
torchlite
By XineChapters
What Is TorchLite?
Your World
Medieval Fantasy
Post-Apocalyptic Peril
Magical Spells & Enchanted Relics
Tangible Divinity & Scant Medicine
The Great Unknown
Cosmic Forces
Other Planes of Existence
How to Play *TorchLite*
PCs & GM
Rolling Dice
The Shape of a *TorchLite* Game
Plot Points
Effect Dice
Complications
Assets
Recovery
SFX & Dice Tricks
Conditions
How to Be a Great Player
What Is TorchLite?
torchlite
It started when they raided your village. You and your friends tracked down the raiders to their hideout, dealt with them, and found they were taking orders from somewhere else. You investigated, which took you through a lot of ruins and city sewers and cobwebbed wizard towers to figure things out. Now you’re on horseback beside the king of the realm, contemplating how to crack the fortress of the lich who’s been pulling all the strings, and maybe tonight is the end of it all or maybe it just keeps going after this.
It all depends if Jerry can still make Thursday nights work with his schedule.
This is TorchLite, a pulp-fantasy tabletop roleplaying game of action, intrigue, and exploration built on the Cortex Lite rules framework. These simple and extensible game mechanics will take you through epic landscapes, thrilling action sequences, and startling-yet-satisfying plot twists. All you need to provide is a little imagination, which we trust you’ve got in spades.
The game is made up of two big pieces: colorful fantasy adventurers, and the dangerous challenges and locations they encounter.
Not coincidentally, the main sections of these game books are Fantastic Adventurers and A World of Dangerous Challenges. Each one details key pieces of TorchLite and you can start anywhere you like.
If you want to build a character, well, Fantastic Adventurers is your ticket.
Or if you kind of already know that you’re going to be running the game, come take a peek at A World of Dangerous Challenges; we’ve got you covered.
Whatever you do, have fun—and always check for traps.
TorchLite evolved from Cortex Lite, a simple roleplaying game compatible with the Cortex Prime roleplaying game. Cortex Lite is available for free on itch.io.
▶ or step down the asset if your effect die is equal or lower When you step down an asset in this way or make it unavailable, it remains so until the end of the scene. Any player may do this by inflicting a complication larger than the asset’s rating. You can do it all in one go, or by starting a low-level complication like Loosened Grip and stepping it up with later rolls. When you step down an asset in this way or make it unavailable, it remains stepped down or shut down until the end of the scene. If the asset would’ve gone away at the end of the scene, that happens normally.
Your World
In a tabletop roleplaying game like this one, each player takes on the role of one or more characters. TorchLite characters adventure through a fantasy realm chosen or created by you and your group, and the players use the rules to determine the results of their characters’ actions. This game makes certain genre-based assumptions about how your world will work, so those assumptions are explained here, so that you can build on or change them—or set them aside—to fit the kind of adventures the players wish to have.Medieval Fantasy
Much of the world’s culture and technology is roughly equivalent to that of the medieval or Renaissance period in lands surrounding the Mediterranean—Southern Europe, West Asia, and North Africa. Societies are dominated by monarchs, warlords, and aristocrats hungry for dynastic prestige. Wars are won with fortified castles, archery, and armored soldiers on horseback. Yet these real-world inspirations are mixed with fantastical elements like magical spells and mythical creatures. Peoples such as elves, dwarves, ogres, and goblins have separate cultures and history. Dragons hoard gold in hidden lairs, herds of pegasi graze treetops, and undead walk by night.Post-Apocalyptic Peril
This world has seen great empires with monumental architecture and well-guarded trade routes—but they’re gone now. Civilization exists only in isolated settlements separated by dangerous swathes of wilderness. Travel in any direction means crossing a vast expanse of dangers, abandoning safety to face roving bands of marauders and unpredictable monsters. The few existing maps of areas more than a few miles from population centers are likely sketchy or inaccurate. This fallen land conceals great opportunities. Without unifying empires or superheroic champions, the player characters take center-stage, making decisions of great consequence that change the world around them. Furthermore, the collapse of past ruling powers has left behind remote ruins, misremembered relics, and unrecovered riches. Few adventurers return from expeditions to trap-filled dungeons or crumbling, spider-haunted temples, but those who do often bring back priceless treasures.Magical Spells & Enchanted Relics
Magic is a fundamental part of the world. It can be used to fuel the casting of spells by a variety of means: focused will, metaphysical knowledge, inborn talent, attunement to primal nature spirits, pacts with eldritch entities, psychic abilities, empowering items, etc. Long ago, artificers learned to infuse sorcery into objects, an art forgotten by all but a few. These magic items are more precious than gold or jewels. Finding such wonders is often the main motivation for adventurers delving into ancient ruins. Places may be enchanted as well, creating magically warded towers, beguiling forests, hallowed temples, and the like. As societies rise and fall, spellcasters have used defensive abjurations and deadly traps to protect important treasures and locations. It takes great skill to circumvent these measures, which is a major reason why adventurers often have shortened lifespans.Tangible Divinity & Scant Medicine
Religious faith is far more than just a social phenomenon. This game doesn’t tell you what belief systems are prominent in your world, but it does assume that the Divine actively intervenes in mortal life to some degree. The influence of higher powers is an observable fact. Devotion to deity allows clerics, some paladins, and others to manifest divine spells and other miracles. This holiness—channeled through the laying of hands—is the most powerful and reliable form of healing in a time when medicine is relatively primitive.The Great Unknown
Due to the current dark age following the decline of civilization, not to mention the vast strangeness of the cosmos, the world is little understood. No scholar can tell you the full history of the world or the nature of all the planes beyond. Even geography is shrouded in mystery, since communication and travel between settlements are so limited. One small region might hide many dangers, with so many cultures having risen and fallen and left their remnants behind. This status quo makes the GM’s task simpler. There doesn’t need to be a map of the continent, a timeline of ancient history, or a defined cosmology. The GM just has to have a handle on where the PCs have been and where they’re likely to go next session. They can make other decisions about the setting—world-building can be loads of fun on its own—but thinking one session at a time is all the game requires.Cosmic Forces
The world is pressured and shaped by opposing cosmic forces, including Chaos, Order, Good, and Evil. For the average person the tumult and conflicts between these powers are like the weather, interactions that can affect their lives but which are beyond their ken. Certain folk are aligned with these forces (and certain creatures, such as angels or demons, even embody them), but these are a minority. Most people are unaligned, and even aligned mortals retain free will. Aligning with Order doesn’t mean someone obeys or agrees with every law, and while the fey are beings of Chaos, they are also strictly bound by ancient pacts and customs. A champion may wear the mantle of Good, but actually being a good person is much more complicated. Few willingly align with Evil, but those labeled as “evil” by a society may be the ones living the principles that moral authorities espouse.Other Planes of Existence
There are more things in Heaven and Earth than are dreamt of in mundane philosophy—and Heaven and Earth are far from the only worlds. Beyond the frontiers of everyday reality, there are elemental planes where everything is fire or ice, astral and ethereal planes where the spiritual is substantial and the physical is ghostly, wild fey realms, various temporary afterlives, an impossibly huge World Tree with branches that connect every plane, a river running through the underworlds, and more. Each of these other planes seems to be dominated by one theme, whether it is an element like Ice or Fire, a phenomenon such as Life or Death, or the cosmic forces of Good, Evil, Chaos, or Order. The energies of these otherworlds leak into each other, and into the mortal world, allowing them to be drawn upon for magical effects. In some places, different planes touch or cross over. Sages view the mortal world as a nexus of intersection between these extremes. Most inhabitants of other planes are aloof, uninterested in affairs beyond their native dimension. However, certain otherworldly beings seek interaction or service from mortals. They sponsor cults and other secret factions, make pacts channeling the energies of their home planes for warlocks to use in spells, and seek pawns for intrigue and conflicts with other entities.How to Play TorchLite
This section remixes the player-facing rules from Cortex Lite. You can grab that complete game for free on itch.io. If you want to jump to the fancy new TorchLite stuff, that’s in Fantastic Adventurers.PCs & GM
As in many tabletop role-playing games, one player takes on the role of the Game Moderator, or GM, rather than playing their own character. The GM frames scenes, portrays supporting characters (called GMCs, or Game Moderator Characters), controls the opposition (including rolling dice), and ends scenes. The characters portrayed by everybody else are called player characters, or PCs.Rolling Dice
During play, everybody contributes to the story, but at some point you break out dice, introducing just enough randomness so no one knows what will happen until events unfold during play.Traits & Dice
Each character has a number of traits, which are things—abilities, skills, useful items—that can help them accomplish their goals. Each trait is rated with one of five die sizes, each represented in this text with a symbol: a 4-sided die or d4, a six-sided die or d6, an 8-sided die or d8, a 10-sided die or d10, or a 12-sided die or d12. Each trait in a set is rated with a die size: d4, d6, d8, d10, or d12. Generally, larger die sizes make a trait more effective, so d6 is better than d4.Trait Sets
Traits are organized into trait sets. Examples of trait sets used in TorchLite are attributes (Agility, Alertness, Brains, Brawn, Charisma, and Composure), roles (Scholar, Scoundrel, Scout, Soldier, and Speaker), and signature assets (items or other factors that provide an advantage, such as Hidden Knife or Magnifying Glass). One example trait set for a character might be the attributes Agility d6, Alertness d6, Brains d6, Brawn d10, Charisma d8, and Composure d8. When you want your character to do something, if there’s nothing getting in your way, you just do it. If there is opposition (such as an opponent, a difficult environment, or a time limit), you roll the dice for certain traits to figure out if you succeed or fail.Your Dice Pool
When you roll, you pick the most relevant trait from each set and roll the die for each of those traits, all together in one pool of dice. (An example dice pool might be Brawn d10, Cunning Rebel d8, Scoundrel d8 and Hidden Knife d6)Your Total
After rolling, you add two of the die results together for your total. The total is often, but not always, the two highest results. So if my highest rolls were a 6 on a d10 and a 5 on a d6, I'd probably want to add those two together for a total of 11.Your Effect Die
After choosing die results for your total, you pick one of the other dice you rolled to be your effect die. This choice doesn’t affect whether you succeed or fail. It’s kind of like how a die for damage in the most popular fantasy RPGs is separate from your attack roll to hit. If I rolled d6 d8 d8 d10 for my dice pool, and used the results I rolled on the d6 and the d10 for my total, I’d use one of the remaining d8s as my effect die.Opposition
When you roll, another player (often the Game Moderator, or GM) builds their own dice pool and rolls it. You compare your roll’s total to theirs, and the higher roll succeeds. If I roll and get a total of 11 and the opposition gets a 9, I win. The player who rolls first sets the bar for how difficult the roll should be, so that player wins ties.Success
If you win, the size of your effect die (not the number it rolled) determines how big of an effect your success had. You might say, “My effect die is d8.” For example, if you roll to hit someone with a weapon, your total determines whether you hit (like comparing an attack roll to armor class in the world’s most popular RPG), and your effect die would be how much damage you inflict. Your total tells you whether the story goes your way; your effect die tells you how far it goes.An Example of Play
Perhaps your cunning rebel character wants to reach a door, but an enemy knight stands in her way. You describe the rebel trying to fake the knight out, feinting a retreat before lashing out with the knife she has stashed up her sleeve. The GM asks you to roll dice to see if she succeeds. You roll her Brawn d10, Scoundrel d8, Cunning Rebel d8, and Hidden Knife d6, getting 6 on the d10, 2s on the d8s, and 5 on the d6. You pick the 6 and 5 to add together, making your total 11. You use a leftover d8 as your effect die. The knight’s total against her is 8, and since 11 is higher than 8, your rebel wins. She gets to inflict her d8 effect die on the knight. Her thin blade slides through a joint in her foe’s armor, stabbing deep into his flank.The Shape of a TorchLite Game
If that explanation all made sense, then you know how to play TorchLite. Everything else in the system fits into, bolts onto, or adds a twist to this single mechanic. The rest of this section breaks down other rules that build on those fundamentals.Session Zero and Safety Tools
Playing a tabletop RPG can become a bad experience if everyone involved isn’t on the same page about the topics and themes they’ll be exploring in play. The best way to align those expectations is usually having a formal process, making sure everyone has a chance to be heard and set appropriate boundaries. That process can be a part of a “Session Zero”, a conversation before actual play begins that can also provide a chance to make characters together, discuss the game, build anticipation, and decide what content should or shouldn’t be a part of the game. You should also use appropriate safety tools, such as Lines and Veils, the X-Card by John Stavropoulos or Script Change by Beau Jágr Sheldon. Script Change is especially recommended, because the framework it provides can improve the experience of playing a tabletop RPG even when content concerns aren't an issue. What’s important is choosing the tools that work for you and your group.Sessions, Scenes, & Beats
Games are played in sessions. A session is however long your group gathers to play at a time, whether in person or online. Sessions are divided into segments called scenes, just like a play, film, or TV show. Player actions take place in units of time called beats. A beat is simply how long it takes to complete one action or one piece of a larger action (including both the die roll to do something and the roll opposing it).Tests
The most basic kind of die roll is a test. You say you want to do something, and if it requires a roll, but that roll isn’t directly opposed by another significant character (or PC), the GM just grabs some dice and rolls. Usually the GM sets a difficulty, choosing two dice depending on how hard they think the roll should be: d4 d4, d6 d6, d8 d8, d10 d10, or d12 d12. d4 d4 is very easy; d12 d12 is very hard. For a test, the GM rolls first, their total sets the difficulty, and then you roll. If your total is higher than the difficulty total, you succeed; if it is equal or lower, you fail.Action Order
Normally, a player can just roll a test or describe their character’s actions whenever it makes sense, as part of the game’s ongoing conversation. When it’s helpful to organize things a bit more, the GM can move things into action order. When the game is in action order, the scene splits into rounds. A round is nothing more or less than the amount of time it takes for every participant in a scene to take one beat’s worth of action (often called a turn). Usually, the GM chooses one player to go first. After a player takes a beat, they choose who goes next. The GM and any GMCs active in the scene get to take their own beats as well. Once everyone has taken a beat to do what they want to do, the round ends. Whoever goes last in a round chooses who goes first in the next round, and players can choose themselves!Plot Points
This game uses a special currency called plot points (abbreviated Ⓟ), which you can spend to affect the story. You’ll likely earn and spend plot points all the time. Every player gets at least one Ⓟ at the start of each session. The most important uses of plot points include: You can spend a Ⓟ to instantly create a d6 asset. When you add up die results for your total, you can spend one Ⓟ to add in the result from one additional die, increasing your total. You can spend a Ⓟ to make an asset useful to a whole group of people instead of just one. When an asset would go away at the end of a scene or session, you can spend a Ⓟ to keep it, starting the next scene or session with the asset still in play. Unless specified otherwise, you can spend plot points at any time, even when it isn’t your beat or turn. Any unspent plot points are lost at the end of a session, so it’s best not to hoard them.Hitches
When you roll 1 on a die, you can’t count that die towards your total or use it for your effect die. A die that rolls a 1 is called a hitch. When you roll a hitch, the GM can grant you a plot point to give you a d6 complication (which may step up a complication you already have). When the GM rolls a hitch, it’s called an opportunity. When the GM rolls an opportunity, you can spend a Ⓟ to step up an existing asset or step down a complication.Extra Effects
When you want to achieve multiple outcomes from a single roll (including affecting more than one target), you can do so by spending plot points to keep extra effect dice beyond the first. For each Ⓟ spent, you can choose one extra die from your roll to become an effect die. You can’t choose hitches or dice that are already effect dice or part of your total. If you run out of dice to choose from, you can’t keep more effect dice. Each effect die must do a different thing. For example, if you are fighting a pair of thugs on a swinging platform over a chasm, you can use two effect dice to assign an Unbalanced complication to each thug, or to assign both Unbalanced and a Frightened complication to the same thug, but you can’t use extra effect dice to assign Unbalanced to the same thug more than once with the same roll. Also, if you assign effect dice to multiple targets that each have their own dice to roll, each target gets their own opposition roll against you. Only those you beat take the effect. When you step up a d12 effect die, you gain an extra d6 effect die for that roll.Effect Dice
When you succeed on a roll, your effect die usually becomes an asset (a new temporary trait that benefits someone) or a complication (a new temporary trait that makes things harder for someone). When an asset or complication is created, it gains a name to go with its die rating, such as Blinded d10, Blackmailed d12, Bound Wrists d6, Cunning Plan d6, Hiding in Shadows d6, Inspired d10, Shield Spell d8, or Stolen Horse d8. The player who creates an asset or complication gets to name and describe it. Assets and complications aren’t added to every roll; like other traits, they only apply when it makes sense in the story for the particular action described. The default assumption is that assets and complications go away when a scene ends. Most rolls create some kind of complication or asset, but there are a couple other things you can do. You might simply roll to change your situation, such as by opening a locked door. In this case, your effect die just measures your degree of success: a d4 might be getting the door open just a crack, while a d12 busts it wide open. You might also roll to step down or end a complication; this is called recovery, and the rules for it are explained later.Heroic Success
When you succeed on a roll, if your total beats the opposing roll by 5 or more, you’ve scored a heroic success. This means that you not only achieve what you set out to do, but surpass your own expectations in doing so. For every 5 by which you beat the opposing roll, your effect die steps up by one size.Comparing Effect Dice
Even when you fail a roll against someone, your effect die still matters. If your roll fails, but your effect die is larger than the opposition’s effect die, the opposition’s effect die steps down.There’s Always an Effect
Every roll always has a minimum of one d4 effect die. If stepping down dice, removing dice due to hitches, or any other situation would prevent a roll from having an effect die, give that roll one d4 effect die before resolving it.Complications
A complication is a temporary trait that makes things harder for you, so you don’t roll it yourself. Instead, your opposition can roll it against you, and if someone else has a complication, you can add it to your dice pool when rolling against them. Here’s a sample list of complications that you might inflict (or suffer) during play: Cursed with Sores, Distracted, Entangled by Vines, Indebted to Donna Ricci, Notoriety, On Fire, Outflanked, Out of Arrows, Out of Mana, Poisoned.No d4 Complications
Unlike other traits that run from d4 to d12, d4 complications do not exist in TorchLite. When you take a new complication, if it would be d4 or smaller, it becomes a d6. When an existing complication would step down to less than d6, it just goes away.Taken Out
If a complication on any character would step up to a die size larger than d12, the complication stays at d12, but that character is taken out. When you are taken out, you are unable to influence the story—one way or another, you’ve been overwhelmed and can no longer participate. When someone gets knocked out by a brigand, falls through a trap door into a prison cell, or is transformed into a statue, they’ve been taken out. Being taken out usually only lasts until the end of the scene.Stepping Up Complications
An important rule of complications is that an existing one can be stepped up by further actions that inflict the same complication. So, if you already have a Tangled Up d6 complication, and someone throws a lasso around your arms and torso, that complication could step up to Tangled Up d8. Each time another roll worsens your complication, its effect die steps it up. If the effect die is larger than the complication’s rating, the complication steps up to that effect die’s size. When naming a complication, it is best to use a name that leaves room for things to get worse—it might get stepped up, after all. Instead of naming a complication Knocked Out, it makes more sense to call it On the Ropes or Woozy or Concussed. So if a spell that would turn a character to stone inflicts a complication rather than taking the character out, the complication might just be called Turning to Stone, as the character’s body slowly petrifies and their limbs become heavy and slow. Complications can also be renamed when circumstances change. If a character already trapped in a net is then pushed into quicksand, their complication might go from Tangled Up d8 to Restrained d10, changing the name to include all the problems limiting their ability to move and escape.Stress
The most common forms of complications are called stress. These are the kinds of consequences that befall characters all the time. While they work just like complications in all other respects, they have their own rules for when they go away. Four kinds of stress are used in TorchLite: Damaged stress, Demoralized stress, Enthralled stress, and Exhausted stress. Each type of stress represents a different kind of situation, as follows: Damaged is physical, bodily harm, like getting punched in the eye, cut by a blade, poisoned by an assassin, burned by flame, etc. Demoralized stress represents becoming frightened, insecure, discouraged, disillusioned, worried, pessimistic, or any other mental state that makes you feel like you might be better off quitting. Enthralled stress is when you are fascinated, tempted, distracted, hyper-focused, charmed, smitten, emotionally overwhelmed, or just caught up in your own thoughts. Exhausted stress is fatigue, burnout, tiredness, exertion, lack of energy, or simply an unmet need for rest.Failure & Stress
When you fail a test, you take d6 stress. The opposition chooses the type of stress. Perhaps a character feels Demoralized by their lack of success, Exhausted by the wasted effort, or Enthralled by an interesting problem they can’t seem to solve yet. Generally, if a character tries and fails to cast a spell, the stress they take is Exhausted, representing the drain on their personal magical energies.Stress vs. Complications
When something happens that makes things harder for a character, but it isn’t covered by one of the stress types, represent it with a free-form complication instead, such as Grappled, Prone, Enraged, Nauseous, Deafened, Tangled in a Giant Spider-Web, Turning Into a Frog, etc.Assets
An asset is a temporary trait that grants an advantage. When you create an asset, you choose whether it is for you or for another character. Usually, only the character you choose can use it. Sometimes, an asset becomes permanent, making it an ongoing advantage that a character uses all the time. Such assets are called signature assets.Multiple Assets
A default rule for assets is that, unlike other types of traits, more than one asset can be added to the same dice pool, as long as each asset is being applied to the activity for which the player is rolling. Assets are possibly the most basic trait in the game, but there are a lot of ways this versatile trait can feature in your fantasy game.Creating Assets
You can create an asset with a test. Your effect die becomes the rating of the asset, which you may use for the rest of the scene. Here’s some assets that you might create during play: Cloaked by Shadow, Conjured Fireballs, Fame and Glory, Fat Purse of Doubloons, Grove Spirit’s Blessing, Intimidating Demeanor, Recon, Under Cover.Shutting Down Assets
Whether it is disarming the dread lord’s cursed sword, quashing the bloodlust of an angry mob, or revealing a hidden sneaking rogue, you may want to remove the assets of characters giving you trouble. To do so, you roll against that character, and they get to include the asset in their dice pool opposing you. On a success, you either: ▶ shut down the asset if your effect die is larger than the asset▶ or step down the asset if your effect die is equal or lower When you step down an asset in this way or make it unavailable, it remains so until the end of the scene. Any player may do this by inflicting a complication larger than the asset’s rating. You can do it all in one go, or by starting a low-level complication like Loosened Grip and stepping it up with later rolls. When you step down an asset in this way or make it unavailable, it remains stepped down or shut down until the end of the scene. If the asset would’ve gone away at the end of the scene, that happens normally.