
THE SYSTEM
The 1D10 System is a class-less, level-based, generic roleplaying system that uses just a single d10 for its core mechanics.
The core founding principles of the system are simplicity and customisation.

Simplicity
-
PLAY HOW YOU WANT: The system is designed to balance the value and importance of exploration, combat, and social elements.
-
RULES LIGHT: You can pick up the basic rules by the end of your first session. The core mechanic revolves around rolling a d10, adding your modifiers, and checking against a target score to see what happens.
-
KEEP IT SIMPLE: The system makes things simple to learn for beginners, while offering depth to experienced players, and plenty of guidance to support GMs.
-
CONSISTENCY: Each setting book uses the same core rules engine so you can easily move to any of the others.
-
NARRATIVE FOCUS: Everything from skill checks to encounters are designed to drive interesting narrative outcomes.
-
ALL-IN-ONE BOOKS: Each book contains everything you need to run the system, including: core rules, player options, bespoke setting rules, a detailed Game Mastering section with hundreds of creatures, vehicles, and heaps of adventure/encounter hooks to get to started immediately.
Customisation
-
AWESOME CHARACTERS: The flexible character creation process allows you to make amazingly unique characters that feel "right" from the start.
-
SIX SETTINGS: The system supports nearly unlimited scope for adventures and comes in six fabulous settings: classic fantasy, western, Victorian fantasy/steampunk, pulp/vintage modern, sci-fi/futuristic, and post-apocalyptic. Each setting comes in their own standalone book, and particular focus has been spent making them feel interesting and unique.
-
MODULAR RULES: The system has many modular rules that are cross-compatible. Mix and match your favourite elements from each setting to create the perfect combination of rules for you.
-
OPTIONAL RULES: Numerous optional rules are littered throughout the system that allow for further customisation depending on your group's preferences.
-
FREEDOM TO CREATE: There is no built-in setting lore or backstory to hold you back. Each setting is written generically, so they can be turned into the exact theme, feel, background, or situation you what.
-
DIVERSE GAMEPLAY: The system can cover any style of gameplay, including classic genre, intrigue/mystery, balanced, hack and slash, and even hardcore.

THE BASICS
Core Mechanics
-
As the name suggests, the system only uses a single d10. Just roll the die, add your modifiers, and compare the result against a target score.
-
The system uses three primary attributes – Physical, Mental, and Social – from which all your other characteristics are derived.
-
Skills and Features are the two primary methods the player’s characters can interact with the game environment.
-
Skills are divided among the three attributes and there are 18 in total. They can be used all the time and cover a wide range of areas.
-
Features generally have limited uses or only work in certain circumstances.
-
Skill checks cover a range of different outcomes to help push the narrative forward from, such as minor, major, and critical success and failure. Each offer interesting ways to resolve the outcome and keep the momentum moving forward.
Exploration
-
One of the most expansive exploration sections of any system covering a huge range of different situations.
-
The system uses simplified conditions and environments, which are clustered into a few general effects that represent a multitude of different situations. This makes it easier to remember and keeps the focus on the narrative without bogging down the game.
-
Core elements in all settings cover: creature states and relationships, interacting with objects and locations, conditions, environments, recovery, chases, traps, and travelling.
-
Additionally, each setting book has a set of core and bespoke rules that cover a multitude of different explorative elements, such as: afflictions and persistent injuries, custom planets, fantasy realms and worlds, gambling, organisations and factions, prospecting and mining, reputation systems, secure locations and access levels, urban and space environments, and virtual reality simulations.

Combat
-
Combat is super-efficient, brutal, and fun. It covers everything from simple infantry based combat, to battle zones ranging between land, air, and space, which can be fought simultaneously and with vehicles.
-
There is a combat planner within the Game Mastering section that steps out how to plan your battles according to a difficulty rating. But you can choose to ignore it if you prefer more off-the-cuff, daring combat where the outcomes are unknown.
-
The system encourages theatre of the mind, which allows for more creative, immersive, three-dimensional encounters using simplified positioning mechanics. But it does also offer ways to use battle maps and grids.
-
You can use your skills and features during battle, which allows for incredible flexibility in choices and bringing a more narrative aspect to the encounter.
-
It uses flat damage, where you add up your damage modifiers and use the total instead of rolling each time.
Parley
-
Allows you to engage in debates, interrogations, and negotiations in a structured manner, similar to combat.
-
Parley is a fun group activity that gives social characters a chance to shine as they outwit and manoeuvre their foes with words.
-
During parley, you will define the terms of your negotiation, choose a spokesperson, and then on your turn you will make a statement and choose an appropriate action from the options available, which best represents how you choose to attack the argument.
-
The challenge and fun of parley is that you never know how good your opponent will be. Fail to deliver your point and you can lose momentum during the discussion, giving your opponent a chance to capitalise.
-
It’s an exciting duel of words that can have the entire table engaged as they try to outwit their opponent and win the argument.
GAME MASTERING

GM Support
-
GM TRAINING: Step by step support teaching you how to perform the role of the Games Master.
-
ENCOUNTER BUILDER: Easy encounter design in five steps. Once you have mastered the technique, you should be able to generate full encounters within 30-60 minutes that can last for 4-8 hour sessions.
-
ENCOUNTER TEMPLATES: Templates covering 18 common encounter types, such as assassinations, heists, rescues, dungeon crawls, political, quests, journeys, sabotage, espionage, etc. These walk you through the design process and provide you all the core elements you need to build a specific type of encounter.
-
ADVENTURE DESIGN: A simple technique for creating adventures in seven steps, and a raft of setting and adventure ideas to get you started.
-
CREATION TOOLS: Each book contains more than enough content to keep you creating for years, such as:
-
33 encounter hooks
-
10-15 setting ideas
-
10-15 adventure hooks
-
-
OTHER TOOLS: The core rules all provide ways to spice up encounters through modular challenges, such as 25 complications, 11 complex trap templates, and 36 minor and major obstacles. These are written so they can be flavoured to suit any situation or circumstance.
Creatures
-
CREATURE CREATION
-
NPCs and creatures are super easy to create using a simple process.
-
Creatures are divided into 10 levels, which have predefined characteristics. Simply choose the creature's level, creature type, their unique features, and you’re done!
-
This method allows you to create millions of creature combinations very quickly.
-
Players can also create their own custom creatures when summoning, for companions, or as part of the shape-shifting ability!
-
​
-
CREATURE TEMPLATES
-
Each book also offers hundreds of ready to go unique creature templates broken up into various types that can be further customised, saving time for the GM on the go.
-
Creature types include: alien, angelic, beast, construct, demonic, elemental, fey, humanoid, monstrosity, mutant, oddity, plant, supernatural, and undead.
-


Vehicles
-
VEHICLE CREATION
-
Vehicle are designed using a similar process as creatures, maintaining that consistency in approach, which reduces learning time.
-
Most of the settings use vehicle rules, where you can find, modify, and pilot amazing vehicles of various types and sizes with ease.
-
Vehicles are acquired using a narrative approach to save effort on bookkeeping. Alternatively, you can create your own custom craft!
-
​
-
VEHICLE BATTLES
-
Battles can be fought over multiple combat zones simultaneously and the system has simple rules for everything from small drones up to planetary sized super structures.
-
​
-
VEHICLE TEMPLATES
-
As with creatures, settings with vehicles also have a raft of templates that you can use straight away.
-
Vehicle types include: wheel, track, walker, watercraft, hovercraft, airship, aircraft, and spacecraft
-
CHARACTER CREATION

Amazing Characters
-
MAKE THE CHARACTER YOU WANT
-
Character creation offers enormous scope for customisation and creativity without being overly cumbersome or time-consuming. There is just so much flexibility to create the exact character you want to play.
-
There are no predefined races, classes, or other restrictive measures to prevent you from creating your vision. You get to choose where all your character options go.
-
The process is dead simple! Choose your attributes, ancestry, skills, features, equipment, and off you go. In fact, half the fun is playing around with all the options.
-
​
-
FEATURES
-
Features represent your character’s special abilities. They are limited in their scope and uses, but offer powerful and interesting effects that help define your character.
-
You can mix and match any of the feature combinations, making no two characters alike. This allows for enormous flexibility in making the type of character you want to play and covers a very wide range of aspects, including combat, social, exploration, technology, magical, relationships, survival, and much more.
-
Each book has 220 features spread across the 10 character levels. These are grouped into four logical and thematic categories – Universal, Physical, Mental, & Social.
-
Each setting has their own unique set of features. However, they are all cross-compatible, so you can mix and match across settings.
-
Powers & Gear
-
LEARN COOL POWERS
-
Each setting has its own unique representation for special powers, which can be selected from the Features section and further customised. These are designed to enhance the themes of each book.
-
They cover the following: Spells, Rituals, Magic, Paranormal Abilities, Cybernetics, and Mutations.
-
Each operate in their own unique way, but there are common mechanical approaches to keep the learning curve down.
-
Similar to features, these special powers are all written using generic language so that you can flavour them in any way you wish. So while the mechanical effects are very specific, the way each ability creates a desired effect is left to your imagination.
-
​
-
CUSTOMISABLE GEAR
-
The system covers both magical, modified, and mundane equipment using a simple template system, which is a common theme throughout the system’s design.
-
Weapons and armour come in a few small categories, which represent a huge swathe of different types and can be further customised to feel more unique and personalised. This can be done using modifications, or by enchantment, depending on the setting you’re using.
-
Each book also has a large section of trades, services, accommodation, and general equipment that is specific to the setting.
-
