Aperture RPG

A fast, grounded microsystem for any world

Actions: Roll a d20.

Attributes: Distribute 20 points (max 15) among:

Skills: Distribute 5 points (max 5 per Skill) as freeform specialties,
each framed as something you’ve done enough to trust yourself doing.

Conditions: Bonuses/advantages raise your Target ceiling by 1–5,
while penalties/disadvantages similarly raise your Difficulty floor.

Initiative: Roll the most relevant Attribute for a conflict as it starts.
Successful characters act before NPCs each round.

Defense: The GM doesn’t roll. When you’re targeted by an NPC:
roll vs. defensive Target, applying any attacker’s abilities as Difficulty.

Equipment: Has a Quality rating (1–5) that applies its effect:

Knocked Out: When an Attribute hits 0, you can no longer act in the scene:

Recovery: Any zeroed Attributes recover to 1 at the end of a scene.
Attributes fully recover after a full scene spent resting.

Corruption: Corrupting damage reduces the affected attribute’s max.
Once an attribute is corrupted to 0, you’re lost forever.
Restoration requires supernatural healing.

Advancement: At the end of a story arc, choose one: