Tag: system

  • Ultra-Light AME

    With the launch of the 2026 One Page RPG Jam, I decided to make a super-light version of AME.

    Characters

    AME uses Step Dice: d4, d6, d8, d10, and d12. A d8 is competent. Characters have two Attributes and one Career.

    Body covers strength, movement, endurance, reflexes, violence, injury, and physical survival.

    Mind covers perception, knowledge, willpower, judgement, persuasion, investigation, craft, and technical skill.

    Your Career is what you are: Detective, Pilot, Sailor, Wizard, Soldier, Scholar, Thief, Doctor, Medium, Engineer, and so on. It replaces skills and applies whenever your training, background, reputation, or habits would help.

    System

    When an action is risky and uncertain, roll:

    Attribute + Career

    The Referee chooses whether the pressure falls on Body or Mind. The player explains how their Career applies. If it does not apply, roll the Attribute alone.

    Read each die separately:

    1 = Complication
    5+ = 1 Success
    10+ = 2 Successes
    Double 1 = Disaster

    One Success means the action works. Two or more Successes mean it works cleanly, quickly, quietly, or with extra benefit. No Successes means failure, delay, cost, exposure, or a worse position.

    A Complication happens even if the action succeeds. It may mean harm, stress, lost time, damaged gear, witnesses, suspicion, debt, or future trouble. A Disaster means the situation turns sharply against the character.

    Each character begins with 1 Nudge per session. A Nudge raises one die after rolling, usually enough to turn failure into success or a 1 into a 2. It always represents strain, luck, desperation, or cost.

    Harm

    Characters have no hit points. Harm comes directly off Attributes. Physical injury usually reduces Body. Shock, terror, exhaustion, psychic damage, poison, or mental collapse usually reduces Mind.

    If an Attribute reaches 0, the character suffers a Critical and is incapacitated. They are out of the scene unless stabilised, rescued, or allowed one desperate final action.

    Weapons

    Weapons inflict base Harm on a successful attack.

    1 Harm: fists, clubs, knives, improvised weapons, minor attacks.
    2 Harm: swords, axes, pistols, rifles, shotguns, serious claws or bites.
    3 Harm: heavy weapons, explosions, vehicle impacts, monstrous attacks, military firepower.

    Extra Successes may add +1 Harm, disarm, knock down, pin, drive back, bypass cover, or create another advantage.

    Armour

    Armour reduces incoming Harm by its rating, from 1 to 3.

    1 Armour: thick clothing, leather, light protection.
    2 Armour: mail, breastplate, flak jacket, reinforced armour.
    3 Armour: heavy plate, military armour, powered armour, supernatural protection.

    Healing

    Lost Attribute points recover through rest, treatment, or genre-appropriate healing. Eight hours of rest restores 1 Attribute point. If an Attribute reached 0, the character needs urgent help before recovery can begin.

    Now, if you want some help in how to integrate AME into your game, get in touch!

  • AME Web Dice Roller

    We’ve uploaded the AME web dice roller to the site so you can test out the probabilities and have a way of having a neat way to roll dice using a simple online tool.

    It works on mobile (as you can see) and builds in the Nudge mechanics.

    This is the first in a series of tools to help AME GMs understand and use the Arcane Manifold Engine system.

    Plain Example of an Action

    A character attempts to climb a rough stone wall.

    The character rolls Dexterity d8 + Athletics d6.

    Dice rolled: d8, d6

    Result: 6, 1

    Outcome:

    • The 6 counts as 1 Success.
    • The 1 creates 1 Complication.

    The character successfully climbs the wall, but the Complication means the ascent is not clean. The GM rules that loose stones fall during the climb, making noise and potentially alerting anyone nearby.

    Plain Example of Assistance

    Two characters attempt to move a heavy crate blocking a doorway.

    Lead: The Lead character rolls Vitality d8 + Athletics d6
    Assistant: The Assistant contributes Vitality d10

    All dice are rolled together: d8, d6, d10

    Result: 7, 5, 1

    Outcome:

    • The 7 counts as 1 Success.
    • The 1 creates 1 Complication.

    The crate is successfully moved aside, clearing the doorway.

    The Lead decides the Assistant takes the Complication. The Assistant slips while lifting and strains their back, slowing them for the next task.