Core Rules

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Get ready to adventure more!
If you’d like to jump right in, the basic rules for the player can be picked up from a simple 1-page guide, that has refences to each section in case you need more detail. There are also plenty of notes for new DMs (the person who runs the game) to get you up and running in no time. If you want to keep things simple and all in the dramatic Theatre of the mind? Sure. No problem! Want deep tactical battles with high risk multiple actions, combat canges, damage types, armour, cover, limb targeting, dual wielding, charging up power, cooperative spell casting and beam struggles? We have that covered too! It’s really up to you.
  • Easy to learn with 1 page quick guide for new players!
  • Everyone Rolls at once!
  • Focus or Hurry? A choice with every roll!
  • Make plans and see how they come together!
  • Charge spells up or cast spells together!
  • Did I say spells? I means lasers! SARIL is setting agnostic
Stuff! Lot’s of Stuff!
At least a couple of adventures will come with the core rules. Along with these you’ll get access to a number of goodies including stl files (for printing 3d models), digital icons (for playing online on websites like Roll20.net) and print and play things for those who want to make some stuff with cardboard.
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