SYSTEM SPECIFICATIONS

SAECULUM: BLOOD OF AGES CORE ENGINE
< RETURN TO MAIN TERMINAL

The TCCC Resolution

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.

Dice Ranks

Attributes and Skills are rated 1 to 5:

  • Rank 1: d4
  • Rank 3: d8 (Professional)
  • Rank 5: d12 (Elite)

Exploding Dice: Max rolls trigger an immediate reroll and addition.

The Combat Dance

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.

Biological Integrity & Identity

Injury Boxes

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.

Facade & Inner Self

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.

Modular Expansion Systems

The Saeculum engine is designed to be augmented with specialized modules depending on your setting's era and complexity.

The Arcane & Ritual

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.

Transhumanism

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.

Vehicles & Mechs

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.

Mass Conflict

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.