Sub Rosa
how it works

the rules, kept under the rose

a short manual. read once before the first descent, or never at all — the dungeon will teach you in its own time.

i.
the four pillars

what you carry, in numbers

ATK is the blade. DEF the held breath. CAR the spoken word. INT the eye that reads what others miss. Every check in the dungeon — every strike, every door, every truth — bends through one of these four.

Twenty-eight points are yours before you step in. Each pillar starts at five; eight more points are placed by hand. One may rise as high as thirteen; none may fall below one. The balance is the build, and the build is the run.

Stats rise during the descent as well — one point per level, to a cap of ten during the run.

the mechanic
base 5 each · 8 points to distribute · min 1 · max 13 at entry
ii.
the round

every blow is a die cast in candlelight

Combat resolves in rounds. You pick a path; the enemy answers. A twenty-sided die is cast, your stat added, and the result is measured against a difficulty drawn from the enemy's tier and your level. These paths are offered:

  • — strike. d20 + ATK against the enemy's guard. A clean hit deals damage; a clean miss takes one in return.
  • — brace. The held breath. The same round's blow is halved, and a small recovery comes if the eye is steady.
  • — speak. d20 + CAR against the enemy's wit. On a full success the enemy waits — not one round, but two — before answering again.
  • — study. d20 + INT against the enemy's mind. Their weakness is named; the next two strikes carry half again the weight.
  • — cast. an INT-keyed spell, in place of strike or brace. costs a point of mp. spoken at the edge of what the candle will hold. see iii. casting.
  • — skill. a special strike in place of an ordinary one. it always lands, for your ATK and more — but held to one or two uses a descent, and rest does not return them. see iv. skills.

Each roll lands in one of four ways. A natural twenty or a margin of five over the difficulty is full success. Meeting the difficulty is partial — enough, not generous. Below is failure. A natural one is the candle guttering: the enemy hits half again as hard.

the mechanic
DC = 10 + tier_bonus + ⌊level/3⌋ · full = ≥ DC+5 or nat 20 · partial = ≥ DC
iii.
the spoken word

the casting, kept under the rose

From the third level of standing, a build with six or more INT at the entry remembers spells. The mind, kindled in the dim, holds a small pool of will — mp — equal to the INT above five. INT six grants one; INT ten, five; INT fourteen, nine. A point of mp is spent for each casting. The pool fills again at rest.

Two columns are offered, each substituting an ordinary blow:

  • — attack spells stand in the place of strike. the roll is d20 + INT against the enemy's guard; the damage scales with the mind, not the blade. a full success adds a die's worth of fire.
  • — defense spells stand in the place of brace. each carries its own mitigation. mend returns wounds to the body. ward draws a circle that absorbs the next blow.

Every caster begins with two starter words: cinder to strike, mend to recover. The deeper your standing, the more the mind carries in — further words are granted at the descent's start, drawn by chance and growing in number as you rise. The stronger ones lean harder on the INT behind them.

Others still are not granted, but found. A scroll taken from the dungeon, read once outside of combat, joins itself to memory. The scroll burns away. The word stays for the rest of the descent.

Before the third level, or with less than six INT, the words do not come. Scrolls found by such hands are paper.

the mechanic
level ≥ 3 and INT ≥ 6 to cast · mp = INT − 5 · 1 mp per cast · refilled at rest · attack damage = ⌊INT/2⌋ + 2 + spell bonus (+d6 full) · starters + level-scaled draw + scrolls
iv.
the kept strike

skills, held in reserve

From the fifth level of standing, the body learns blows the blade alone cannot make. These are skills: special strikes that always land, dealing your ATK and a flat measure more. They ask no mp and cast no die — only that you choose the moment.

But they are finite. Each holds one or two uses for the whole descent, and rest does not return them. Spend them on the thing that must fall, not the thing merely in your way.

Like the deeper spells, skills are drawn at the descent's start — granted by chance, more of them and stronger as your standing rises.

Before the fifth level there are no skills. The blade is enough.

the mechanic
unlocks at level 5 · damage = ATK + skill bonus · always hits · 1–2 uses per descent · not refilled by rest · level-scaled random draw
v.
the candle

breaths, not lives

Falling to zero is not the end. One breath is spent; you rise at the last rest you crossed, vigour full, one consumable lost to the air. The dungeon does not forget what you walked, but it remembers what it cost.

A small dungeon grants one breath. A medium, two. A large, three. An epic, four. When the last breath is spent, the descent ends; the relic that might have come home stays where it lay.

Ironman is the same descent with one breath only, regardless of size — and a fifty percent larger reward for those who make it back.

the mechanic
small 1 · medium 2 · large 3 · epic 4 · ironman always 1
vi.
what is worn

what was given, and what is found

Three slots travel with you: a weapon, an armor, an accessory. They are rolled before the dungeon begins and named in keeping with the setting — a chipped iron blade, a felt-lined coat, a small bronze charm. Each may grant a single point to one stat, or grant nothing at all; the dungeon decides.

Better things may be found — in treasure rooms, in narrative gifts, in what defeated enemies leave behind. Rarer gear holds sockets, and sockets are where relics wake. A common piece holds none; uncommon, one; rare, two; epic, three. A legendary carries an effect that nothing else does.

There is no vault. Nothing taken from a dungeon comes home except a single relic at the end.

the mechanic
weapon · armor · accessory · sockets: common 0 / uncommon 1 / rare 2 / epic 3 / legendary 3 + unique
vii.
what is kept

the memory you carry

At the end of a victorious run, a few of the items you gathered may be transformed. Their stat bonuses halve; their special effects remain intact. These are relics. A small or medium dungeon yields one; a large, two; an epic, three.

You may carry one to three relics into the next dungeon — they are dormant in the kit, doing nothing, until they are placed in a socket. A relic without a socket waits patiently; rest rooms and pickup screens are where the placing happens.

A failed run grants no new relic. The ones you brought in, however, stay with you. They are kept regardless. The collection grows slowly, deliberately, and the choice of what to bring into the next descent is half the run.

the mechanic
claim 1 (small/med) · 2 (large) · 3 (epic) · stat bonuses ÷2 when socketed · legendaries do not become relics
viii.
the secret

the hidden truth, in fragments

Each dungeon hides one truth: a name, a betrayal, an old crime. It does not live in any single room. Roughly a third of the rooms — the revelatory ones — hold a fragment of it. Fragments surface only on full successes: a stat check passed cleanly, a puzzle resolved with grace.

Gather two and you may speak to the boss before the blade is drawn. Gather three and the strike itself grows more clever — a single decisive blow becomes possible. Gather four, and the encounter may end without combat at all: a quieter ending, a different relic, half the points.

The peace ending is intentionally less rewarding. The dungeon remembers mercy as something other than victory.

the mechanic
≥2 fragments → dialogue · ≥3 → special strike · ≥4 → peace ending (unique relic, half points)

what is said sub rosa stays sub rosa.

the rest, you will learn by lamplight.

How it works — Sub Rosa