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
- Choose 1 Background and 1 Playbook.
- Attributes:
- Magical start at 1 (
Memory,Calculation,Finesse,Willpower) - Mundane start at 0 (
Mental,Social,Physical) - Spend points per current character-creation rules.
- Magical start at 1 (
- Distribute school levels and record starting formulas in your Grimoire.
- Choose playbook moves and mentor.
- Set derived values:
- Mana Track:
4 + highest of (Calculation, Finesse, Willpower) - Health: 7 boxes
- Soul Integrity / Sanity: 10 each
- Memorized Spells: up to
Memoryformulas in active recall - Ready Patterns:
2 + highest of (Calculation, Memory)
- Mana Track:
2) Core Resolution
- Roll when fiction triggers a Move:
2d6 + relevant attribute - 10+ Strong Hit: full success
- 7-9 Mixed Success: success with cost/complication
- 6- Miss: GM makes a hard move
Combat is fiction-first. No rigid initiative track. Enemies usually hit/escalate as consequences of player rolls.
3) Magic Casting Quick Rules
- Casting uses Shape the Matrix and related magic moves.
- Typical casting stat:
+Finessefor precision/defensive shaping+Willpowerfor force/destructive shaping
- Use declaration format: Intent -> School -> Glyph -> Scale -> Tags.
- Every caster starts with
Fadenplus school-native starter glyph access. - Declare intended Effect, Range, Area, Duration before cost is finalized.
- If your structure exceeds safe complexity, expect strain/harm even on partial success.
4) Mana Track and Strain
- Magic is constrained by a Mana Track (ticks), not a classic MP pool.
- Typical costs:
- Trivial: 0 ticks
- Standard: 1 tick
- Hard/Complex: 2 ticks
- Miracle: 4+ ticks
- Pushing beyond safe limits inflicts physical consequences (Wounds/Neural Strain) and narrative fallout.
5) Memorized Spells
- You can know many formulas in your Grimoire.
- You can keep up to
Memoryformulas as Memorized Spells. - Memorized spells:
- reduce mana cost by 1 step (minimum 1)
- cast faster in fiction
- can enable instant defensive reactions (e.g., Deflect Magic) when applicable
- You can swap memorized loadout when not in combat or a tense scene.
- You also mark Ready Patterns each scene; shaping non-ready glyphs in tense scenes adds one extra mixed-result pressure.
6) Downtime Thesis Loop
- In danger, improvise with Shape the Matrix.
- Between scenes, stabilize successful improvisations with Research Matrix.
- Stable thesis spells reduce repeat negotiation and make advanced students feel distinct.
7) GM Adjudication Card
When in doubt:
- Confirm fictional positioning and glyph logic.
- Confirm declared Effect/Range/Area/Duration, then set Mana Track cost from scale/risk.
- Roll move.
- On 7-9, offer two fitting complications and let the player pick one.
- On 6-, make a hard move that follows from School + Glyph + Scale fiction.
8) Canonical References
- Core loop and attributes: 01 Core Mechanics
- Character creation: 03 Character Creation
- Magic engine and collapse logic: 05 Magic System