Saeculum utilizes the Tactical Combat and Creative Cinematic (TCCC) system. It replaces flat probability with a Rank-based dice progression (d4 to d12), ensuring that as your operative improves, their potential for greatness scales exponentially.
Attributes and Skills are rated 1 to 5:
Exploding Dice: Max rolls trigger an immediate reroll and addition.
Initiative is calculated via Smarts + Rapidity. Instead of taking turns, combat is a countdown. High initiative operatives act first and can potentially act multiple times before the "Dance" concludes.
Traditional "Hit Points" do not exist. Characters track Stun, Injury, Severe Injury, and Lethal Wounds. Damage applies direct malus penalties to your actions, representing pain and shock.
Balance your public reputation against your true ethics. This dual-layer character system provides unique perks but introduces mandatory liabilities that can compromise a mission.
The Saeculum engine is designed to be augmented with specialized modules depending on your setting's era and complexity.
Four distinct subsystems: Ritual, Sorcery, Summoning, and High Magic. Utilizing the Magic (MAG) attribute, casters must manage "Drain"—physical damage taken as the cost of manipulating reality.
Rules for cybernetic implants and biological enhancements. While these grant superior performance, they cost Nature. Losing too much Nature leads to robotic detachment or severe mental derangement.
Comprehensive rules for high-speed pursuits and vehicular dogfights. Includes a deep customization suite for Mechs, allowing players to build specialized frames using Bonus Points.
Resolve large-scale battles and sieges without losing the narrative. Uses abstract Morale Points and Leadership checks to determine the fate of armies and fortresses.