10 Apprentices SRD

Apprentices - System Reference Document (SRD)

Quick rules for players and GMs during live play.

Use this as table reference. For full detail, see 01 Core Mechanics, 03 Character Creation, and 05 Magic System.


1) Character Creation Snapshot

  1. Choose 1 Background and 1 Playbook.
  2. Attributes:
    • Magical start at 1 (Memory, Calculation, Finesse, Willpower)
    • Mundane start at 0 (Mental, Social, Physical)
    • Spend points per current character-creation rules.
  3. Distribute school levels and record starting formulas in your Grimoire.
  4. Choose playbook moves and mentor.
  5. Set derived values:
    • Mana Track: 4 + highest of (Calculation, Finesse, Willpower)
    • Health: 7 boxes
    • Soul Integrity / Sanity: 10 each
    • Memorized Spells: up to Memory formulas in active recall
    • Ready Patterns: 2 + highest of (Calculation, Memory)

2) Core Resolution

Combat is fiction-first. No rigid initiative track. Enemies usually hit/escalate as consequences of player rolls.


3) Magic Casting Quick Rules


4) Mana Track and Strain


5) Memorized Spells


6) Downtime Thesis Loop


7) GM Adjudication Card

When in doubt:

  1. Confirm fictional positioning and glyph logic.
  2. Confirm declared Effect/Range/Area/Duration, then set Mana Track cost from scale/risk.
  3. Roll move.
  4. On 7-9, offer two fitting complications and let the player pick one.
  5. On 6-, make a hard move that follows from School + Glyph + Scale fiction.

8) Canonical References