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Epochrypha is in development. Rules and wording change often, and some pages are still outlines.

Running the Game

This section is for whoever is running the table. Everything here assumes you’ve read the core rules; it doesn’t repeat them.

Two things make running Epochrypha different from running most d100 games.

You are handed a currency on roughly half of all rolls. Whenever the difference between score and roll ends in an even digit, you get a Toll, whatever else happened on that die. You don’t decide when pressure arrives — the dice do. Your job is deciding what to spend it on and when.

Magnitude does the work that a ruling would otherwise do. When a player succeeds by a magnitude of six rather than one, the rules have already told you how emphatically it worked. Most of the time you’re describing a number that already exists rather than inventing a verdict.

Page Answers
Spending Toll What can I actually do with it, and how much should I be holding?
Adversaries How do I build opposition, and what does it need on its sheet?
Rulings What does magnitude mean when no rule covers this?
Pacing Countdowns, downtime, and when to let advancement land

Anything world-specific lives in your Epoch — what your players’ power source wants from them, what money looks like, how deadly a spear is. This section covers the parts that are true at every table regardless of where you’re playing.