Worgav Principalities and Powers
Table of Contents
Armored soldier studying maps and communications inside a shadowed command tent with subtle occult and alien symbols

WORGAV

Principalities and Powers

23rd Century Intervention

Game Master Handbook

Originally Written by Jeffrey J. Kempton, Actualized 2026

Table of Contents

PART I: THE WORLD OF WORGAV

1.1 The Nature of the Game

1.2 Guardians and Hosts

1.3 The 23rd Century — Worgav’s Timeline

1.4 The Four Factions

1.5 The Codex — A Note on the Monolith

PART II: GAME MECHANICS

2.1 The Six Core Abilities (CDEILP)

2.2 Battle Metric (BM)

2.3 The NPD10 Dice System

2.4 NPD10 Action Resolution Dice

2.5 Difficulty Factor and Contested Mode

2.5.1 Normal vs. Foolish Actions — Fumble Governance and the Fate Wheel

2.6 Skill Tiers

2.7 Fumble Chain System

2.8 Occult and Psychic Fumble Chain

2.9 Repair and Recovery

2.10 Combat System

2.10.1 Initiative/Recognize

2.10.2 Game Action Sequence (Initiative)

2.10.3 Free-Style Combat Round Algorithm

2.10.4 Attack Rolls

2.10.5 Defense (Optional Variant)

2.10.6 Damage

2.10.7 Morale and Shock

2.10.8 Combat Fumble Effects

2.11 Health Physics, Damage and Mortality

2.11.1 The Physics of War

2.11.2 Categories of Body Damage

2.11.3 Health Physics LP50 Unification

2.11.4 Fragility Ratios Across Materials

2.11.5 Damage Resistance and Survival Skills

2.11.6 LP50 Hazard Severity Anchors (HS 6)

2.12 Serpent Mnemonics

PART III: CHARACTER CREATION

3.1 Overview

3.2 Step-by-Step Character Creation

3.3 Host Types and Body Selection

3.4 Rolling Ability Scores

3.5 Basic Training

3.6 Training Schools and Skill Matrix

3.7 Postmortem Host Replacement

3.8 Incantation Rules — What Carries Over After Host Death

PART IV: SKILLS AND AUGMENTATIONS

4.1 Skill Tier Reference

Tier 1 — Instinct Abilities (1 ability each, 6 total)

Tier 2 — Basic Skills (2 abilities, 15 combinations)

Tier 3 — Advanced Skills (3 abilities, 20 combinations)

Tier 4 — Complex Skills (4 abilities, 15 combinations)

Tier 5 — Elite Skills (5 abilities, 6 combinations)

Tier 6 — Apex Skill (all 6 abilities, 1 combination)

4.2 Ability Combinations

4.3 Profession Skill Pools

4.4 Body Augmentations and Implants

PART V: DOMAINS AND THE CODEX

5.1 The Codex Tablet — The Monolith

5.1.1 The Seven Codex Tree Groups

5.2 Domains — People, Places, and Things

5.3 Turn-by-Turn Play Sequence

5.4 Multiplayer, AI, and Hibernation Mode

PART VI: UNIT SCALE AND SPAWN TABLE

6.1 Unit Scale Reference

PART VII: THE LIVING REALM

7.1 Continuity and AI Management

7.2 Character Growth and Experience

7.3 Human Peculiarities (d100 Table)

PART VIII: PARTY FORMATION, MISSIONS & SUPPLY HUBS

8.1 The Call to Action

8.2 Party Formation

Same Side or Simulation?

Character Creation

8.3 Mission Types

8.4 Supply Hubs & Operating Base Command

What a Supply Hub Provides

Hub Access & Deep Space Assignments

Operating Base Command

8.5 Playing in the Same Domain

APPENDIX A: GAME PHYSICS

A.1 Overview — Thuum and Spirit Matter

A.2 Cosmological Framework

A.3 Physical Laws

Newton’s Laws of Motion

Law of Universal Gravitation

First Law of Thermodynamics — Conservation of Energy

Maxwell’s Equations

Planck’s Law

A.4 Area of Effect Hazards and Damage — Game Physics for Hostile Environments

Non-Lethal Disorientation and Sensory Suppression

Semi-Lethal Real Shock and Fire Suppression

Lethal Exclusion / Hazard Zones

Health Physics and Body Damage

A.5 The NPD10 Probability System (Technical)

PART I: THE WORLD OF WORGAV

Science-fantasy frontier world with a monolith, starport, old west settlement, and ancient ruins

1.1 The Nature of the Game

Game Master table with campaign world, factions, starships, and monolith

Worgav assumes that supernatural beings — called Guardians — influence the mortal world with spirits. As the Game Master, you are the architect of the setting, the referee of its rules, and the voice of every NPC and faction that populates the 23rd century. This handbook provides the mechanical and narrative framework you need to run the game.

1.2 Guardians and Hosts

Guardian spirit bonding with a human host in a temple-medical chamber

Guardians are ancient — over a billion years old — and immortal. Over millennia and vast reaches of space, something was forgotten, especially concerning the human hosts who serve as their avatar vessels. If asked, those hosts could not answer what they truly are. Many Guardians have grown mentally ill, warped like mad dogs by centuries of living in mortal flesh: the longer a Guardian inhabits a body, the more it is corrupted by human desire.

No one knows the true origin of Guardians. Some theorize they are the reincarnations of dead hosts. Whatever they are, they do not belong among us. They are not welcome. A Child has been born and walks with us — unlike them, He invites. In the deepest recesses of the adversary’s design, a plan is written: to watch, to accuse, to refuse service to humanity, and to rise as gods.

Guardians found a way to form a symbiotic bond with mortal flesh, allowing them to experience human emotion. This bond produces either a Champion or a villain. Unlike their Guardians, hosts are mortal and will eventually die; even with advances in medicine, cybernetics, and cloning, a host’s natural lifespan is capped at 1,000 years.

Host Separation. Heroes have only one Guardian (Watcher). Separating a Guardian from a human host requires a Factor 4 Survival roll, with death on a Fumble: Survive(4, P + E + Skill).

GM Note — Theology. Worgav uses an explicit theological frame. Groups should decide before play how directly to foreground that material, especially when Guardian possession, human freedom, and doctrinal references become part of the campaign.

1.3 The 23rd Century — Worgav’s Timeline

Timeline panorama of Earth, colonies, machines, guardians, and ancient ruins

Worgav’s primary setting is the 23rd century, a timeline dominated by the conflict between humanity and machines. Supernatural beings — in conflict with artificial intelligence — watch over and guide mankind like guardian angels, each leading their charges toward a different version of truth. Over time, these beings learned to morphologically connect their spiritual essence to flesh, a bond that hardened into the Champion.

Champions rose naturally to the tops of science, engineering, and government — and widespread corruption followed. They coveted their hosts and the pleasures the flesh provided. While spirits can manipulate natural elements and animals, human hosts and their domains became the preferred arena of power. Without freedom, controlled lands withered. Insanity, starvation, and disease took hold.

This inspired some Guardians to draft new rules governing humans. They formed Leagues of Champions, granting noble families legal title to territory in exchange for hosts and taxes. Technology, populations, and politics changed over centuries — but the hunger of the Guardians never ceased.

In this New Order, humanity has traveled to the stars and natural lifespans have been extended to 600 years. The United States of America Continental Shelf (USA-CS) is the largest and most powerful nation on Earth. In place of the old League of Champions, the Earth Federation enforces the rules of engagement — at the expense of ordinary humans.

Champions and their so-called citizens reached out with modern technology and interstellar spacecraft, exploring and conquering new worlds. On those worlds, they made enemies of alien societies — and discovered that alien worlds were already infested with their own Guardians. Just as on Earth, alien Guardians are immortal; their hosts are not. Both alien and human populations are enslaved by Guardians, and both have collaborators running schools of corruption.

1.4 The Four Factions

Four faction standoff with a synthetic shadow presence

This conflict has four primary sides, plus a fifth contingent:

  • The Earth Federation (Earth Coalition) — the established interstellar government.

  • The Rebellion — those who fight against Federation control.

  • The Freedom Coalition — mortals fighting to free themselves from Guardian influence entirely.

  • The Confederacy — a rival political bloc with its own Guardian patrons.

  • Synthetic and Artificial Life Forms — used as tools by all sides; not independent actors.

While it is possible to play as a freedom fighter, this is not recommended for beginning players — few can survive without spiritual protection. When humans first encountered aliens and attempted to rebel and banish the Guardians, that effort failed.

1.5 The Codex — A Note on the Monolith

Black monolith projecting a codex interface across a frontier domain

Notice the similarity between the Worgav Codex and the mysterious monolith from the film 2001: A Space Odyssey — coincidence? As a player character, you control a Guardian inhabiting a human host, along with other non-player characters who together form your domain. The Codex is the interface through which that domain is commanded.

PART II: GAME MECHANICS

Futuristic tactical table with custom dice, holographic probability arcs, and ancient observatory instruments

Most outcomes in Worgav reduce to five symbols — M, H, h, −, F — resolved through the NPD10 system. This part defines how to calculate Battle Metric, use the NPD10 die, resolve actions, and handle combat.

2.1 The Six Core Abilities (CDEILP)

Six visual ability stations showing charisma, dexterity, endurance, intelligence, luck, and power

Every Champion is defined by six core ability scores. These combine to form all skill and combat profiles.

AbilityCodeRangeDescription
CharismaC2–9How a Champion moves, speaks, and uses body language. “I will persuade.”
DexterityD2–9Speed and agility linked to muscle memory and precise movement. “I will move.”
EnduranceE2–9The combination of body, heart, lungs, and stamina. “I will continue.”
IntelligenceI2–9Rapidly applying training, solving problems, retaining knowledge. “I will accomplish.”
LuckL2–9All senses connected to the subconscious sixth sense. “I will feel.”
PowerP2–9The force of will that overcomes all obstacles. “I will succeed.”

One special ability may reach up to 12 with a specific peculiarity. Without that peculiarity, up to two special abilities may reach 10, or one special ability may reach 11. Abilities above 9 are supernatural. Supernatural abilities grant a reroll option on all rolls involving that ability. The sum of all six abilities is called Thuum.

Canonical Thuum Benchmarks: Very Low 12-20 | Low 21-25 | Below Average 26-30 | Above Average 31-35 | Elite 36-40 | Superhuman 41-54 | Demigod >54. The Guardians harvested the best of humanity over the centuries, and now they fear that humanity has learned to use will to control.

Supernatural Ability Note: Any sophont with three supernatural abilities is likely to draw angelic or psionic attention.

2.2 Battle Metric (BM)

Ability vectors converging into a battle-readiness field over a battlefield

BM is the universal scalar used in every action check in Worgav.

BM Range: 1 to 54

BM is computed by summing the abilities used by the skill in question. The number of abilities used depends on the Skill Tier (see Section 2.6). The higher the tier, the more concentration and time are required to take action.

Examples: Sniper (L + I + E) → if L=7, I=8, E=6 → BM 21. Fighter Pilot (C + D + L + E) → sum of four ability scores.

BM governs the probability of success, the probability of fumble, the severity of failures, combat accuracy, morale stability, and repair capability.

NPC Quality THUUM (C+D+E+I+L+P) BM Benchmarks: Very Low 12-20 | Low 21-25 | Below Average 26-30 | Above Average 31-35 | Elite 36-40 | Superhuman 41-54 | Demigod >54

Battle Metric Penalty for controlling multiple nodes: 1 node +10 | 2 nodes +5 | 3 nodes ±0 | 4 nodes −5 | 5 nodes −10 | 6 nodes −15 | 7 nodes −20. Most players use 3 nodes, finding a balance to succeed.

2.3 The NPD10 Dice System

Custom dice and serpent probability trails on a tactical table

The NPD10 is a custom ten-sided die. The face marked “1” is labeled N, and the face marked “10” is labeled P.

  • Rolling N: triggers a reroll or stops a P chain roll; the result is multiplied by 10⁻ⁿ where n = consecutive Ns rolled.

  • Rolling P: triggers a reroll or stops a N chain roll; adds +10 per consecutive P rolled. Also, a possible fumble.

  • Rolls 2–9: are the body of the snake stops all chain rolls — the ordinary result range.

This mechanism ensures the effective probability is never exactly 0% or 100%. The snake score ranges from >0 to <∞.

Snake Examples: NP = 10⁻¹ × 10 = 1 snake (~10% chance). P4 = 14 snake (~0.4%). NNNP = 10⁻³ × 10 = 0.01 snake (~0.1%). PPP2 = 32 snake (~0.002%).

All actions are resolved with the NPD10 outcome symbol:

NPD10 dice roll result tape showing major success, serious success, normal success, miss, and fumble outcomes
SymbolOutcomeMeaning
MMajor SuccessDevastating / critical result. Double effect in combat.
HSerious SuccessHeavy result. 1.5× effect in combat.
hNormal SuccessStandard hit or accomplishment.
Miss / FailureAction fails; no damage or progress.
FFumbleFumble is gated by the Fate Wheel: normal actions require terminal P and are capped at 10% total fumble risk; foolish actions use expanded F sectors with no P requirement. Critical failure triggers the Fumble Chain Roll.

2.3.1 NPDX Generalization — Other Die Sizes

The NPD10 mechanic generalizes to any die with X faces. The same rules apply: face 1 is labeled N, face X is labeled P, and faces 2 through (X−1) form the body of the snake and end all chains. The mechanic is referred to collectively as the NPDX system, where X is the die size selected for the action.

General chain math. For any NPDX die: rolling N triggers a reroll and multiplies the running score by X⁻ⁿ where n is the number of consecutive Ns; rolling P triggers a reroll and adds +X per consecutive P, with a possible fumble; rolling 2 through (X−1) is the body of the snake and stops all chains. The score domain is (0, ∞) — never exactly 0% or 100%.

Per-die parameters. For each NPDX die, p(N) = p(P) = 1/X, p(body) = (X−2)/X. N-chain values for length n are X·X⁻ⁿ = X¹⁻ⁿ. P-chain values for m consecutive Ps followed by body b are mX + b. Lower X (NPD3, NPD4) yields swingier outcomes; higher X (NPD12, NPD20) yields smoother, more predictable rolls.

NPD4 Worked Example. The NPD4 is a custom four-sided die. Face 1 = N, face 4 = P, faces 2–3 are the body. NP = 4⁻¹ × 4 = 1 snake (~6.25% chance). P3 = 1×4 + 3 = 7 snake (~6.25%). NNNP = 4⁻³ × 4 = 0.0625 snake (~0.39%). PPP2 = 3×4 + 2 = 14 snake (~0.39%). 3 snake (~50%, the most common body result).

The outcome symbol table (M / H / h / − / F) in §2.3 applies to every NPDX die. Thresholds for M, H, h are computed against the snake score the same way.

2.3.2 NPDX Die Size Assignments — Skills, Events, Picklists, Peculiarities

Each in-game roll uses an appropriately sized NPDX die. Lower X → more volatile (raw instinct, rookie skills, gambling, fumbling on small pools). Higher X → smoother and more predictable (mastery, large random tables). The following assignments are canonical; the GM may scale up or down by one die size to tune the campaign’s volatility.

Sizing principle. Pick X is for pick lists and fumble chains so that the body of the snake covers the “ordinary” outcomes you expect; let the N‑tail compress for catastrophic failure, and the P‑tail inflate for runaway success. If a picklist has K entries, use NPDX with X ≈ K (rounding up to a standard die size: 3, 4, 6, 8, 10, 12, 20, or 100).

2.4 NPD10 Action Resolution Dice

Champion at a decision point with branching outcome paths

Follow these steps for every action:

  1. Step 1: Identify the skill and the abilities it uses.

  2. Step 2: Calculate BM (sum the relevant abilities).

  3. Step 3: Determine the difficulty factor f and the contested mode (see Section 2.5).

  4. Step 4: Compute the Die Score = BM × f(Contested Mode, Tactical Range, Range Factor).

  5. Step 5: Classify the attempt as normal or foolish (GM call with warning), then roll NPD10 and compare the snake score to the fate roll threshold ‘h’. See the dice roll tape in Section 2.3 for an example of fate roll required 5|h.

  6. Step 6: Apply the success or failure effect. P5|F indicates a P-chain result that ends in fumble.

  7. Step 7: If F, proceed to the Fumble Chain (Section 2.7).

2.5 Difficulty Factor and Contested Mode

Opposing champions measured by overlapping tactical fields

All actions are normalized to a scaling factor f based on range, weight, luminosity, Thuum difficulty, and other physical dimensions. If f ≤ 1, the roll enters Contested Mode. If f > 1, the Universal Factor Probability Equation applies, where probability decays proportionally to 1/fⁿ where n=1.8 to 2.

Faith Score (the probability input) is calculated as:

Faith\ Score = \ BM \bullet p(f) = BM \bullet f^{(\frac{( - 2f + 1)}{(f + 1)})} \propto \frac{1}{f^{2}\ }\ for\ f > > 10

In Contested Mode, the condition class is determined by comparing the acting Champion’s effective metric to that of the defender or opposing factor:

ModeDescriptionMagnitude Ratiof(MODE)
ASuperior> 4×1.07
BAdvantage> 2× – 4×0.70
CEqual Odds1× – 2×0.50
DDisadvantage< 2× – 4×0.25
FInferior< 4×0.10
XUnlikely< 8x0.05
ZUnlikely< 16×0.01

If multiple conditions overlap, sort the conditions from highest to lowest. If the number of data points is odd, select the middle point. If the number of data points is even, use the higher of the two middle conditions as the tiebreaker. In these examples, the letters are condition classes: Median(A, B, C, D, D) = C; Median(A, A, A, B, C, C) = A; Median(A, B, B, B, C, X, X, X) = B; Median(A, X, X, X) = X.

2.5.1 Normal vs. Foolish Actions — Fumble Governance and the Fate Wheel

Overview

A normal action is one that respects physical limits, training, and situational prudence. Its fumble risk is capped at 10% and requires a terminal P-trigger to fumble.

A foolish action is reckless by context: overstressed gear, impossible stunts without setup, or willful disregard of danger signs. Its fumble risk uses the Foolish Fumble Wedge: every F-marked sector on that wedge is a fumble, with no P-trigger required.

Faith, Fate, And Belief

  • Belief Magnitude (BM): The action’s effective driver, built from the relevant abilities, skill tier, time, and node load.
  • Faith Score: The probability scaler from §2.5, computed from BM and the normalized factor f.
  • Fate Roll: The NPD10 or NPDX roll compared against the faith requirement. It is the deciding spin that accepts or rejects the action.

Normal Action Rule

  • Fumbles require a terminal P result.
  • Total fumble probability for a normal action is capped at 10% after modifiers.
  • F labels shown on body sectors of a normal Fate Wheel are not active unless the terminal P gateway opens the fumble.

Resolution order:

  1. Compute Faith Score from §2.5 using BM and f.
  2. Determine success thresholds for M, H, h, and miss.
  3. Roll NPD10 or the assigned NPDX die.
  4. If the terminal result is P, check for Fumble per §2.7 or §2.8; otherwise apply M, H, h, or miss.

Foolish Action Rule

  • Any terminal result that lands in an F-marked sector on the Foolish Fumble Wedge is a fumble.
  • P is not required.
  • The GM should warn the player before resolution: “This is a foolish action — elevated fumble risk applies.”

Resolution order:

  1. Compute Faith Score from BM and f.
  2. Select the Foolish Fumble Wedge for the current Faith Score band.
  3. Roll NPD10 or the assigned NPDX die.
  4. If the terminal result falls on any active F sector, trigger §2.7 or §2.8; otherwise apply M, H, h, or miss.

Design Notes And Interactions

  • Tier protections in §2.6 apply after the wedge outcome is determined.
  • BM severity shifts in §2.7 apply after confirming a fumble.
  • Psychic, occult, L, I, or P failures use §2.8 after the wedge confirms a fumble.
  • Normal/foolish classification is independent of contested mode.
  • Node load modifies BM before Faith Score is calculated.

GM Guidance

Treat an action as foolish when a reasonable expert in the setting would warn that it carries materially elevated risk without compensating setup. Common signals include grossly inadequate preparation, operating gear beyond specification, ignoring alarms or counter-signals, or attempting magical/psychic overreach without stabilizing ritual, focus, or warding.

Treat an action as normal when trained personnel could attempt it within ordinary safety margins, with adequate time, gear, focus, or support.

Quick Rule

  • Normal: terminal P required to fumble; fumble chance cannot exceed 10%.
  • Foolish: any active F sector fumbles; no P required; low faith can create very high fumble risk.
  • Resolve fumble severity through §2.7 or §2.8 after the gateway is known.

2.6 Skill Tiers

Academy corridor showing escalating training from instinct to apex mastery

Skills are organized into six tiers by the number of abilities they combine. Higher tiers represent greater mastery, longer training, more complex challenges, and longer time scales

TierNameAbilitiesnCrDescriptionTime Scale
Tier 1Instinct16Animal instincts that everyone possesses. Cannot be fumbled away.1 second
Tier 2Basic Skill215Entry-level human skills. Common training and everyday tasks.6 seconds
Tier 3Advanced320NCO-level expertise. Technical schools and serious specialization.1 minute
Tier 4Complex415Officer/post-graduate. Professional certifications and leadership.6 minutes
Tier 5Elite56Master practitioners. Planetary-scale logistics and precision work.1 hour
Tier 6Apex61Transcendent mastery. All abilities unified. No ordinary fumbles.6 hours

Skill tier also modifies fumble resistance: Advanced Skills may reroll results 1–3 once (take the better). Complex Skills upgrade friendly-fire to standard miss. Elite Skills ignore fumble categories 7 and below. Apex Skills cannot suffer Catastrophic Events except on a triple-F chain.

2.7 Fumble Chain System

Cascading equipment malfunction and linked hazard nodes

When an NPD10 roll produces F, a Fumble Chain Roll (FCR) is triggered. Roll NPD10 to determine the type of failure.

1d10Fumble CategoryEffect
NPMinor Mechanical TroubleReroll and tally less and fewer system failure events.
2Major Mechanical FailureDevice locks or misfeeds. −5 BM until repaired (requires h+ on Repair roll).
3Calibration / Control DriftFine control lost. Next roll is at disadvantage (keep worst NPD10).
4Target MisalignmentChampion aimed at the wrong point. −3 BM vs. same target next action.
5Full Target MissShot or action goes wide. No additional penalty.
6Friendly InterferenceHit or disrupt an ally (non-lethal). Ally suffers −1 BM next round.
7Self-EndangermentChampion injures or impairs themselves. −E or −D for 3 rounds.
8System OverloadPush too hard → overexert or overheat. Lose next action entirely.
9Component Break / Jam / BurnoutHard failure requiring repair. The ability/device cannot be used until it is fixed.
P-chainCatastrophic EventGM chooses: equipment destruction, self-harm, friendly fire (M-level), or mission failure. Centered on a chain reaction.

BM-Modified Severity: BM 0–5: +2 categories. BM 6–15: +1. BM 16–25: none. BM 26–35: −1. BM 36–45: −1 and friendly fire becomes miss. BM 46–55: −2 and ignore Catastrophic. BM 56–57: fumbles only on triple-F.

Chained Fumbles: Two consecutive Fs escalate severity by +1 category. Three consecutive Fs automatically trigger Category 10 (Catastrophic Event).

Special Ability Interaction: If the ability involved is ≥10, downgrade the fumble result by 1 category. If the ability is 12, downgrade by 2 and ignore Category 10 unless triple-F.

2.8 Occult and Psychic Fumble Chain

Psychic backlash in a cybernetic ritual observatory

When the failed action uses L (Luck), I (Intelligence), P (Power), or any occult/psychic skill, use this alternate fumble chain. BM severity modifiers still apply.

1d12 Psychic Fumble Effect
NP Weakening Pulse −1 P temporarily; lose 1 round of mental concentration.
2 Psychic Feedback Light internal shock. −1 L for 3 rounds.
3 Symbolic Misinterpretation Intuition is wrong. −3 BM on next occult roll.
4 Entity Attention A minor presence notices you but does not interfere yet.
5 Etheric Backlash Internal damage. −E until healed or rested.
6 Subconscious Override Freeze and hesitate. Lose next offensive action.
7 Astral Echo Ripple in the unseen. −1 BM for all allies this round.
8 Reality Overspill GM applies a short-term weird effect (gravity pulse, vision blur, etc.).
9 Ritual Collapse Ritualistic working fails. Lose materials, focus, or symbolic alignment.
P-chain Dangerous Contact Something beyond you responds. GM determines: psychic trauma, entity intrusion, permanent L/P reduction, or story twist.

2.9 Repair and Recovery

Field repair bay with mechanics, medics, tools, drones, and spare parts

Mechanical fumble categories require a repair roll. Roll NPD8 using appropriate abilities and skill tier. An ‘h’-result or better is required to succeed.

CategoryRepair Tier RequiredDCTime Required
NP – Minor TroubleAuto-fix1 round (automatic)
2 – Major Mechanical FailureBasic91 action
3 – Compounded FailureBasic or Advanced101 action
4 – Calibration DriftAdvanced121 action
5 – System OverloadAdvanced or Complex151–3 rounds
7 – Component BreakComplex or Elite18Minutes to hours
P-chain – CatastrophicElite or Apex20+Hours to days; may need special materials

2.10 Combat System

Tactical frontier battle with armored squads, drones, and defensive fields

Combat uses the same NPD10 framework as all other actions, but defines strict outcomes for attacks, defense, damage, morale, and critical states.

2.10.1 Initiative/Recognize

2.10.2 Game Action Sequence (Initiative)

Roll NPD10 using D + L. M/H → act first | h → normal order | − → act late | F → last, −1 BM this round.

2.10.3 Free-Style Combat Round Algorithm

(For Human Game Masters and/or AI Moderators)

PHASE 0 — Initialization

  1. Gather Input Data:

    • Update all known unit positions, motion vectors, status (health, morale, stealth, etc.).

    • Roll or generate NPD10 fate dice for each unit: Recon, Mortality, and Action.

    • Note all environmental signals (noise, light, radar/sonar pings, atmospheric changes).

  2. Sort Units:

    • Order by physical scale or size (smallest → largest).

    • Within equal-size categories, order by lowest Recon roll (those with the lowest values act first).


PHASE 1 — Autonomous & Environmental Resolution

(Fog-of-war-exempt operations; GM or simulation authority step)

  1. Advance Autonomous Entities:

    • Update all timed, traveling, or auto-guided entities (missiles, drones, ongoing spells, etc.) by Δt (or the smallest time slice).

    • Detect collisions, impact points, and hazard zone intersections.

  2. Apply Hazard Outcomes:

    • For each entity inside or entering a hazard, roll for Mortality/Damage.

    • Update resultant signals (explosions, fires, light bursts, auditory cues).

  3. Resolve Autonomous Conflicts:

    • Remove destroyed objects.

    • Compute collateral and structural damage.

    • Apply causal chain effects (secondary blasts, falling debris, chain reactions).


PHASE 2 — NPC Resolution

  1. Perform NPC Recon Rolls:

    • NPCs make simultaneous recon checks to detect events uncovered by Phase 1.
  2. Resolve NPC Actions:

    • NPCs choose reactions, attacks, or movements based on their perception and updated situation.

    • Execute NPC-to-NPC interactions (combat, communications, coordination).

  3. Remove NPC Casualties:

    • Update all status and remove incapacitated or destroyed entities from the active map.

PHASE 3 — Player Character Integration

  1. Player Recon:

    • All player-controlled units make Recon rolls (possibly using both scouts or supporting systems).

    • The lowest Recon score acts first, with simultaneous execution allowed for equally low rolls.

    • At this point, players get their “heads-up” preview — a tactical snapshot right before action.

  2. Player Actions:

    • Players declare and resolve moves, attacks, and abilities.

    • GM or AI integrates outcomes into the current battlefield state.

  3. Feedback & Narrative Update:

    • The GM (or simulation controller) narratively describes combined outcomes:

      • Cause-and-effect chain of the round’s events.

      • Environmental and sensory feedback (critical for immersion and decision-making next round).


PHASE 4 — End-of-Round Update

  1. Synchronize State:

    • Integrate all player/NPC/autonomous outcomes.

    • Advance environmental timers and ongoing effects (fires spread, alarms triggered, magic durations).

  2. Display / Narrate Resultant State:

    • GM provides sensory-rich narration.

    • AI renders battlefield data with uncertainty zones (fog of war reinstated for players).

  3. Commence Next Round:

    • Repeat from Phase 0.

2.10.4 Attack Rolls

BM is determined by the weapon skill abilities. Examples: Rifle Shot (D + L + I) | Melee Strike (D + E + P) | Sniper Shot (L + I + E).

NPD10 results: M → Devastating hit (double damage or major effect) | H → Serious hit (1.5× damage) | h → Standard hit | − → Miss | F → Fumble Chain.

2.10.5 Defense (Optional Variant)

Attacker and defender both roll NPD10. Outcome comparisons: M beats everything. H beats h, −, F. h beats −, F. − beats F only. F loses to all. Ties → re-roll unless both F (catastrophic clash).

2.10.6 Damage

Basic rule: M → 3 units | H → 2 units | h → 1 unit | − → 0 | F → self-damage or equipment issue (use fumble chain). Weapon classes may scale damage units.

2.10.7 Morale and Shock

Roll NPD10 using Morale (C + L + P) or Shock (E + P).

M → +2 Rally, morale bonus next round | H → +1 Hold firm | h → Maintain position | − → Withdraw or panic | F → Break, flee, or collapse.

2.10.8 Combat Fumble Effects

If F occurs during combat: Category 6 → Friendly Fire counts as an h-level hit. Category 7 → self-harm 1 damage unit. Category 10 → GM chooses death, destruction, or loss of control.

2.11 Health Physics, Damage and Mortality

Medical physics lab with anatomy hologram and hazard analysis

In the beginning, the body was made for gentleness — hands to nurture, eyes to wonder, breath to share with living things beneath a blue and green sky. Yet from that cradle of creation, humankind chose the path of iron. The same heavens that cradle life conceal the forge of annihilation. Still, man reached upward, bold and blind, as his bold adventurers once did — the metal men who first turned their craft of creation into instruments of death.

In the press of shield and spear, war becomes a single, shuddering organism — a wall of bodies, armor scraping armor, voices lost in the blood haze. When the line holds, men vanish into the crush; when it breaks, the world drowns in screams. This is the ancient rhythm of slaughter, the grim heartbeat of empire.

Phalanx and formation. Shield and spear. Swift riders and archers hail. The orchestra of war plays endlessly, each motion answered by another. Over every battlefield hangs the same truth: destruction demands devotion, and endurance is the only prayer that survives the noise.

2.11.1 The Physics of War

Every motion in battle bends toward entropy. Flesh, iron, and spirit all yield to the same law: nothing resists forever. Combat in Worgav measures that resistance — the balance between strength, will, and inevitable decay.

Every unit, from the lone warrior to the armored host, carries two equal weights: the will to endure and the burden of destruction. Striking the enemy drains both. The ground drinks strength from victor and victim alike.

In mechanical terms, every act of violence is resolved through Damage Points (DP) and Fragility Ratios (Fr) — the measure of how much force something can bear before breaking.

  • Living beings are fragile miracles: 1 gram of flesh lost = 1 kilogram of burden (a thousandfold fragility).

  • Weapons, vehicles, and structures resist differently, each with its own ratio of survival.

  • When DP × Fr ≥ object mass, the form fails — armor crumples, structure collapses, or life flees the body.

2.11.2 Categories of Body Damage

  1. Daily life and body stresses — fatigue, thirst, hunger, and psychological trauma.

  2. Entering a hazard zone — exposure to dangerous environments (e.g., radiation, toxins, battlefield).

  3. Becoming a hazard zone — when your own equipment or body becomes a source of harm (e.g., secondary explosion of a damaged fuel cell or battery pack).

  4. Combat injuries — direct wounds from weapons or physical attacks.

2.11.3 Health Physics LP50 Unification

Establishes a universal metric for physical damage to living tissue.

  • 1 gram of damaged living flesh = 1 kilogram body damage point (DP). This defines the fragility ratio for humans as 1000:1 — each kilogram of body weight can sustain 1,000 grams of flesh damage before structural collapse. Likewise, some of this damage is temporary such as the case of shock.

  • LP50 equates to 50% of body mass. Example: 80 kg body mass × 50% = 40 kg. Which means the real damage was 40 grams × 1000 Fr.

2.11.4 Fragility Ratios Across Materials

CategoryDescriptionFragility Ratio (approx.)
Living organismsBiological damage (base 1 g = 1 kg DP)1000:1
Inorganic tech & consumer materialsCircuits, sheet metal, appliances, ceramics100:1
Structures & vehiclesConcrete buildings, bridges, industrial constructs10:1
Reinforced or hardened systemsTanks, bunkers, military fortifications1:1

Higher fragility ratios may be noted individually on equipment cut sheets or part specifications.

2.11.5 Damage Resistance and Survival Skills

The survivability or integrity of any object is determined by the universal damage-survival formula:

f = DP(g) × Fr(kg/g) / m(kg)

  • DP(g) = damage points in grams

  • Fr(kg/g) = fragility ratio (kg per gram)

  • m(kg) = object mass. When f ≥ 1, the form fails. When f < 1, conditional survival applies.

Base modes define the structural resistance baseline for non-living materials:

  • 10 = brittle things (e.g., glass)

  • 15 = normal things (e.g., typical metal or wood constructs)

  • 20 = strong things (e.g., steel alloys)

  • Living things use the will to survive as their base mode — resisting body trauma through:

    1. Mortality = (E + L) — Endurance + Life capacity

      Fatigue = (E + P) — Endurance + Physical reserves

Body resilience is computed as Mortality BM × p(f), where p(f) is the probability function derived from the universal damage formula above. This integrates the DP/Fr/mass relationship directly into the NPD10 resolution system.

2.11.6 LP50 Hazard Severity Anchors (HS 6)

The HS 6 row of the Universal Hazard table is the calibration point: for each hazard type, the intensity at which a standard human has roughly 50% survivability (the LP50 line). These anchors are operational and rounded, intended for game resolution rather than clinical guidance.

HazardLP50 / LD50 anchor (HS 6)
Acute whole-body gamma/neutron radiation4–5 sieverts
Strong-acid skin exposure15–20% TBSA deep burn
Caustic alkali skin exposure20% TBSA
Cyanide gas300 ppm for several minutes
Cyanide salts (ingested)200–300 mg
Arsenic trioxide70–200 mg
Carbon monoxide1500–2000 ppm for ~1 hour
Rifle GSW to thorax~70% mortality untreated, ~10–30% with rapid care
Blood loss2–3 L without intervention
Fall onto hard surface10–12 m
Fall onto soft surface15–20 m
Sustained chest crush4–5 kN
Vacuum exposure60–90 s unprotected
Sustained blast overpressure on chest5–7 psi
2nd/3rd-degree burn coverage~50% TBSA
Mains-frequency current across heart500–1000 mA for >1 s
Severe anaphylaxis without treatmentminutes to tens of minutes
Rapid decompressionrapid ascent from >30 m

Move one row up (HS 5) for the LD10 anchor; one row down (HS 7) for LD90. The table grows cleanly outward from LP50 in both directions. For TNT specifically: 1 kg → ~2 m, 10 kg → ~4–5 m, 100 kg → ~12–15 m, 1,000 kg → ~30–40 m LP50 lethal radius. Past LP50 range, fragmentation usually outpaces blast lethality.

2.12 Serpent Mnemonics

Five mythic serpents guarding dice, outcomes, balance, fate, and ability lights

2.12.1 Ouroboros — The Die Itself

Ouroboros, the self-devouring serpent, holds the NPDX die. N is the inward-turning tail, P is the outward-biting head, and 2-9 are the body at rest. Because the serpent never fully swallows itself, probability is never exactly 0% or 100%.

  • N = Null face; each consecutive N compresses the score by a decimal place.
  • P = Peak face; each consecutive P adds another die-size step before the body result.
  • Body faces stop the chain and produce the ordinary result range.

2.12.2 Jörmungandr — The Score Scale

Jörmungandr, the World Serpent encircling Midgard, holds the score scale. Its body spans every order of magnitude: many Ns coil the roll down into the abyss, while many Ps stretch the roll toward the horizon. The log-scale scatter of NPDX outcomes is the World Serpent’s silhouette.

2.12.3 Caduceus — Contested Mode Mediation

Caduceus, the twin serpents of Hermes, holds the Contested Mode median rule. When multiple conditions overlap, sort the conditions and find the median. If the set has an even number of conditions, favor the higher or better condition. The twin serpents keep one side from dominating without the other’s counsel.

2.12.4 Wadjet — Outcome Symbols

Wadjet, the cobra goddess of fate, holds the five outcome symbols: M, H, h, miss, and F.

  • M = Mighty Hood, a major or doubled effect.
  • H = Heavy strike, a serious effect.
  • h = Hit, a standard success.
  • Miss = the serpent glides away.
  • F = Fang strike, triggering the Fumble Chain.

2.12.5 Naga — The Six Abilities

Naga, the many-hooded serpent of wisdom, holds the six abilities. “Cobras Dance Elegantly, Intuiting Life’s Power” maps C-D-E-I-L-P. Their sum is Thuum. Above ability 9, the Naga becomes supernatural and earns the reroll option.

PART III: CHARACTER CREATION

Guardian spirit selecting a human host inside a clone vault, frontier hall, and ancient temple

3.1 Overview

Guardian recruitment hall with host choices, dossiers, gear, and training routes

Character generation in Worgav uses the NPD10 probability system and NPDX pick lists to determine outcomes at every stage of a host’s life — from initial age roll to the skills gained through years of training. You are a Guardian selecting and shaping a human host. Over millennia, you have infiltrated the world’s richest families and secret societies, interfered with host genomes, and maintained training schools and academies to harvest the best.

You can choose your host’s body type from the available options. From competitive academic or military training, you should have adequate resources to define the Champion you will become. However, corruption, waste, and constant strife affect available funds. The most desirable hosts are sold in competitive markets — they are free-spirited humans who may resist you. Therefore, you must roll the dice to get what you want.

3.2 Step-by-Step Character Creation

Sequential character creation stations through a futuristic enlistment hall

Follow these steps in order. Record each result on your character sheet.

  • 1. Open your Master’s Log and create a new event entry with your real name, date, and time.

  • 2. Record your Guardian’s alias — the name by which the spirit is known.

  • 3. Select your faction alignment: Federation, Rebellion, Mortal Freedom Coalition, Confederacy, or Independent.

  • 4. Choose your mascot / familiar: species, name, and sex. The familiar occupies the third-eye node of your command tree.

  • 5. Roll for host age: sum of 4NPD10 (range 8–36); reroll Ns and Ps, gaining +500 Cr each.

  • 6. Gain money by saving 200 Cr per year of age.

  • 7. Roll for ability scores (see Section 3.4).

  • 8. Purchase a host body or take a free scab (slang for an emergency short-term host; see §3.8) from the credits accumulated prior to enlistment. No augmentations are allowed before military enlistment or commission; civilian services allow one augmentation.

  • 9. Complete 8-week Basic Training (mandatory for all military schools; Marines serve 16 weeks).

  • 10. Select your Training School and complete back-to-back 4-year terms until you reach your starting age (see Section 3.6).

  • 11. Use remaining credits for gear, augments, and domain startup costs.

3.3 Host Types and Body Selection

Host body bank with clone chambers and guardian evaluation platform

Select your host body after rolling ability scores. Host types differ in cost, starting strength, age, and special rules.

Host TypeAgeBody CostStrengthSpecial Rule
Perfect Human Host18 yrsMale 6,000 Cr / Female 15,000 CrMale 230 / Female 204Must pass NPD10 Factor 3 (I+C) bond confirmation check.
Protégé Host8-12 yrs500 Cr (male or female child)Male 70 / Female 60Eligible for Psychic and Protégé school tracks only. 4NPD4 dice
Replacement Host14–21 yrs1,000 Cr150Base starting host; roll 7NPD4 for age.
Clone HostSame AgeMale 6,000 Cr / Female 15,000 CrMale 230 / Female 204Available only in large metros; costs 1,000 Cr/month to maintain clone stock.
Basic Host (Scab)4-38 yrs1,000 Cr1502NPD20 Emergency only; skills not downloaded.

Perfect Combat Male Host Traits (Top 1% Marines, 6,000 Cr): Height 196 cm | Weight 95 kgf | Strength 230 kgf | Bench Press 145 kgf | Fist Strike 920 J | Sprint 34 km/hr | Jump 81 cm vertical / 7.7 m running long jump.

Perfect Combat Female Host Traits (Top 1% Marines, 15,000 Cr): Height 173 cm | Weight 68 kgf | Strength 204 kgf | Bench Press 75 kgf | Fist Strike 600 J | Sprint 29 km/hr | Jump 65 cm vertical / 5.9 m running long jump.

Protégé hosts are selected at ages 8-12. Ages 8-11 may enter only preparatory Psychic or Protégé instruction; at age 12 they may begin formal school tracks, earning one Tier 2 skill before their first full 4-year term. The Psychic school is the only path fully available from age 12 without restriction.

3.4 Rolling Ability Scores

Dice station with six symbolic ability lights and probability glow

Roll (Average of 2NPD10) for each ability. Normal range is 2-9. Reroll Ns and Ps, gaining +500 Cr each (no fumbles on these rolls). Remaining fractional remainders of 0.5 from all six rolls may be added as whole points to any ability of your choice. Without a specific peculiarity, two special abilities may reach 10, or one special ability may reach 11. With the required peculiarity, one special ability may reach 12.

Roll (5NPD10)Age ResultStarting CreditsN / P Bonus
10–14 (very low)10–12 yrs500 CrN: +2,000 Cr | P: +2,000 Cr + Protégé Trait
15–19 (low)13–15 yrs1,000 CrN: +2,000 Cr | P: +2,000 Cr
20–29 (average)16–22 yrs2,000 CrN: +2,000 Cr | P: +2,000 Cr
30–39 (above avg.)23–34 yrs3,500 CrN: +2,000 Cr | P: +2,000 Cr
40–45 (high)35–45 yrs5,000 CrN: +2,000 Cr | P: +2,000 Cr + Bonus Term Credit

3.5 Basic Training

Frontier colony boot camp with recruits and multiple training stations

All Champions entering a military school (Army, Navy, Marines, Space Force) must first complete 8-Week Basic Training. This is automatic and free.

Military Basic Training grants the following starting skills at no credit cost:

  • Discipline & Formation Drill (C + P) — Tier 2 Basic Skill

  • Hygiene & Field Sanitation (E) — Tier 1 Basic Instinct

  • Cell Pad / Computer Operation (I + L) — Tier 2 Basic Skill

  • Close-Quarters Living (C + E) — Tier 2 Basic Skill

  • Combat Drug Training (E + P) — Tier 2 Basic Skill

  • Weapon Knowledge (D + P + C) — Tier 3 Advanced Skill

Civilian schools (Merchant, Terraformer, College Science, Psychic) replace Basic Training with an Orientation Week. They gain: Computer Pad Operation (I + L) as a free Tier 2 skill; Modern Hygiene and Dressing (C + L) as a Tier 2 skill; Street Skills (I + L + C) as a free Tier 3 skill.

3.6 Training Schools and Skill Matrix

Sprawling academy campus with military, trade, academic, psychic, and terraforming paths

After Basic Training, select a Training School and complete back-to-back 4-year terms (6-year terms for Terraformer and Psychic tracks) until reaching your starting age. Roll the appropriate Factor check at the end of each term. The outcome determines how many skills are gained and any special consequences.

SchoolTermFactorM SkillsH Skillsh Skills− ResultF Result
Young School8 yrs36541 CrimeDeath
High School4 yrs46545 Drafted4 Crimes
Army4 yrs5543Discharged1 Cyborg
Navy4 yrs6543Discharged1 Cyborg
Space Force4 yrs65432 CyborgCyborg
Marines4 yrs75433 CyborgCyborg
Army (Drafted)4 yrs44321 CyborgDeath
Navy (Drafted)4 yrs44321 Cyborg2 Crimes
Officers Training4 yrs812644 CyborgDischarged
College4 yrs610534 Worker2 Crimes
Merchant Marine4 yrs58644 Worker3 Crimes
Terraformer6 yrs610531 Cyborg3 Worker
Psychic6 yrs812633 WorkerDeath
Executive3 yrs810534 Crimes8 Crimes
Politician8 yrs10/515/41056 Crimes12 Crimes
Worker2 yrs3321DischargedDeath
Criminal2 yrs5432DischargedDeath
Cyborg1 yr6321DischargedDeath

School tracks (skill focus areas):

  • Young School (8 yrs, Factor 3): English, Latin, Greek, Reading & Writing, Mystery School, Drawing & Artwork, Herbal Plants, Scouts, Survival, Singing, Familiar Animal, Staff & Wands, Rifle, Crossbow, Shortbow, Knife, Ropes & Knots, Swimming, Farming.

  • High School (4 yrs, Factor 4): All Children’s skills, plus Space Suit, Horseback Riding, early magic studies.

  • College / Occult Studies (4 yrs, Factor 4): Read Magic, Write Magic, advanced academic specialization.

3.7 Postmortem Host Replacement

Guardian essence transferring to a replacement clone through a body bank

When a Guardian leaves a host for any reason, the host — if still alive — must survive a Tier 6, Factor 7 (0.0423) full system bond check (C+D+I+E+L+P). Example: a total score of 36 × 0.0423 = 1.52, rounded down to NP|h. Fumble on NP and above.

Body Bank Replacement Results:

  • M: Full recuperation, 100% skill in 6 hours, 99.99% maximum.

  • H: 50% skill per 6 hours, 98% maximum.

  • h: 25% skill per 6 hours, 95% maximum.

  • −: Coma, 25% skill per 6 hours, 70% maximum. Roll for insanity.

  • F: Clone goes insane, attacks everyone if not restrained. Gain a peculiarity.

Clone Management: A Guardian may store superior clone hosts in metropolitan cities at a cost of 1,000 Cr per month per clone. A superior clone is a slow-grown identical twin, NPD10 years younger than the original host. The clone takes 1 day to ship anywhere on the planet (1,000 Cr delivery fee). The Guardian has 30 days to bond with a new host or lose all episodic skills.

3.8 Incantation Rules — What Carries Over After Host Death

Memory stream passing from guardian to familiar to new host in a memory vault

When a host is replaced, the following rules govern skill and memory retention:

  • 1. Guardians retain long-term semantic memories. All skills above Tier 3 are retained.

  • 2. The Guardian reanimates in the mascot after battle resolves. The mascot has no combat skills; its sole mission is to find the nearest base and bond with a new host.

  • 3. All mortal kinetic skills fade within 30 days (Echo Fade) unless a new host is found and skills are downloaded from the mascot.

  • 4. Non-clone incantations: none of the scab host’s existing knowledge is retained. Scab is a derogatory term for an emergency short-term host.

  • 5. With a fully grown clone: all episodic memories and skills are fully retained.

  • 6. Non-episodic (conceptual) skills are retained by the Guardian regardless of clone availability.

  • 7. Some knowledge from Mystery Academies and apprenticeships is retained even without a clone.

Guardians possess long-term semantic memory — intellectual rather than kinetic. They are historians, not soldiers. Episodic skills tied to hand-eye coordination and muscle memory (driving, swimming, weapon handling) cannot be retained without a host.

PART IV: SKILLS AND AUGMENTATIONS

Science-fantasy workshop and martial academy with cybernetic augmentation and specialized training

4.1 Skill Tier Reference

Grand academy archive with tiered arenas from reflex drills to apex mastery

The following tables provide the full skill reference organized by tier. For profession skill pools, see Section 4.3.

Tier 1 — Instinct Abilities (1 ability each, 6 total)

AbilityInstinctDescription
CMuscle MemoryAutomatic physical reactions driven by presence and conditioning.
DFight or FlightInstinctive speed and reflexive movement.
ESmellEndurance-linked bodily sense and stamina reactions.
IEmotionIntuitive reading of situations through mental acuity.
LDanger SenseSubconscious warning of threats before they are visible.
PAttackRaw will-force channeled into immediate offensive impulse.

Tier 2 — Basic Skills (2 abilities, 15 combinations)

Represent common training, entry-level competence, and everyday functional skills. Examples:

Alias policy: Tier 2 skills should keep one canonical name per ability pair. Similar labels such as gunner/turret, stealth/sneaky, or electronics/technical should be treated as aliases or specialties, not separate duplicate skills unless a later rule gives them different mechanics.

  • Basic Marksmanship (D + L)

  • Vehicle Familiarization (C + D)

  • First Aid (I + E)

  • Field Awareness (L + P)

Tier 3 — Advanced Skills (3 abilities, 20 combinations)

NCO-level expertise, technical school training, and serious specialization. Sample skills:

#Skill NameAbilitiesDomain
1Squad LeadershipC + I + PMilitary / Tactical
2Tactical MovementD + E + LMilitary / Tactical
3Marksmanship (Sniper)L + I + EMilitary / Tactical
4Fieldcraft & CamouflageL + D + IMilitary / Tactical
5Combat EngineeringI + P + DMilitary / Tactical
6Information TechnologyI + C + LTechnical / Academic
7Electronics DiagnosisI + D + ETechnical / Academic
8Mechanical RepairI + D + PTechnical / Academic
9WeldingD + E + PTechnical / Academic
10Computer Systems AnalysisI + L + PTechnical / Academic
11Land Vehicle OperationC + D + PVehicles / Heavy Equip.
12Heavy Earth-Moving EquipmentE + I + PVehicles / Heavy Equip.
13Terraforming Systems OperationI + E + PVehicles / Heavy Equip.
14Botany & Soil ScienceI + L + EBiological / Environmental
15Animal HusbandryC + L + EBiological / Environmental
16Intuitive PerceptionL + C + IMystery School / Occult
17Ritual FocusP + L + EMystery School / Occult
18Symbolic DecodingI + L + PMystery School / Occult
19Crisis NegotiationC + L + PCivilian / Hybrid
20Survival & LogisticsE + I + LCivilian / Hybrid

Tier 4 — Complex Skills (4 abilities, 15 combinations)

Officer training, post-graduate education, and contractor certification.

#Skill NameAbilitiesDomain
1Strategic CommandC + I + P + LMilitary / Officer
2Fighter PilotC + D + L + EMilitary / Officer
3Space Marine OperationsC + E + P + DMilitary / Officer
4Special Warfare PlanningI + L + P + DMilitary / Officer
5Aerospace NavigationI + L + C + DMilitary / Officer
6Medical DoctorC + D + I + PPost-Graduate / Professional
7Research ScientistI + L + E + PPost-Graduate / Professional
8Advanced EngineeringI + C + L + PPost-Graduate / Professional
9Clinical PsychologyC + L + I + EPost-Graduate / Professional
10Executive LeadershipC + P + I + LBusiness / Organizational
11Logistics DirectorI + E + P + CBusiness / Organizational
12Master BuilderD + E + P + ITrade / Contractor
13Systems ArchitectI + C + D + LTrade / Contractor
14Terraforming Operations CommanderI + E + P + CTerraformer / Frontier
15Environmental Stabilization SpecialistE + I + L + DTerraformer / Frontier

Tier 5 — Elite Skills (5 abilities, 6 combinations)

Master practitioners, flag officers, high adepts, and frontier-class experts.

#Skill NameAbilities
1Interstellar Fleet CommandC + I + P + L + E
2Advanced Terraforming DirectorI + E + P + D + C
3Master Architect-EngineerI + P + D + E + L
4Neural & Cybernetic SurgeryI + D + C + P + L
5Deep-Space Survival OperationsE + D + L + I + P
6Global Economic StrategistC + I + L + E + P

Tier 6 — Apex Skill (all 6 abilities, 1 combination)

Prime Terran Polymath (C + D + E + I + L + P). Transcendent mastery. May be used for any human or superhuman challenge, ultimate feats of will, knowledge, and intuition. Cannot suffer Catastrophic Events except by triple-F chain.

4.2 Ability Combinations

Intersecting colored ability lights forming different skill profiles

Below is a reference for all 20 three-ability (Tier 3) combination profiles, useful for rapid NPC or skill assignment:

ComboSkill ProfileComboSkill Profile
C+D+EAthletic PerformerD+E+IField Engineer
C+D+ITactical NegotiatorD+E+LRecon Scout
C+D+LSocial InfiltratorD+E+PClose-Quarters Breacher
C+D+PInspiring DuelistD+I+LIntuitive Hacker
C+E+ICrisis StrategistD+I+PArcane Technician
C+E+LResilient MotivatorD+L+PFate-Guided Duelist
C+E+PEnduring CommanderE+I+LSurvival Analyst
C+I+LCompetitive DebaterE+I+PBattle Medic
C+I+PResearch Team LeaderE+L+PEndurance Channeler
C+L+PSpirit NegotiatorI+L+PProbability Mage

4.3 Profession Skill Pools

Frontier starport guild hall showing many professions through gear and silhouettes

Each profession draws from four categories of skill pool: Core Skills (3–5), Supporting Skills (2–4), Optional Skills (1–3), and Universal Skills (fill to minimum of 10). Universal fallbacks are always permitted: Communications, Maintenance, Labor, Search and Recon.

ProfessionCore Skills
ArmyCombat Weapons, Hand-to-Hand, Scouting, Battlefield Medic, Survival, Strategy, Reconnoiter, Climbing, Damage Assessment, Firefighting
NavyNavigation, Sensor Operator, Radar, Hull Repair, Damage Control, Weapons Operator, Boatswain, Quartermaster, Firefighting, SCUBA
Space ForcePilot, Navigation, Fighter Pilot, Sensor Operator, Radar, Aircraft Maintenance, Strategy, Survival, Reconnoiter
MarinesRifle, Pistol, Machine Gun, Hand-to-Hand, Survival, Scouting, Underwater Explosives, Hull Entry, Firefighting, Damage Control
Army DraftedBasic Weapons, Basic Survival, Labor, Mechanical Operator, Electrical Operator, Firefighting
Navy DraftedBasic Navigation, Labor, Hull Repair, Mechanical Operator, SCUBA, Firefighting
OfficersLeadership, Strategy, Navigation, Project Management, Systems Engineering, Communications
CollegeComputer Programming, Biology, Psychology, Economics, Art, UX/UI, Marketing, Deep Learning Creativity
Merchant MarineNavigation, Cargo Handling, Quartermaster, Maintenance, Mechanical Operator, SCUBA, Firefighting
TerraformerClimate Engineering, Eco-Engineering, Agriculture, Construction, Pressurized Piping, Biology, Environmental Maintenance
PsychicTelekinesis, Pyrokinesis, Invisibility, Mind Control, Sleep, Astral Projection
ExecutiveManagement, Financial Management, Diplomacy, Communications, Marketing, Law, Project Management
PoliticianDiplomacy, Communications, Law, Economics, Psychology
WorkerConstruction, Maintenance, Labor, Welding, Hydraulics, Mechanical Operator, Electrical Operator
CriminalStealth, Pick Locks, Move Silently, Back-Stab, Poisons, Fraud, Racketeering, Gambling, Set Traps, Steal
CyborgCybersecurity, Computer Engineering, Robotic Systems, Nanotechnology, Neural Implant, Regeneration, Synthetic Repair, Cyborg Symbiotic

4.4 Body Augmentations and Implants

Elite augmentation clinic displaying cybernetic and biological upgrade components

Augmentations are purchased with credits. Each augmentation has an Aesthetic variant (civilian use) and a Military variant (restricted). Some upgrades are illegal on certain planets and trigger scanner checks at checkpoints.

AugmentationCostAesthetic VariantMilitary Variant
Adaptive Immune Rewrite200 CrEverdura Complexion: flawless self-repairing skin.Rapid Pathogen Counterstrain: custom antibodies in hours.
Metabolic Balancer Chip300 CrSlimForm Metachip: ideal body composition, auto-regulated.Combat Sustenance Regulator: stable for 72 hrs without food/water.
Ocular Microlense Upgrade450 CrChroma Iris Array: shift iris patterns and colors at will.Tactical Vision Suite: IR, UV, and motion-prediction overlays.
Neuro-Focus Patch600 CrMuseLink: creative hyperfocus without emotional burnout.Combat Reflex Protocol: accelerated situational awareness in firefights.
Muscle Density Gene Edit900 CrFormPrime Sculpt: 40% strength gain, no bulk.Adaptive Muscular Response: automatic fiber tension for max output.
Pulmonary Nanofilter Cluster1,200 CrAeroScent Mod: circulates custom scents subdermally.ToxShield: filters nerve agents and reactive aerosols in field.
Synesthetic Interface Link1,800 CrArtSyn Suite: live music/visuals from neural activity.ThreatSense Overlay: tactical sensor data as instinctive cues.
Dermal Polyweave Layer2,500 CrSatinsteel Finish: subtle metallic skin luster.BallisWeave Mk-IV: rated against kinetic rounds and energy scatter.
Endocrine Drift Modulator3,800 CrEmotiCurate: emotion sculpting for performers/diplomats.FearLock Node: nullifies panic and cortisol surges under combat stress.
Reflexive Nervous Rewire5,500 CrDancer’s Flow Suite: flawless motion and rhythm control.PredReflex Engine: near-instant reaction mapping (<10 ms).
Quantum Memory Lattice9,000 CrMemoirVault: curated sensory memory playback.TacStore Node: encrypted battlefield recall, immune to interrogation.
Bio-Adaptive Morph System15,000 CrMorphLux: change height, features, even gender presentation in hours.Chimera Phase: adapts facial/body structure to evade recognition.
Symbiotic Consciousness Seed28,000 CrMuseTwin: AI co-processor enhances artistry and growth.Combat-AI Pairing Unit: shared workload for tactical prediction.
Gravimetric Skeleton Frame55,000 CrGlideWalker: graceful zero-impact movement.Heavy-G Combat Frame: combat in up to 5G; orbital drop capable.
Temporal Perception Expansion120,000 CrChronoMind: elongates moments of pleasure up to 5×.T-Drive Command Core: processes a 5-min battle in 1 perceived second.

Legality tiers: Augmentations 1–6 are available on the open civilian market. Augmentations 7–11 require a licensed clinic or government ID. Augmentations 12–13 are black market / restricted. Augmentations 14–15 are government-issued or require special clearance; illegal in most colonies.

PART V: DOMAINS AND THE CODEX

Ancient codex monolith projecting a luminous command lattice over people, machines, and settlements

5.1 The Codex Tablet — The Monolith

Codex monolith projecting a node matrix across commanders and domain assets

Worgav maps perceptions of identity into a 43-node matrix — the connection points between the natural and the supernatural. The same rules apply to spellcasters and fighters alike. People, places, and things — both tangible (yin) and intangible (yang) — form the nodes of the command-and-control totem. Champions, their mobile equipment, and all parts attached to domain nodes completely define the status and physical composition of the associated fighting force.

Codex visible and invisible must-have node diagram

The base of operations is marked with a flag, which assigns general orders to the echelon and special orders to heroes. During active operations, the flag and headquarters function as a command center — a fireside chat at night, a nerve center during the day.

There are 14 chakras, each containing 3 nodes, for a total of 42 action nodes. One additional node is the origin point. Nodes serve as spiritual and trans-dimensional conductors, modulating the flow of Battle Metric into the mantra field.

5.1.1 The Seven Codex Tree Groups

The Codex tree is read in seven command groups. These groups describe the overall kinds of options available through the tablet; they are not the final exhaustive list of every possible procedure.

GroupVisible NodesInvisible MirrorCommand ContextExample Options
Scout — Search and Recognition1–241–42Search, recognize, map, and spiritually perceive the field before the domain commits.Select observation platform, select search pattern, select search method, build or update map, send recon scout, recognize new territory.
Echelon — Independent Action / Special Orders3–637–40Let a small party, sub-unit, or device act under special orders.Use devices, solve mysteries, open locks, open special equipment, artillery attack, use magic, trigger ancillary mechanisms, equip a small party, detonate explosives, pick pockets, climb walls, hide in shadows, form an independent unit.
Leadership — General Orders736Set mission posture, command intent, and marching structure.Select general orders, review advisory guidance, select or review mission, select rules of engagement, establish formation, control marching orders.
Guardian — Domain8–1231–35Build, mark, supply, defend, heal, and sustain the domain.Build sanctuary, construct totem, build conduit to sanctuary, build totems/trinkets/tokens, mark domain glyph, supply food and water, establish logistical supply route, construct supply depot, construct recruiting office, move small totems, regenerate or heal, wear armor, take cover or camouflage, rally troops, repair equipment.
Navigator — Course and Transport1330Move units, transports, and routes through the operational map.Set course and speed, board transport, chart course, navigate unit, select transport, plot course.
Hero — Execute General Orders14–1627–29Convert general orders into decisive hero action.Execute general orders, select weapons, select target area, select weapon option.
Specialist — Special Orders17–2122–26Construct the formal logic, agreements, symbols, and glyphs that shape command permissions.Construct special orders, construct general orders, construct rules of engagement, construct treaty, construct symbol or glyph.

The visible half of the tree runs from nodes 1–21. The invisible mirror runs from nodes 22–42 and reflects desire, hunger, shadow, darkness, charm, uncanny pressure, and spirit-eye perception back into the same seven command groups.

5.2 Domains — People, Places, and Things

Domain map linking people, places, vehicles, gear, animals, and structures

A domain is a military formation attached to a supply depot, along with the full supply chain of stragglers. Stragglers carry spare equipment: weapons, cargo, spare parts, food, and water. When traveling, quartermasters follow at the rear of the formation. Headquarters staff may be stationed at a General Headquarters, a Fort, or a Forward Operating Base (FOB).

The inventory serves as a supply hub for equipment and parts. Many guarded domains are established in hangouts, lairs, forts, flop houses, sanctuaries, and secret tunnels. Domains are the people, places, and things controlled by Champions at key points within organizations.

Claiming and using an object — including spent ammunition or the signs made by animals — makes it part of your domain. Domains are acquired on a first-come, first-served basis using one of the 15 Codex Tablet actions.

Host Replacement in Domains: There is always a quorum of trained replacement hosts — even among rival factions at war. If a host dies, the Guardian’s astral separates from the dead body and spawns into its mascot. The mascot finds the nearest available host, which may be a high-ranking follower or henchman.

Players begin as a Champion possessing a healthy host with six fully grown clones. All clones are trained identically: body physics, combat, leadership, original memories, physical training, and technical skills — educated in special schools with different ideologies. Henchmen are not compatible with the Guardian and will die within 30 days if the Guardian attempts to bond; in that case, the Guardian should remain in the mascot until a compatible host is found.

5.3 Turn-by-Turn Play Sequence

Codex clock and command lattice pulsing through a tactical round

Each round of play lasts 6 seconds and follows this sequence:

  • 1. Browse available Codex spawn points.

  • 2. Jack into an open domain hebdomad. Choose one primary spawn point: 7-Commander, 8-Guard, 9-Guard, 10-Quartermaster, 11-Guard, 12-Guard, or 13-Navigator. Maintain focus on your chosen point to sustain the connection.

  • 3. Confirm that the node has communication active — you should be able to see other Champions.

  • 4. Assign remaining foci to action nodes, up to 7 per Champion.

  • 5. As nodes fill, review new action options. Each Champion can perform up to 7 actions per round.

  • 6. All scouts roll for recon initiative; the lowest die score acts first.

  • 7. All combat units within range act under their command-and-control trees. Resolve conflicts starting from the smallest units — Tier 1 individual man, 1-second rounds.

  • 8. Update action parameters and skill options.

  • 9. The metronome advances all Codex nodes by one second. Node 1 initiates Recon; the remaining 42 nodes follow in sequence.

  • 10. As the clock advances, the computer automatically executes selected node actions.

  • 11. Apply Battle Metric penalties for controlling multiple nodes (see Section 2.2).

5.4 Multiplayer, AI, and Hibernation Mode

Active and hibernating player domains defended by conservative AI

Worgav is a multiplayer game divided into domains, each supporting up to seven Champions per unit. While logged off, the game continues in AI mode. The AI is conservative — it maintains existing holdings without expanding until the player returns. This is called Hibernation Mode.

Domains in Hibernation Mode will attempt to conceal themselves but will respond defensively to direct attacks before retreating to another hideout. Allied players on your approved Master and Commander list may manage your domain in your absence. The more real players participate, the better the probability rolls for the group.

All players must join an origin group before spawning. Origin groups are determined by the dominant sect controlling the nation in which the player’s host is raised and educated. Life forms may be humanoid, cyborg, daemon, wrath, curse, or synthetic, depending on origin.

Once players group together, they form a squad that immediately begins recruiting henchmen and locals from the local hideout. A squad can grow into a platoon of up to 16 recruits in a short time. Each Champion may control up to 7 nodes at a time in the command-and-control tree.

PART VI: UNIT SCALE AND SPAWN TABLE

Battlefield panorama escalating from a lone human to squads, armies, cities, dropships, and fleets

6.1 Unit Scale Reference

Scale progression from individual equipment and soldier to formations, cities, and orbital fleets

The following table defines unit types from the individual soldier up to planetary-scale forces. Spawn/Fragment values follow the formula S = 2ⁿ. Plot ratings (A–F) correspond to scenario complexity.

Plot Scale Example Unit Strength Spawn (2ⁿ) Frontal SA Aerial Top SA
n/a −4 Microchip n/a n/a n/a n/a
n/a −3 Circuit n/a n/a n/a n/a
n/a −2 Rifle n/a n/a n/a n/a
n/a −1 Robot n/a n/a n/a n/a
A 0 Human 1 1 1.0 m² 0.86 m²
A I Fire Team 2–4 2 2.0 m² 7 m²
A II Squad 8–12 4 4.0 m² 7 m²
III Section 8–25 8
B IV Platoon 26–55 16 8.0 m² 49 m²
C V Echelon 50–90 32 343 m²
C VI Company 80–250 64 343 m²
VII Battalion 300–1,000 128
D VIII Regiment 1,000–3,000 256
E IX Brigade 3,000–5,000 512
E X Division 6,000–25,000 1,024
F XI Corps 20,000–50,000 2,048 ~10⁶ m²
XII Field Army 100,000–200,000 4,096
XIII Army Group 200,000–500,000 8,192
Combatant Command 500,000+ 16,384
Large City ~16 million
Metropolis 0.5 × 4¹³ ~67 million
Province 0.5 × 4¹⁴ ~268 million
State 0.5 × 4¹⁵ ~1.1 billion
Planet 0.5 × 4¹⁶ ~4.3 billion

PART VII: THE LIVING REALM

Living world simulation linking a frontier town, ancient city, sci-fi colony, and AI starfield

7.1 Continuity and AI Management

Living frontier domain maintained by AI through glowing continuity threads

Worgav maintains continuity regardless of player participation. When a player logs off, the computer automatically fills that Champion’s role to defend acquired territory — men, materials, and training camps are preserved. Player games start small and grow in scope: from individual units to training camps, cities, spirit networks, and full Champion hierarchies. Every conflict is a unique expression of developing leadership.

Artificial intelligence executes general orders for NPC units, weaving a continuous thread of human and machine development across a universe that never ends. The AI is conservative in Hibernation Mode — maintaining holdings, not expanding — until a real player returns to command.

7.2 Character Growth and Experience

Champion progression from rookie to veteran through training, study, and battle

All player characters and non-player characters grow through accumulated experience, gaining power in combat, mechanics, philosophy, chemistry, engineering, history, theology, and the arcane arts. All spirits originated as individual souls — born, lived, trained, and now carried forward. Every conflict is unique. Every Champion is a leader in development.

Experience is reflected not just statistically but through the node lattice. Successful resonance strengthens a Champion’s nodes; dissonance weakens or reconfigures them. Over many sessions, Champions evolve spiritually — the feedback loop between roll outcomes and node harmony is a core element of long-term play. The primary purpose of the character logs is to record the dice roll for every action taken. Each roll should also record the actor, action, Codex node or totem, target, and object, person, place, or unit used. The character gains 10 points for every P, 1 point for every N, and the numerical value for each roll.

A running tally of experience points must be maintained until the encounter concludes. Experience can be used to increase skill levels. New skills cannot be created from experience; training schools with a minimum one-year term are necessary to learn new skills. Upon acceptance to the school, it is competitive but offers immediate results for the character who successfully enrolls. This generates one level 0 new skill. Upon successful graduation from the school, the new skill is increased to level 1. Additionally, the character gains life experiences during his/her studies at the academy, training school, or university.

Future advancement requires experience points. Skill levels 1-4 use the polynomial cost y = 100x², producing costs of 100, 400, 900, and 1600. Levels 5-7 require 2,000 experience and one year of training. Levels 8-10 require 4,000 experience and one year of training. This table is the canonical progression until revised through playtesting.

Experience Skill Table:

Current levelExperience requiredDifficultyFumbleM, H, h
NullEducation Requiredn/an/an/a
0Successful term requiredn/an/an/a
11001Peculiarity+3, +2, +1
24002Peculiarity+2, +1, +1
39003Peculiarity+1, +1, +1
416004Life+1, +1, +1
51 year (2000)5-1 Skill+1, +1, +1
61 year (2000)6-2 Skill+3, +2, +1
71 year (2000)7-3 Skill+3, +2, +1
81 year (4000)8-4 Skill+3, +2, +1
91 Year (4000)9-4 Skill+3, +2, +1
101 Year (4000)10-4 Skill+3, +2, +1

7.3 Human Peculiarities (NPD100 Table)

Lineup of unusual human hosts showing harmless quirks and personal objects

When a Guardian takes a new host or a character gains a peculiarity (through a Fumble, clone bond, or GM fiat), roll d100 on this table. Entries marked with (+1 Ability) grant a small permanent bonus.

NP Reroll (Game Master and Player decide; including any choice (2-99).

2. Sneezes exactly three times, never more or less.

3. Can’t eat sandwiches unless cut diagonally.

4. Mixes up right and left but insists they are correct. (+1 DEX: adaptive coordination despite chaos.)

5. Collects sugar packets “just in case.”

6. Talks to inanimate objects politely.

7. Keeps forgetting why they entered a room.

8. Walks into glass doors at least once a year.

9. Claps when an airplane lands.

10. Forgets people’s names but remembers their pets’.

11. Always returns shopping carts to the exact same corner.

12. Incorrectly quotes famous sayings with total confidence.

13. Cracks knuckles dramatically before typing.

14. Cannot stand tags on clothes — cuts them off immediately.

15. Insists “they can taste colors” when tired.

16. Starts humming suspenseful music when things get awkward.

17. Laughs at their own jokes before finishing them.

18. Winks uncontrollably when nervous.

19. Collects bread ties in drawers for unknown reasons.

20. Pretends to be on the phone to avoid small talk.

21. Opens the fridge just to think.

22. Believes they can sense when their phone is about to buzz.

23. Secretly narrates their life like a documentary.

24. Uses “literally” incorrectly in every sentence. (+1 CHA: confident word-wrangler.)

25. Talks to the GPS as if it were a person.

26. Waves back at people waving at someone else.

27. Corrects typos out loud while typing.

28. Edits other people’s grocery lists in their heads.

29. Makes sound effects for everyday movements.

30. Names all their houseplants dramatically.

31. Whispers “plot twist” when something surprising happens.

32. Can’t eat foods that touch on the same plate.

33. Invents elaborate excuses for being exactly on time.

34. Keeps every receipt “for tax purposes.”

35. Says “ouch” for other people.

36. Sorts M&Ms by color before eating them.

37. Enjoys the smell of gasoline a little too much.

38. Answers rhetorical questions seriously.

39. Talks to spiders before removing them.

40. Insists the plural of “octopus” is “octopodes.”

41. Reacts to notifications they imagined.

42. Thinks in song lyrics.

43. Chooses walking routes purely by symmetry.

44. Frequently replays conversations for “better dialogue.”

45. Creates spreadsheets for hobbies that don’t need them. (+1 INT: obsessive data clarity.)

46. Counts steps to doors or streetlights.

47. Corrects grammar while dreaming.

48. Pretends to understand modern slang.

49. Can’t start eating until everyone’s plate looks “balanced.”

50. Says “ow” even when nothing hurts.

51. Speaks in accents unintentionally.

52. Makes puns that cause emotional distress to others.

53. Tries to fix technology by glaring at it.

54. Gets déjà vu about things that never actually happened.

55. Uses sarcasm so dry it causes confusion.

56. Overexplains jokes after they fail.

57. Counts how many people are wearing hats nearby.

58. Hums the same four bars of a song for months.

59. Frets over unread notifications like existential crises.

60. Refuses to step on sidewalk cracks. (+1 POW: willpower bordering on ritual.)

61. Develops sentimental attachment to coffee mugs.

62. Gives directions using outdated landmarks.

63. Can’t type if someone’s watching.

64. Makes a “thinking face” that looks like rage.

65. Forgets how to walk normally when being filmed.

66. Has a “special” fork they always want.

67. Invents rules for how stairs should be climbed.

68. Collects empty notebooks but fears ruining them with writing. (+1 LUC: potential energy of unrealized creativity.)

69. Keeps headphones tangled like a rite of passage.

70. Always anticipates a sneeze that never comes.

71. Laughs louder to fill silences.

72. Tries to remember dreams like important clues.

73. Apologizes to furniture after bumping into it.

74. Slightly alters song lyrics to make them about themselves.

75. Argues confidently about topics they barely know.

76. Can’t say goodbye less than three times in a row.

77. Remembers useless trivia but forgets birthdays. (+1 INT: nerd genius, socially impaired.)

78. Sings high notes that are clearly out of reach.

79. Overuses air quotes incorrectly.

80. Spreads condiments with surgical precision.

81. Says “bless you” to themselves.

82. Declares “I’m not tired” while obviously exhausted.

83. Waves at animals as if they’ll wave back.

84. Narrates cooking like a TV chef — even when alone.

85. Has a deep distrust of revolving doors.

86. Eats popcorn according to a rhythm.

87. Avoids stepping on patterned floors “incorrectly.”

88. Talks during movies they’ve already seen, every time.

89. Starts laughing when someone says “be serious.”

90. Refuses to admit they forgot something mid-sentence.

91. Declares “I’m fine” with thunderous emotional undertones. (+1 END: emotional resilience forged in denial.)

92. Keeps up with celebrity gossip without caring why.

93. Can’t resist correcting song lyrics.

94. Avoids eye contact with mannequins.

95. Claps loudly at the end of a movie in an empty theater.

96. Keeps trying to “find the exact feeling” for hours.

97. Forgets drinks halfway through and rediscovers them later.

98. Feels personally victimized by uneven table legs.

99. A human who can act as a Champion without a Guardian. (Freedom General — rare.).

NP. Reroll Game Master’s choice.

PART VIII: PARTY FORMATION, MISSIONS & SUPPLY HUBS

Adventuring party assembling at a frontier supply hub, orbital hangar, and ancient fortress gate

8.1 The Call to Action

Champions gathering at dawn before an open mission gate and starship hangar

Every campaign begins the same way: awareness dawns, and the game world takes shape. You open your eyes and hear an echo in your mind — an old man quietly speaking: “So it was in the beginning, as it is now; the ways of humankind — never content, always expanding and fighting against each other.” You and up to seven other players, guided by a single Game Master, have been summoned to interact in a shared role-playing experience.

The maximum party size is eight participants: one Game Master and up to seven players. All parties operate within the same governing ruleset, and all domains are part of the same interconnected universe.

8.2 Party Formation

Mixed party choosing roles around a briefing table in a supply hub

Before the first mission is assigned, the party must assemble. Party formation is not merely a logistical step — it sets the tone for the entire campaign. The process involves selecting characters, establishing roles, and reporting to your domain commander for orders.

Same Side or Simulation?

By default, all players are encouraged to operate on the same side and within the same domain. This promotes cooperation, streamlines logistics, and makes early missions significantly more survivable. For groups seeking a greater challenge, the computer simulation mode allows for opposing-force play, complex faction dynamics, and adversarial scenarios. Usually it is easier to play on the same side.

Character Creation

New players roll up characters before reporting for duty. Newly created characters begin as rookies, assigned to their first battle deployment under the supervision of the domain commander (see Part III for full character creation rules). Veterans rejoining after losses are integrated as reinforcements into ongoing campaigns.

GM Note — Party Size & Balance

A full party of seven players is not required to begin play. Missions scale to available party size, but the GM should note that certain mission types — particularly Deep Space and multi-front Explorer campaigns — are designed for larger groups and carry significantly higher risk for undersized parties.

8.3 Mission Types

Mission dispatch hub with branching campaign routes and distinct adventure scenes

Once assembled, the party is assigned a scenario by the Game Master or domain commander. The following mission types are available at campaign start, each offering a distinct style of play, risk level, and reward structure.

Mission TypeDescriptionParty Requirement
Social DowntimeThe party meets at the Mariner’s Club for drinks and entertainment. A low-stakes scenario ideal for character introductions, rumor gathering, and pre-mission planning.Any size party
First DeploymentNew characters report to the domain commander for their inaugural battle deployment. A tutorial-style mission that establishes chain of command and basic combat rules.New characters only
Explorer Campaign (New)The party launches a fresh Explorer campaign, charting unknown territory, making contact with new factions, and establishing a foothold beyond known space.3–7 players recommended
Explorer Campaign (Continued)The party resumes a previous Explorer campaign after absorbing replacement personnel. Prior campaign notes and maps carry forward.Mixed veteran/rookie roster
Deep Space MissionAssigned directly out of a Supply Hub, this long-range mission takes the party far from resupply lines. High risk, high reward — and high dependence on hub logistics.4–7 players; hub access required
Combined / Custom CampaignA blend of the above scenarios, or a wholly new campaign designed by the Game Master. These missions are tailored to the party’s history and available resources.Game Master discretion

Mission selection is not always in the party’s hands. Domain commanders may assign objectives based on strategic need, available intelligence, or resource availability at the nearest Supply Hub. Players should be prepared to adapt. Combinations of the above scenarios and entirely new campaigns are also possible.

8.4 Supply Hubs & Operating Base Command

Massive supply hub with cargo, sealed orders, escorts, command staff, and starship loading

Supply Hubs are the lifeline of any extended campaign. Whether launching a Deep Space mission or resupplying between Explorer legs, all equipment, materiel, orders, and plans flow through Operating Base Command (OBC) and its network of Supply Hubs.

What a Supply Hub Provides

Every Supply Hub is capable of delivering the following to authorized parties:

  • Life support systems and consumables

  • Combat equipment, weapons, and field gear

  • Mission supplies and specialized materiel

  • Physical protection and security escort (where available)

  • General orders and updated mission briefings

  • Strategic plans and domain intelligence

Hub Access & Deep Space Assignments

Deep Space missions are assigned directly out of a Supply Hub. Before departure, the party must draw full supplies, confirm life support ratings, and receive sealed orders from the domain commander. Once a Deep Space mission is underway, resupply is not guaranteed — parties should plan for self-sufficiency across the full mission window.

Rule Reminder — Domain Interoperability

All domains operate under the same rules. Regardless of which Supply Hub assigns your mission or which domain commander issues your orders, the same equipment standards, mission protocols, and chain-of-command structure apply across all domains.

Operating Base Command

At the apex of the supply chain sits Operating Base Command (OBC). OBC is responsible for macro-level logistics: allocating supply across hubs, coordinating multi-domain operations, and issuing campaign-wide directives. Individual parties rarely interact with OBC directly, but its decisions shape the resources available at every hub in the network.

8.5 Playing in the Same Domain

Unified party and shared domain command lattice with complex alternate routes behind

The simplest and most effective approach to party formation is to keep all players within a single domain. This ensures unified supply access, a shared chain of command, and consistent mission briefings. Cross-domain play is possible — particularly in combined campaign scenarios — but introduces additional complexity around supply routing, communication lag, and differing local orders.

For new parties or groups unfamiliar with the setting, same-domain play is strongly recommended until the group has completed at least one full campaign cycle.

APPENDIX A: GAME PHYSICS

This appendix provides the mathematical and cosmological foundations underlying the Worgav probability system. GMs familiar with real-world physics will recognize how the NPD10 model is grounded in observable physical law.

A.1 Overview — Thuum and Spirit Matter

Champion bridging physical machinery and luminous spirit matter

Champions perform feats constrained by both physical and spiritual laws. For inert objects, outcomes are entirely predictable — the deterministic result of dead matter. But Champions are alive, adaptive, and intelligent. A Champion can alter course, adjust, and even adhere to a target mid-flight. This capacity for intelligent, real-time correction is called Thuum.

Thuum is defined as the total effective will-force of a Champion to command-and-control the nodes of a domain:

Thuum = Belief (¥) × Mantra (id) / second

This mirrors the mechanical definition of power (force × velocity) and anchors spiritual mechanics in familiar physical intuition.

The Mantra behaves as a complex state: Ψ = A + Bj, where A is the real (physical) component and B is the imaginary (spiritual) complement projected through node alignment. The Faith Score quantifies how effectively the Champion’s current state aligns both components.

A.2 Cosmological Framework

Four cosmic matter domains arranged around a central origin point

The War Gods universe is built on cardinal matter — matter defined by four equal poles: real positive, real negative, imaginary positive, and imaginary negative mass. In the beginning, there was nothing. Then the Word declared “I Am,” and existence began. Cardinal matter coalesced into a void without size or form; light followed, and charged particles formed the first elementals.

Reality is defined as any person, place, or thing that can be observed. When multiple observers become aware of one another, they form a domain. There are 12 domains, organized into four cardinal domains:

  • White — positive spirit matter

  • Black — negative spirit matter

  • Prime Material — real matter

  • Shadow — negative matter (contains Earth, Fire, Air, Water; plus the Fifth Element, Ethereal Matter, and Astral Matter)

The probability-mode success equation originates at coordinates (0, 0), representing grey matter: the iris of the all-seeing eye.

A.3 Physical Laws

Science temple demonstrating motion, gravitation, energy, fields, and radiation

Newton’s Laws of Motion

  • First Law (Inertia): Objects at rest remain at rest; objects in motion remain in motion unless acted upon by an external force.

  • Second Law (F = ma): Force equals mass times acceleration. Equivalently, the rate of change of momentum.

  • Third Law (Action-Reaction): For every action there is an equal and opposite reaction.

Game bridge: Newtonian motion governs travel, impacts, recoil, collision timing, and the Δt updates in combat rounds.

Law of Universal Gravitation

Every particle attracts every other particle with a gravitational force proportional to the product of their masses and inversely proportional to the square of the distance between them.

Game bridge: gravity sets range, fall, orbital, and mass-scaling factors for movement and hazard checks.

First Law of Thermodynamics — Conservation of Energy

Energy can neither be created nor destroyed, only converted from one form to another. All Champion feats are bounded by this law.

Game bridge: magical, psychic, and technological effects must account for energy source, transfer, or conversion before they become legal mechanical effects.

Maxwell’s Equations

Gauss’s Law for Electricity: ∇·E = ρ/ε₀ — electric field divergence is proportional to local charge density.

Gauss’s Law for Magnetism: ∇·B = 0 — no magnetic monopoles; field lines always form closed loops.

Faraday’s Law of Induction: ∇×E = −∂B/∂t — a changing magnetic field induces a circulating electric field.

Ampère-Maxwell Law: ∇×B = μ₀J + μ₀ε₀ ∂E/∂t — both electric current and a changing electric field generate magnetic fields.

Game bridge: electromagnetic laws govern sensors, signals, directed-energy weapons, electrical hazards, shielding, and interference.

Planck’s Law

Describes the spectral density of electromagnetic radiation emitted by a black body at temperature T. Key consequence for game physics: energy is emitted in discrete quanta (E = hν), not continuously. This principle underlies the NPD10’s quantized outcome system — probability does not flow continuously but snaps between defined states.

Spectral Radiance: B(ν,T) = (2hν³/c²) × 1/(e^(hν/kT) − 1)

A.4 Area of Effect Hazards and Damage — Game Physics for Hostile Environments

Controlled hazard testing arena with escalating environmental threat zones

This chapter defines a layered model of environmental threat scaling—from psychological suppression to full physical destruction—tied together by unified physics calculations for damage, survival, and recovery across all entity types (biotic and synthetic).

Non-Lethal Disorientation and Sensory Suppression

  • Focuses on non-lethal hazards like sensory overload, confusion, and fear.

  • Typical sources: flash-bangs, bright lights, loud noise, slippery surfaces, jagged terrain, crowds, smoke, thunder, machinery vibration, and psychic or magical illusions (e.g., fog, doppelgangers, fairy fire).

  • Effects include:

    • Tactical range reduction by 10–90% for sentient beings (e.g. androids, clones, sophonts).

    • Willpower or sensor suppression by 10–50% for drones and cybernetic units.

  • Disorientation is additive to real damage in calculating the mortality roll factor:

  • \text{Moral and Mortality~Roll~Factor} = \frac{\text{Real~Damage~+~Shock~+~Fear~+~Confusion+~Fatigue~}}{\text{Body~Mass}}
    
  • Players cannot die from disorientation alone unless total real body damage exceeds body mass.

  • Battle metrics for measuring control and recovery:

    • Disorientation = (E + P)

    • Concentrate = (E + P + C)

    • Overcome = (E + P + C + L)

  • NPD10 Fate Roll outcomes:

    • F = fear/faint (lose momentum, -1 on next round)

    • ‘-’ = total momentum loss, unable to act until recovery check

    • H = successful recovery; regain clarity, +1 momentum bonus

    • M = hype state, +2 momentum bonus

  • Momentum: The cumulative bonus or penalty to succeed in any action based on previous success or failure. Each point of absolute momentum causes 1 point of fatigue damage per round; for example, +3 or -3 momentum causes 3 fatigue per round. The only way to stop momentum fatigue is to break away from combat and take a 1-minute break to calm down.

Semi-Lethal Real Shock and Fire Suppression

  • Combines real physical damage with suppression or confusion effects.

  • Recovery takes hours, and death by shock is possible without treatment.

  • Examples include:

    • Riot control tools (rubber bullets, tear gas, fire hoses)

    • High-voltage stun weapons

    • Explosive suppression (non-lethal blasts, snares, sonic bursts)

    • Magical or psychological debuffs (sleep, paralysis, laughter, charm).

Lethal Exclusion / Hazard Zones

  • Represents full lethal environments combining real, fear, and shock damage.

  • Examples:

    • Battlefield conditions — live fire, artillery, explosives, small arms suppression

    • Environmental hazards — toxic gas, radiation, vacuum, uncontrolled fire

    • High-energy weapons — particle beams, directed energy, RPG strikes.

Health Physics and Body Damage

  • Four main sources of body damage:

    1. Daily wear or biological stress

    2. Environmental hazards

    3. Becoming a hazard (e.g., your gear explodes)

    4. Combat wounds

  • Fragility Ratio defines how mass relates to structural integrity:

    • Living tissue: 1 g damage = 1 kg body damage point → ratio 1000:1

    • Everyday tech (circuits, vehicles): 100:1

    • Industrial structures: 10:1

    • Hardened fortifications/tanks: 1:1

  • Damage survival formula:\

    \text{Survival~Factor} = \frac{\text{Body~Damage~Points} \times \text{Fragility~Ratio}}{\text{Object~Mass}}
    
  • Base mode multipliers:

    • Glass: 10

    • Normal materials: 15

    • Strong materials: 20

    • Living beings: determined by Will to Survive

  • Resistance rolls:

    • Mortality skill: (E + L)

    • Fatigue: (E + P)

A.5 The NPD10 Probability System (Technical)

Probability observatory with custom dice, serpent curves, and abstract tactical geometry

The deterministic die score for success is:

BM 28.5 is the equilibrium point — average human normal. Below this threshold, failure rates rise sharply. Above it, reliability increases toward near-certainty at BM 56–57.

Low f (≤ 1): Fields overlap — actions enter Contested Mode and immediate opposition governs the outcome. High f (>> 1): Fields separate — actions follow the Universal Factor Probability Equation, decaying proportionally to 1/f².

Illustrative Case: Can a knight on horseback dodge a bullet? Only if the bullet’s trajectory lies within the knight’s active node range, where his Faith Score — combining reflex, awareness, and will — still sustains coherence against the attack’s scaling factor.

Every victory and failure reshapes the nodal lattice. Champions who learn to hear their own resonance can alter the rhythm itself — touching the border where physics becomes faith, and probability turns to destiny.

The formula for resolving a Champion’s action maps the action’s ability total, node load, hype or momentum, and difficulty mode into a snake-score threshold:

O_snake = p(f, Mode(C)) x (A_1 + A_2 + ... + A_t + Node(n) + HYPE)

Where f is the non-contested normalized tactical factor, Mode(C) is the contested-mode class when fields overlap, A_1...A_t are the abilities used by the skill tier, Node(n) is the active-node modifier from §2.2, and HYPE is any approved momentum, morale, or totemic modifier.

Draft Snake Algorithm. Roll NPD10 until the chain terminates on a body result or a rule-defined stop.

  • N-chain: each consecutive N divides the next stopping value by 10, 100, 1000, and so on.
  • P-chain: each consecutive P adds +10, +20, +30, and so on before the final body result.
  • Body result: 2-9 stops the chain and supplies the ordinary value.
  • NP example: N followed by P produces 1 snake.
  • P4 example: one P followed by 4 produces 14 snake.
  • NNNP example: three Ns followed by P produces 0.01 snake.

The node modifier is: 1 node +10, 2 nodes +5, 3 nodes +0, 4 nodes -5, 5 nodes -10, 6 nodes -15, 7 nodes -20.

“The dice do not lie — they echo.”

— Archivist Senn of the Second Node

Worgav: Principalities and Powers — Game Master Handbook | Revised 2026