01 Core Mechanics

Welcome to Apprentices. This chapter covers the fundamental mechanics of the game, how to trigger moves, and what your character's attributes mean.

Core Resolution Mechanic

The engine of Apprentices uses a Player-Facing system focusing on mental struggle, magical precision, and pushing the human body to its absolute limits.

The Move

When your character does something in the fiction that matches a Move's trigger (e.g., "When you strike an enemy in close combat," or "When you shape a spell matrix"), you roll the dice.
You roll two six-sided dice (2d6) and add the relevant Attribute.

Roll Modifiers

Sometimes a Move or situation will grant you a mechanical modifier to your 2d6 roll:

Memorized Spells & Joint Casting

Narrative Action Flow

Apprentices does not use rigid initiative systems or turn orders. Action flows naturally based on the narrative.

  1. The Conversation: Play is a conversation. The GM describes the situation and asks, "What do you do?"
  2. Player Action: A player describes their action. If it triggers a Move, they roll.
  3. The Roll Dictates the Flow: The GM does not usually roll. Enemies deal damage and act as a consequence of a player's 7-9 or 6- rolls.

The 7 Attributes

Characters in Apprentices are defined across seven distinct attributes. "Skills" and "Traits" have been collapsed; if your character ought to be good at something (like Lockpicking), they simply take the relevant Playbook Move (e.g., Thief in the Night).

1. Magical Attributes (The Soul's Shaping)

These represent the inherent power, processing speed, and physical mana capacity of the Student's magical mind. Base: 1. Max: 3.

Attribute Description
Memory Capacity for holding pre-calculated spell architectures in pure muscle memory. Dictates your memorized formula cap and contributes to scene-ready pattern limits.
Calculation Mental RAM. Represents your comfort level with concurrent tags. Pushing beyond your Calculation score triggers Matrix Strain (channel-strain harm) during casting.
Finesse Delicate exactness of weaving multiple glyphs. Used for subtle, precise, or defensive shaping.
Willpower Raw force of intent. Used for pure destruction, channeling unstructured energy, and brute-forcing reality.

2. Mundane Attributes

These represent your physical and intellectual capabilities. Base: 0. Max: 3.

Attribute Description
Mental Knowledge, academics, logic, perception, and crafting.
Social Charm, deception, intimidation, and reading people's intentions.
Physical Might, agility, acrobatics, and non-magical combat prowess.

Survival, Health & The Soul

Physical Health (The Body State)

Every character typically has 7 Physical Health Boxes (unless altered by a Playbook Move). As you take damage from attacks or hazards, mark off these boxes. Instead of abstract math penalties, damage imposes Conditions that the GM uses to alter your fictional positioning or make Hard Moves.

Channel Strain & Harm

There is no abstract "mana bar" to track. Instead, whenever you push magic beyond your safe limits or roll a 7-9 on Shape the Matrix, your organic channels tear. This strain inflicts actual Wounds on your Physical Health track.
In legacy shorthand, this same consequence may appear as Matrix Strain or Neural Strain in older notes; treat those as channel-strain harm, not separate subsystems.


Sanity & Morality

Erosion Trigger Move

When facing trauma or committing atrocities, roll the Resist Erosion Move.
(Roll 2d6 + Willpower)

At 0 Sanity, your character becomes a "Hollow".

Tiers of Madness

This World ================================================== Economy