Shadow World of Ketu

Rules & Engine

Classless. Lethal. Setting-agnostic. One rule. Every situation.

Classless1–3 HPFree MagicFast CombatSetting-Agnostic
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Core Engine

The Opposite Check (OC)

Every contested action — combat, magic, skills — resolves the same way. Subtract the opponents relevant attribute from yours, add 10. That is your target number. Roll a d20 under it to succeed. 1 is always a critical. 20 always fails.

Live Calculator
+ 10 =
12Roll under
Roll 1–12 → success  |  Roll 13–20 → failure  |  1 → critical  |  20 → always fails
Skill Checks

When no opponent is present — climbing a wall, treating a wound, picking a lock — the GM sets a difficulty value instead. The formula remains identical: your skill minus the difficulty, plus 10.

+ 10 =
10Roll under
Roll 1–10 → success  |  Roll 11–20 → failure  |  1 → critical  |  20 → always fails
Design Philosophy

KETU RPG is intentionally dangerous. Resources are limited. Positioning matters. The system is modular and setting-agnostic — the same engine runs swords, spells, and social manipulation.

Attributes

Basic Attributes

Every character begins with 3 in each of the five basic attributes. At creation, 4 additional points are distributed freely. The gap between your highest and lowest attribute cannot exceed 4.

Agility
Wisdom
Intelligence
Focus
Physique
Extended Attributes

Ten extended attributes are derived from the five basics. Each combines a primary (÷2) and secondary (÷3) source, rounded down.

Close Combat
AGI÷2 + PHY÷3
Archery
FOC÷2 + INT÷3
Mysticism
INT÷2 + WIS÷3
Reaction
AGI÷2 + PHY÷3
Strength
PHY÷2 + AGI÷3
Dexterity
FOC÷2 + WIS÷3
Learning
INT÷2 + FOC÷3
Will
WIS÷2 + INT÷3
Endurance
PHY÷2 + AGI÷3
Charisma
WIS÷2 + FOC÷3
Core Stats
Hit Points
1–3 (start with 1)
Resistance
1 + Endurance + Armour
Stamina
Will + Endurance
Movement
5 (race-dependent)

Combat

HP & Survival

Characters begin with 1 HP, maximum 3. Reaching 0 HP triggers bleeding. Without stabilization within 3 rounds, death follows. A roll of 1–2 on d20 stops bleeding naturally. First Aid from an ally is safer.

Round Structure
Roll Initiative
Lowest Acts First
3 Actions
Parties Alternate
New Round

Each round is 6 seconds. A character has 3 actions per turn. The same action cannot be used more than twice in a row unless Stamina is spent. Lower initiative rolls act first.

Close Combat
Hit Roll

Attacker Close Combat − Defender Close Combat + 10. Roll under to hit. Both sides roll simultaneously — counterattacks are free and happen in the same exchange.

Damage Roll

Resistance − (Weapon Strength + half Strength) + 10. Defender rolls under to resist. Fail → lose 1 HP. Critical hit adds +3 Weapon Strength.

+ 10 =
12Roll under
Roll 1–12 → success  |  Roll 13–20 → failure  |  1 → critical  |  20 → always fails
Weapons
WeaponStrengthNotes
Dagger2
Short Sword3
Rapier4
Mace4
Scimitar5
Long Sword6
Two-Handed Sword7Cost 2 Actions, +1 Close Combat
Great Axe7Cost 2 Actions, -2 Target Resistance
Maul7Cost 3 Actions, -2 Target Resistance

Magic

The Elements

All magic flows from four elements: Fire, Water, Air, Earth. Magic is never guaranteed — it requires sufficient Stamina, a successful Mysticism check, and concentration. Failure means wasted Stamina at minimum.

Casting
Declare & Invest

Declare the spell and invest Stamina. Distribute it freely between Power, Range, Area, and Duration. Every 1 STA = 1 combat round or 10 non-combat minutes of duration.

Scaling

Every 2 STA → +1 Power  |  Every 2 STA → +5m Range  |  Every 4 STA → +1m AoE radius

Casting Time

Actions required = ceil(Stamina ÷ 10). A 10 STA spell takes 1 action. An 11 STA spell takes 2 — and can be interrupted by a successful attack, requiring an Endurance check or losing all invested Stamina.

Spell Resolution
Roll Mysticism
Spell Hits
Target Resists
Apply Effect
Exhaustion
Magical Exhaustion

Spending all Stamina renders a character Exhausted — conscious but unable to move or act. Stamina recovers at 1 per 10 minutes. Powerful mages are formidable but fragile.

Character Creation

1. Attributes
2. Race
3. Element
4. Archetype
5. Beauty Roll
6. Feats
7. Skills
Races
Alpinari
700–1000yr lifespan, keen senses, subraces for every environment
Beastfolk
60–110yr, instinct-driven, +1 Perception
Dwarf
120–200yr, dark vision 30m, poison resistance
Gnome
80–150yr, precision magic, established first democracy on Kut
Goblin
30–60yr, rapid learning, unsustainable growth
Halfling
70–120yr, farming & survival, community focus
Human
60–100yr, +1 Learning multiplier, unlimited potential
Orc
50–80yr, +2 Athletics, pragmatic not warlike
Umbrasin
Born from Shadow World influence, dark vision 50m, feared
Archetypes

KETU RPG uses Jungian archetypes instead of alignment. There is no Good or Evil — only motivation and decision. Archetypes guide roleplay and character development but never restrict player choice. They evolve naturally through play.

Warrior
Ruler
Trickster
Sage
Outlaw
Caregiver
Creator
Explorer

Conditions

Condition
Effect
Bleeding
Roll 1–2 on d20 to stabilize each round. Die after 3 rounds without help.
Unconscious
Cannot act. Wakes after a few rounds or strong stimulus.
Exhausted
No Stamina. Cannot act or move. Still conscious.
Fallen
On the ground. Costs 1 action to stand.
Impaired
A body part is unusable until removed or escaped.
Shaken
−1 to all rolls. Escalates to Fear if triggered again. 3 rounds to recover.
Fear
Cannot fight. Must flee the source. Reapplied on re-exposure.
Dead
Character is dead. Resurrection requires powerful and costly magic.

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