For some time now, I’ve been working on an RPG system. Here’s what I want it to be:
Heroic Fantasy - I want players to feel like heroes. I want them to start fighting dragons from the start, to save kingdoms, to be the chosen ones. I want to skip the “you’re just starting out” phase, and go straight to the fun. So, the system should support:
- fighting hordes of enemies
- fighting powerful bosses
- heroic deeds
High Fantasy - That’s my favourite kind of fantasy. The one that feels nothing like our world. Thus, the system should have:
- lots of magic
- magical monsters
- arcane equipment
Simple basics - The perfect system, in my opinion, is the one that you can just pick up while playing and start having fun straight away. There should be no need to check the rules in the middle of the game. If anything seems too complicated, it should be simplified.
Modular Rules - I’m a programmer. I want to design the system as if it was a program. (In a sense it is - a program written in English, that a human brain compiles to a game). So, the rules should be modular. The general system only defines the basic rules, and then the smaller components handle the specifics. This way, the system can be easily expanded, modified, or even replaced. As a bonus, we’re getting:
- emergent complexity - it’s the interaction between the modules that creates the complexity, not the modules or rules themselves
- VTT/companion app friendly - if the rules are written like a software, they can be easily ported to one
The tone that I’m going for:
- mythic
- hopeful
- tragic
- dark
It’s mostly on the GMs, and the players to set the tone, but the rules can make it easier or harder to achieve a specific one.
I want Arcane Heart to be lore-agnostic. Both me, and every other GM I know have the most fun while building their own worlds.
So. Here it is. Arcane Heart 0.1
Character
Core Attributes
Body
The raw physical power that drives your actions. Body represents not just strength, but the complete mastery over your physical form - from the precision of a dancer to the raw might of a warrior. Those with high Body scores move with purpose and power, their physical presence impossible to ignore.
Determines:
- Base health (Toughness calculation)
- Physical resistance and endurance
- Raw power in physical tasks
- Ability to wear heavy armor and wield heavy weapons
Mind
The keen edge of intellect and awareness that lets you perceive and understand the world around you. Mind represents both learned knowledge and natural wit - the ability to solve complex puzzles or notice the smallest detail out of place. Those with high Mind scores process information quickly and thoroughly, their sharp intellect missing nothing.
Determines:
- Problem-solving capability
- Learning ability and knowledge retention
- Sensory awareness and perception
- Ability to understand complex systems and patterns
Aura
The force of personality that shapes how others perceive and react to you. Aura represents your ability to influence the world through presence alone - whether commanding attention in a crowded room or fading into the background at will. Those with high Aura scores naturally draw others to them, their very presence affecting the social dynamics around them.
Determines:
- Social interaction effectiveness
- Leadership capability and influence
- Personal presence and charisma
- Ability to understand and manipulate social situations
Will
The inner fire that fuels determination and magical potential. Will represents your ability to impose your desires upon reality itself - whether through sheer determination or mystical power. Those with high Will scores possess an unshakeable sense of self, their inner strength manifesting as both magical power and iron resolve.
Determines:
- Magical potential and control
- Mental resilience and focus
- Base health (Toughness calculation)
- Ability to resist mental and magical effects
Skills & Applications
Each skill has a primary use that aligns with its parent attribute - this represents the most common and natural application of that skill. However, skills are versatile tools that can be applied in various ways depending on the situation.
For each skill, you’ll find:
- A core description that emphasizes its primary use
- Three example secondary applications using other attributes
- These secondary uses represent creative or specialized applications that might be less common but equally valuable in the right situation
Body Skills
Physical power and prowess
Athletics Master the art of movement - running, climbing, swimming, and acrobatics. When your body needs to perform at its peak, Athletics shows the way.
- MIND: Plan efficient routes and movement strategies
- WILL: Push beyond normal physical limits
- AURA: Inspire others through spectacular feats
Might Channel raw physical force to lift, break, and overpower. When pure strength is needed, Might makes the impossible possible.
- AURA: Intimidate through sheer physical presence
- MIND: Identify structural weaknesses and leverage points
- WILL: Maintain powerful holds and sustained exertion
Combat Excel in armed and unarmed combat through mastery of weapons and fighting techniques.
- MIND: Read and counter enemy fighting styles
- AURA: Demoralize foes through martial display
- WILL: Maintain focus and technique under pressure
Precision Control fine movements for tasks requiring absolute accuracy, from archery to lockpicking.
- MIND: Calculate trajectories and angles
- WILL: Maintain steady aim under pressure
- AURA: Demonstrate mastery through flourish
Stealth Move unseen and unheard through mastery of physical concealment.
- MIND: Plan optimal infiltration routes
- AURA: Blend naturally into crowds
- WILL: Maintaining patience in hiding
Mind Skills
Knowledge and perception
Awareness Perceive the world with exceptional clarity, noticing what others miss.
- BODY: React instantly to physical threats
- WILL: Maintain vigilance over long periods
- AURA: Read subtle social cues and body language
Craft Create and repair objects through technical expertise and skilled handiwork.
- BODY: Work with heavy materials and demanding tasks
- WILL: Focus on intricate details for long periods
- AURA: Imbue creations with artistic beauty
Lore Command deep knowledge of history, creatures, places, and traditions.
- WILL: Resist ancient magics through understanding
- AURA: Captivate others with tales and legends
- BODY: Apply theoretical knowledge practically
Medicine Understand the body’s workings and the arts of healing.
- WILL: Stay focused during critical procedures
- AURA: Comfort and reassure patients
- BODY: Perform demanding physical treatments
Study Investigate, research, and analyze information methodically.
- WILL: Maintain focus during lengthy research
- AURA: Extract information through interviews
- BODY: Gather physical evidence in the field
Aura Skills
Social interaction and presence
Command Lead and direct others through force of personality.
- BODY: Back authority with physical presence
- MIND: Direct tactical operations effectively
- WILL: Maintain command under pressure
Deception Mislead and misdirect through lies, disguise, and manipulation.
- MIND: Maintain complex deceptions and cons
- BODY: Physically impersonate others
- WILL: Maintain false personas long-term
Insight Understand others’ true motives and emotional states.
- MIND: Analyze behavioral patterns
- WILL: Resist emotional manipulation
- BODY: Read physical tells and fighting styles
Performance Entertain and inspire through artistic expression.
- BODY: Execute physical performances
- MIND: Master complex routines
- WILL: Overcome performance anxiety
Persuasion Change minds through diplomacy and negotiation.
- MIND: Construct compelling logical arguments
- WILL: Resist others’ manipulative tactics
- BODY: Project physical confidence
Will Skills
Magical and mental power
Arcana Control and understand magical forces through study and practice.
- MIND: Grasp theoretical magical principles
- BODY: Channel magic through physical action
- AURA: Weave magic into performance
Focus Maintain absolute concentration despite distractions.
- BODY: Hold physical meditation poses
- MIND: Juggle complex mental tasks
- AURA: Lead group meditation sessions
Prayer Channel divine power through devotion and ritual.
- AURA: Lead religious ceremonies
- MIND: Understand sacred texts and doctrine
- BODY: Perform physical religious rites
Spirit Commune with natural and supernatural forces.
- AURA: Negotiate with spirits
- MIND: Comprehend natural patterns
- BODY: Channel spirits through physical form
Willpower Exercise pure mental fortitude and determination.
- BODY: Endure physical hardship
- MIND: Solve problems through sheer persistence
- AURA: Inspire others to overcome challenges
Each skill can be used with different attributes in specific situations. For example:
Combat could use MIND for analyzing an opponent’s style Persuasion could use WILL when resisting magical influence Stealth could use MIND when planning a infiltration route
Core Mechanics
Tests
Tests are the foundation of Arcane Heart’s resolution system. When your character attempts something challenging or uncertain, you’ll make a Test to determine the outcome. The basic Test is straightforward—roll a twelve-sided die, add your character’s relevant modifiers, and see if you meet or exceed the challenge’s difficulty.
Basic Test Resolution
Test Result = d12 + Modifier ≥ Target DC
where Modifier = Attribute + Skill
Key Points
- Roll a d12 for all basic Tests
- Add character’s relevant Attribute
- Add any applicable Skill modifier
- Compare against Target DC
- Equal or higher succeeds
- Lower fails
Success Levels (SL)
Sometimes it’s not enough to know if you merely succeeded or failed. Success Levels measure how well you performed, or how badly you failed. A higher Success Level might mean a more devastating spell effect or a more convincing argument. A negative Success Level could mean a worse fumble or a more embarrassing social faux pas.
Success Level Calculation
Success Level = Test Result - Target DC
Results
- Positive SL: Degrees of additional success
- Zero SL: Bare minimum success
- Negative SL: Degrees of failure
- Higher absolute value = more extreme outcome
Opposed Tests
When two characters directly compete—whether wrestling for control of an artifact or trying to outwit each other in negotiation—they make Opposed Tests. Both characters make their Tests, and the difference between their results determines the winner and by how much.
Opposed Test Resolution
Final Result = Actor’s Test Result - Defender’s Test Result
where Test Result = d12 + Modifier
Outcomes
- Positive Result: Actor wins
- Zero Result: Stalemate
- Negative Result: Defender wins
- Magnitude indicates degree of victory
Boons & Banes
Circumstances affect everything we do. In Arcane Heart, these circumstances are represented by Boons and Banes. Boons represent advantageous conditions—higher ground in combat, careful preparation for a ritual, or having the perfect tool for a job. Banes represent disadvantages—poor lighting, rushing a task, or being wounded.
When you have Boons, you roll additional four-sided dice alongside your normal Test. The more Boons you have, the more d4s you roll. From all these d4s, you take only the highest result and add it to your Test. This represents taking the best advantage of your favorable circumstances.
Banes work the same way, but in reverse. You still roll a number of d4s equal to your Banes, take the highest result, but subtract it from your Test instead. This represents how even a small disadvantage can significantly impact your performance.
When you have both Boons and Banes, they cancel each other out one-for-one. Count up your total Boons and Banes, cancel them out, and only roll for the remaining advantage or disadvantage. A character with 3 Boons and 2 Banes would end up rolling just 1 Boon die.
Boon Rules
- Roll n additional d4s (n = number of Boons)
- Add highest d4 result to your Test
- Multiple Boons add more d4s to choose from
Bane Rules
- Roll n additional d4s (n = number of Banes)
- Subtract highest d4 result from your Test
- Multiple Banes add more d4s to choose from
Interaction
- Boons and Banes cancel out 1-for-1
- Calculate remaining advantage/disadvantage
- Apply final modifier to Test
Combat
Initiative
When steel is drawn and magic crackles in the air, quick thinking and sharp reflexes determine who acts first. A character’s initiative combines their mental acuity, battlefield awareness, and a touch of luck.
Initiative = Mind + Awareness + d12
Characters act in order from highest to lowest initiative. Heroes always act before their enemies when tied—their heroic nature gives them the split-second advantage they need in crucial moments.
Zones and Movement
The battlefield is divided into Zones—tactically significant areas that might be a castle courtyard, a section of forest, or a chamber in a dungeon. This abstraction keeps combat flowing while maintaining meaningful tactical choices.
A character can move freely within their Zone, whether diving behind cover or closing in on an enemy. Everyone in a Zone can engage in melee combat with each other, representing the fluid nature of battle. When magic or hazards affect a Zone, they impact everyone within it—a fireball engulfs the entire chamber, toxic gas fills the entire alley.
Action Points
Every turn, characters have a pool of Action Points representing their capacity to act in the heat of battle.
Limited attacking Each character has a limit of how many action points they can spend on actions with the [attack]
tag.
Attack Tests
Combat uses an Opposed Test when one character attacks another. The attacker and defender each choose their approach:
The attacker chooses:
- Combat - for a melee strike
- Precision - for ranged one
The defender chooses:
- Might - if they want to withstand the attack
- Athlethics - if they want to dodge it
If the attack hits, the impact is determined by the attack’s success, the weapon’s power, and the defender’s protection:
Damage = Success Level + Weapon Damage - Armor
Basic Actions
These fundamental actions are available to any character in battle.
Move (1 AP) When you move, you can travel to any adjacent Zone. Movement within your current Zone is free—you can reposition yourself tactically without spending precious action points.
Strike [Attack] (1 AP) Choose a weapon you’re wielding and a valid target. In melee, you can strike anyone in your Zone. With ranged weapons, you can target anyone in a Zone you can see, within your weapon’s range. Make your Attack Test as described above.
Life and Death
Damage & Recovery
Characters can sustain two types of damage: Toughness damage and Wounds. Toughness represents minor injuries and fatigue, while Wounds represent serious injuries that take longer to heal.
Toughness
Your Toughness score represents your ability to shrug off minor hits, exhaustion, and superficial injuries.
Base Toughness = (Body + Will) × 2
Recovery: You fully recover all Toughness after Catching your Breath (taking a 10-minute rest).
Wounds
Characters can sustain 3 Wounds before becoming Mortally Wounded. Wounds represent serious injuries that impair your abilities and take time to heal.
Recovery: You heal 1 Wound each time you take a full rest.
Damage Resolution
- Damage reduces Toughness first, point for point
- If damage would reduce Toughness below 0:
- The character receives 1 Wound
- Their Toughness stays at 0
- Any excess damage is ignored
- Special cases:
- Reducing Toughness exactly to 0 does not cause a Wound
- When at 0 Toughness, any new damage directly causes a Wound
When you can’t take any more Wounds (you’ve taken your third Wound), you become Mortally Wounded, gaining the following condition.
Mortally Wounded:
- You gain the Stunned condition
- At the start of your turn, make a Death Test. Failure means death
- Make an additional Death Test whenever you take damage. Failure means death
- You remain Mortally Wounded until either:
- Any amount of Toughness is restored
- Any Wound is healed
- While Mortally Wounded, you may attempt a Last Stand [mechanics to be defined]
Death & Fate
Fate Points
Each character begins with 3 Fate Points. These represent your ability to defy death itself, though at a cost. You can come back from beyond the grave, forever changed, loosing part of yourself in the process.
Spending Fate Points
When your character dies, you may spend 1 Fate Point to return:
- You rejoin the party during their next rest period (or at another dramatically appropriate moment, as agreed with the GM)
- You receive a Fate Scar (a permanent mark of your brush with death)
- You can choose to let your character rest permanently instead of spending a Fate Point
Returning Examples
Your return might manifest as:
- Appearing beside the party’s campfire as if you’d always been there
- Stumbling into the tavern where the party rests
- Emerging dramatically from the mist
- Being discovered keeping watch when the party awakens
[Note: The Last Stand mechanics should be detailed here once defined]
Legacy
If your character died, they can leave Legacy, so your next character can inherit part of their power. (TODO later)