat each check like a coin: spend it when the outcome is meaningfully uncertain.

Four action types

  • Stance — a posture you take (Defensive, Aggressive, Watchful, Cunning). Lasts until you switch.
  • Strike — one attack, one cast, one declared damaging move per round.
  • Move — reposition up to your Edge in metres × 2 per round.
  • Free — speak, drop something, glance at the door. Costs no roll.

Opposed Checks

Both sides roll d20 + attribute. Higher total wins. Tie: the defender wins; if there is no defender, the GM narrates the wash.

CH 5 Combat

Combat in EnGarde is fast on purpose. Most fights end inside three rounds. Most characters end inside five.

Initiative

Each side rolls one d20 + the highest Edge in the group. Higher acts first. On subsequent rounds the order persists until someone takes a Watchful stance — they may re-roll for control.

Round Structure

  1. Highest Initiative resolves a Stance (free), one Strike, one Move.
  2. Next character. Continue until both sides have acted.
  3. End of round: tick down spell durations, ongoing damage, advantage tokens.

Damage & Wounds

Weapons deal a die (d4 dagger, d6 sword, d8 spear, d10 great-weapon, d12 polearm). Damage reduces Vitality. At 0 you fall. Three great hits (rolls beating Defence by 10+) inflict a Wound: a named injury that costs a free Downtime to heal.

Defence

Defence = 10 + Edge (light armour) or 8 + Endure (heavy armour). Shields add +2 to one declared side per round.

CH 6 Magic & Tithe

Magic in Aetheria is a bargain. The Tide gives; the Tide takes. Every spell pays a tithe, and the bigger the bargain, the stranger the price.

To cast: roll d20 + Aether against the spell's Difficulty. Pay the printed tithe regardless of result. On a miss, the spell misfires and the GM names a complication.

TierDifficultyTithe
Cantrip10None
Lesser141 Vitality OR 1 hour memory
Greater181 Wound OR 1 day memory OR 1 attribute -1 (recovers in 24 h)
Mythic22GM names it. It is permanent.

The Five Disciplines

School
Resonance
Bell-singing, oath-binding, sound that shapes will.
School
Verdancy
Life-shaping, plants and bodies. Kept under Greenhand law.
School
Tideturn
Water, weight, and the redirection of moving things.
School
Pyrotelos
Fire and edge. Spectacular. Wasteful. Always crowd-pleasers.
Restricted
Hollowing
Cold work. Names, memory, what survives between. Taught nowhere officially.

CH 7 Downtime

The hours between adventures matter. Coin spent here saves you in the field. Coin not spent here will be remembered.

Each Downtime turn (a week of fictional time) you may pick one action:

  • Heal — clear one Wound or restore full Vitality.
  • Train — gain 2 XP toward a single attribute or skill.
  • Craft — make one item your Calling allows. Pay materials.
  • Network — call in a favour, gather rumour, secure a contact in one faction.
  • Repay — make a payment toward your Debt. House Vey notices.
  • Pursue — work on a personal arc (revenge, lost lover, secret name).

CH 8 Advancement

EnGarde awards XP for finishing arcs, not killing things. Murder is a means; the story is the rate of pay.

TriggerXP
Session attended1
Oath kept under pressure+1
Oath broken (player choice)+2 (and a complication)
Arc closed+3
Wake performed+1 (Ashen Vow members only)

Spend XP between sessions. Raising an attribute from N to N+1 costs 3 × (N+1) XP. Learning a new spell or trait costs 2 XP. Maximum attribute: +5.

CH 9 The GM

You are not running the world against the players. You are running the world with them. The bell rings either way.

Three small rules for the seat behind the screen:

  • Say yes, or roll. Never simply say no.
  • One secret per session. Reveal it. Replace it next week.
  • The dice are loud. Once they fall, the table hears them.

The rest of the GM craft — pacing, NPC voices, when to skip downtime, when to call a session — is in the GM Companion booklet. Buy it when you're ready. The rulebook can wait there.

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