Apprentices SRD
Apprentices - System Reference Document (SRD)
Quick rules for players and GMs during live play — the compact Reference sheet.
Use this as table reference. For full detail, see 01 Core Mechanics, Character Creation, and Magic System. Term definitions: Glossary Index. Abbreviations: SP = Study Points, IP = Insight Points.
Character Creation Snapshot
- Choose 1 Playbook — your complete class package (see Playbook Template).
- Playbook = fixed attribute array (sum +4), starting school dots + formulas, origins, gear, and advancement identity.
- Attributes come pre-set in your playbook:
- Magical range around 1 (Memory, Calculation, Finesse, Willpower)
- Mundane range around 0 (Mental, Social, Physical)
- Take your playbook's school levels and record its starting formulas in your Grimoire (1 formula per core school dot).
- Pick 1 Origin (grants a Connection), then take your playbook's Signature Move (auto) + 2 of 6 Playbook Moves. Pick your mentor.
- Set derived values:
- Mana: 4 + highest of (Calculation, Finesse, Willpower)
- Health: 7 boxes
- Soul Integrity / Sanity: 10 each
- Ready Glyphs: 2 + highest of (Calculation, Memory)
Core Resolution
- Roll when fiction triggers a Move: + 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.
Magic Casting Quick Rules
- Casting uses Shape the Matrix and related magic moves.
- Typical casting stat:
- +Finesse for precision/defensive shaping
- +Willpower for force/destructive shaping
- Use declaration format: Intent -> School -> [Anchor] + [Form] -> Scale -> Tags. Name only the glyphs that do work — no glyph is mandatory.
- Anchor glyphs deliver or hold the spell (Stoss, Faden, Puls, Hall, Gitter, Anker); Form glyphs shape how it manifests (Wacht, Kreis, Siegel, Spiegel, Fluss, Schleier, Band, Hohl, Schmiede).
- Every caster starts with their school-native starter glyph (see the school's Tier 0 table).
- Glyph stacks: you may combine glyphs in one declaration — each glyph beyond the first costs +1 Mana Track tick; stacking beyond your Calculation pushes the matrix (see Magic System).
- Declare intended Effect, Range, Area, Duration before cost is finalized.
- If your structure exceeds safe complexity, expect strain/harm even on partial success.
Mana Track and Strain
- Magic is constrained by a Mana (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/Channel Strain) and narrative fallout.
Ready Glyphs
- You can know many formulas in your Grimoire.
- At scene start, mark Ready Glyphs = 2 + highest of (Calculation, Memory).
- Ready Glyphs are your currently preloaded glyph architectures for stable use under pressure.
- Shaping known but non-ready glyphs in tense scenes adds one extra mixed-result pressure.
- Mastered spells are always ready — no non-ready pressure, -1 tick (min 1), silent, reaction-capable. You hold a number equal to your Memory in active recall.
Spell Mastery Loop
- In danger, improvise with Shape the Matrix.
- Cast the same declaration successfully and mark its Spell Clock (4 segments) — fill it and the spell is Mastered (always ready, -1 tick, silent, reaction-capable).
- Between scenes, accelerate or design spells with Research Matrix.
- Tune Mastered spells via Research Matrix (1-2 SP): shave a tick, add/swap a tag, rewrite the risk signature, or erase a flaw — the player's choice.
- Mastered spells reduce repeat negotiation and make advanced students feel distinct.
Support Schools (Alchemy and Artifice)
- Alchemy (Brew Alchemy): roll + Mental during downtime with an Alchemical Material Cache.
- Artifice (Engrave Artifice): roll + Finesse or + Calculation during downtime with an Anchor Material Cache.
- Artifice = Inscription: draw any stabilized formula into any object (discs, rings, foci, parchments, weapons). Mastered spells inscribe cleanly (one Complexity tier lower); triggering = no roll, 2 Mana ticks (1 with Combat Artifice).
- Hybrid crafting model: Complexity 1 resolves in one roll; Complexity 2+ uses Progress toward a complexity clock.
- Artifice activation: no casting roll when triggering a finished item; activation costs 2 Mana Track ticks.
- Support schools share the same level cap as core schools, but they grant crafting/reliability permissions rather than Technique Glyph tiers.
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.
Canonical References
- Core loop and attributes: 01 Core Mechanics
- Character creation: Character Creation
- Magic engine and collapse logic: Magic System