You start clean. You don't stay that way.
You begin this game as a blank sheet of parchment — a hollow vessel of bone and muscle. There are no classes to guide you; your choices are the only ink available. Every time you sharpen a skill, forge a weapon, or make a desperate bargain to survive an encounter, you are adding permanent marks to your ledger. You can endure the first mark. You can manage the second. But the moment you are IronTithe, you have hit the absolute ceiling of physics, magic, and biology. The game is an accounting of how close you are to that third mark — and what you are willing to look like before you break.
You need: this document, one ten-sided die (1d10) per player, and people willing to find out what their character is made of.
The number three is the structural limit of this world. It operates on three simultaneous scales:
| Column I — Flesh | Column II — Matter | Column III — Trauma |
|---|---|---|
| The Power of Three Every 3 Skill Points in a category forces the parent characteristic up by +1. You are literally sculpted by what you survive. |
The Runic Threshold No item may bear more than 3 total rune marks. A fourth rune shatters the material into shrapnel. The geometry of matter has limits. |
The Condition Matrix A 3rd simultaneous condition triggers Overwhelmed — structural biological collapse. The body has a ceiling. It does not negotiate. |
What is marked upon my character sheet? An active, evolving ledger of systemic debt. Every row begins empty. You force the world to carve a path into it.
Who is doing the marking? Three forces compete for your ledger — the Church of the Radiant Compact demands your compliance; the borderland factions demand your blood; the outer void demands your sanity. To survive is to choose whose ink you are willing to wear.
What happens when the third mark lands? The Threshold of Collapse. The ledger closes. Your weapon shatters, your body locks, your characteristics freeze. The game is the calculation of how close you are to that third mark — and whether you can clear the ledger before you unravel.
IronTithe uses a single die: the 1d10. Almost every action that matters is resolved the same way — roll 1d10, add relevant bonuses, meet or beat a Target Number (TN). If you do, you succeed. If you don't, consequences follow.
Advantage: Roll 2d10 and take the higher result. Granted by skills, positioning, or circumstances in your favour.
Disadvantage: Roll 2d10 and take the lower result. Imposed by injury, environment, or being outmatched.
| Action | Roll | TN |
|---|---|---|
| Attack (melee) | 1d10 + To-Hit bonus | Target's Defence |
| Attack (ranged) | 1d10 + To-Hit bonus | Target's Defence |
| Cast a spell | 1d10 + To-Cast bonus | Spell's TN |
| Resist magic (mind) | 1d10 + Resolve | Effect's TN + Resist |
| Skill test (trained) | 1d10 + skill points | GM-set DV |
| Skill test (untrained) | Dis.d10 + characteristic | GM-set DV |
The contest rule. When two wills clash, both roll 1d10 + skill and the higher total wins (ties favour the defender). If you have no training in the skill, you fall back on raw nature — Disadvantage on the d10 + the governing characteristic. Two skills, Inspire and Performance, add their characteristic even when trained, as uncontested projection.
Resist Bonus: creatures defend by a standing bar — Characteristic TN + a Resist bonus that scales with their Tier — so a tougher foe is genuinely harder to sway, frighten, or dominate.
Time on the battlefield is measured in heartbeats and drawn steel. Every combatant is granted a base of 1 Action Point (AP) per exchange. This pool is expanded through the Quickness skill or deliberate investment of Experience.
| Action | AP Cost |
|---|---|
| Melee Attack (one-handed) | 1 AP |
| Melee Attack (two-handed) | 2 AP |
| Ranged Attack (shortbow, thrown) | 1 AP |
| Ranged Attack (heavier bows, crossbows) | 2–3 AP |
| Cast a Spell (TN 1–6) | 1 AP |
| Cast a Spell (TN 7–9) | 2 AP |
| Cast a Spell (TN 10–12) | 3 AP |
| Cast a Spell (TN 13–15) | 4 AP |
| Move (full movement) | 1 AP |
| Use an Item / Drink Potion | 1 AP |
| Enter Reactive Stance | 1 AP — declare trigger & held action |
| Riposte (reaction) | 1 AP — triggers on enemy natural 1 |
A note on arms: A two-handed weapon costs 2 AP per swing but doubles your Physique bonus to wounds. Ranged weapons carry their own action economy — a shortbow looses for 1 AP, while heavier bows, crossbows, and blackpowder demand more to draw or reload (a pre-loaded weapon fires its first shot for 1). See the core rules for the full weapon list.
Use this pre-built character to play immediately. Mira Ashvane is a Human soldier — experienced, pragmatic, and carrying the kind of faith that comes from having needed it and found it present. She can fight, endure, and call upon simple blessings when steel isn't enough.
Mira carries 3 points in Devotion — enough to call down blessings up to TN 6 without penalty. To cast, she rolls 1d10 + her To-Cast bonus against the blessing's TN. With steady faith the holy light answers readily; only the most demanding miracles risk slipping from her grasp.
Mira can hold 3 blessings in memory — equal to her Devotion skill points. She must choose which to prepare before play begins. Below are her available blessings for this quickstart.
Use this encounter to learn the system. Three Vraxxal Warriors have located Mira in the ruins of a village they emptied three days ago. They were not searching for her. They simply noted her presence as a variable.