
CORE MECHANICS
Einsol’s Razor isn’t just a setting—it’s a system that fights back. This isn’t a retrofitted d20 module. The Razor was built to challenge assumptions, blur genres, and weaponize narrative choice.
From cinematic combat to emotional weight, each subsystem is designed for flexibility, flow, and fun.
Contested Rolls, Not Static Numbers
Every combat action is a faceoff between attacker and defender—no static AC.
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Attacker: d20 + Reflex + bonuses
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Defender: Choose Reflex, Fortitude, or Will Defense Rolls
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Each defense roll has a special reaction effect:
Defense Type | Effect |
---|---|
Will | Inflict –2 on enemy Attack Roll |
Fortitude | Take half damage + counter |
Reflex | Move 1m immediately |
Contested Combat Rolls
Action Economy (4 AP)
Tactical Action Economy
At the top of each Round, every character gets 4 Action Points (AP) to spend however they like:
Core Action
(CA)
2 AP, Used during your own Turn. (Attacks or Spell Weaving).
Quick Action
(QA)
1 AP, Smaller actions that can only be used during your Turn.
Reaction
(R)
1 AP, Triggered outside your Turn in response to specific events or conditions.
Free Action
(FA)
Quick actions that do not consume AP, such as speaking briefly, gesturing, or dropping an item.
Edge & Hindrance
Not all dice are rolled equal.
Edge and Hindrance represent situational modifiers—bonuses or penalties applied to Attack Rolls, Defense Rolls, or Skill Checks based on tactics, environment, abilities, or status effects.
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Edge: Grants a +2 bonus per instance
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Hindrance: Applies a –2 penalty per instance
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They stack. Multiple sources can raise or lower your odds significantly.
Use terrain, tech, positioning, or magic to tip the odds in your favor—or watch them spiral away when the world turns on you.

The battlefield uses 1:1 meter squares, not feet.
Easier to measure, cleaner to scale, and perfect for VTTs or tabletop tiles.
Metric-Based Grid System
Armor: Temporary Hit Points
No AC. Armor Soaks Damage.
Armor gives Temporary Hit Points (THP) that deplete before real HP. It’s your buffer, not your dodge.
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Armor THP stacks with magical or class-based THP
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Only the highest non-armor THP applies
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When you take damage, THP goes first—no evasion roll required

Spell Weaving (Point-Based Magic)
Tier | Level | ARC |
---|---|---|
Innate | 0 | 1 |
Novitiate | 2 | 1 |
Mystagogue | 4 | 2 |
Ascendant | 6 | 3 |
Thaumaturge | 8 | 4 |
Magus | 10 | 5 |
Arcanum | 12 | 6 |
Magic is channeled, not cast. Weavers spend ARC Points to shape spells.
Key Concepts:
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Each spell has a specific ARC cost
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Caster Classes share Innate and Novitiate spells
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Subclass-specific spells unlock at Level 4
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ARC regenerates partially on Short Rests, fully on Long Rests
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Roll Spell Weaving (1d20 + MAB) vs. Defense Roll
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At Level 6, unlock Loomcrafting to create unique spells using runic threads.

Aptitude Dice, Not Binary Proficiency
When your character has an Aptitude in a Skill or Toolkit you can apply your Aptitude Dice to Skill Checks. As characters advance, their Aptitude Dice grows in power, reflecting their increasing mastery.
Maximum Aptitude Bonus (MAB)
When told to use your Maximum Aptitude Bonus (MAB)—you take the max possible on your biggest Aptitude die.

Level | Aptitude Die |
---|---|
1 | d4 |
4 | d6 |
8 | d8 |
12 | d10 |
16 | d12 |
Damage and Death

SUB SYSTEMS
Beyond the core mechanics lies a toolkit of powerful subsystems—each designed to expand, customize, and intensify your table’s journey. From reputation and crafting to hacking, vehicles, and psychological depth, these modular rules plug into the Razor wherever your story needs them.

Fame & Infamy
The world is watching. Every choice echoes across networks, newsfeeds, and rumor chains.
Your reputation isn’t just narrative—it’s tracked, mechanical, and changes how people treat you. Rise as a savior, fall as a legend, or vanish into myth.
Fame:
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Charisma buffs
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Public support
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Easier social checks
Infamy:
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Intimidation boosts
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Criminal allies
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Law enforcement heat
One post, one fight, one betrayal can flip everything.
Crafting,
From Scratch
Whether you’re building weapons from scrap, brewing nanite cocktails, or installing black market cyberware, this system rewards creativity and risk. Every item tells a story—what will yours do?
Crafting Highlights:
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Requires Toolkits (Alchemist, Armorer, Vehicales, Gunsmith, Hacker, etc.)
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Customize with Attributes (damage types, resistances, THP, etc.)
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Quality and Rarity influence DC and cost
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Fail the roll? You lose 50% of your materials

Hacking
Jack into corporate mainframes, hijack mechs mid-combat, or brick someone’s neural drive. Razor’s hacking system offers:
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Custom Programs: Write scripts to disable shields, overwrite enemy AI, or boost allies.
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Device Control: Hack turrets, vehicles, drones, or even NPCs.
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Network Layers: Risk/reward increases with deeper infiltration.

VEHICLE COMBAT
Whether in hover-chases, exo-mechs, or salvage tanks—Razor supports fast, tactical vehicle action:
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Pilot, Gunner, Support Roles: Split duties among players or go solo with mods.
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Modular Upgrades: Armor plating, energy weapons, boosters, more.
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Craftable & Hackable: Everything with a circuit is fair game.
Vehicles are more than scenery. They’re platforms for speed, firepower, and story.