Learn the shared rules.
The Core Rulebook covers character creation, resolving actions, combat, and advancement. Begin with its “Begin Playing” chapter for the essential concepts.
Find the Core Rulebook →Start playing
Begin with two books. Add the rest as your table needs them.
The Core Rulebook covers character creation, resolving actions, combat, and advancement. Begin with its “Begin Playing” chapter for the essential concepts.
Find the Core Rulebook →Use the Aptitude Codex alongside the Core Rulebook to select your character’s abilities. Combine disciplines to make the archetype you want to play.
Explore the Aptitude Codex →Sample Characters offers sixteen starting builds, examples of their next advancement choices, and blank character sheets. It is a useful way to see how the pieces fit together.
Meet the sample characters →For the Game Master
The GM’s Guide, Creature Compendium, and Item Index provide adjudication advice, opponents, treasures, and construction examples.
The Twin Worlds campaign begins as a fantasy adventure in Apteria. A struggle over extraordinary artifacts leads from a village confrontation to a major vault expedition, with an optional wider conflict beyond it.
Players can read the spoiler-free Setting book. The Campaign Guide contains concealed information for GMs.