Rules

Spaces

A "space" is an area big enough for a person to stand and act in. They are assumed to be a meter square and two meters tall, effects that say "one space away" and "one meter away" are the same.

Mana

Every power source has its own mana pool. All of a character's mana pools are refilled to their max during a rest period (i.e. between game sessions).

Spellcasting

Every power source grants a certain amount of mana and number of spells. These are separate pools, you can use the mana points from that source to cast the spells from that source - abilities from that source also only affect the spells and mana from that source. The spellcasting systems for each source also differ, sometimes more significantly than others!
Gaining more spell casting sources could give you access to lots of different spells, but only castable at a low level, while having a lot of one power source will allow you to cast one spell often and/or at higher levels.
Spells that ask for a dice roll use the source's "spellcasting stat" - either as a modifier or a difficulty (+10).

Hit Points

Each character has a certain number of "hit points" (HP) - the amount they can be 'hit' by damage (physical or emotional) before they are "downed" and out-of-action.
These points are refilled to a maximum during a rest period (the time when characters rest between real-life sessions of the game). A character gains more hit points each time they gain any power source level: 5 + their Organs stat. If a character changes their Organs stat, their maximum HP also changes.

Checks

To make a check, roll a D20 and hope to get a number higher than the "difficulty", which by default is 10. If your roll isn't high enough, you haven't failed yet! If you have a relevant Stat, add that to your roll, and if you have a relevant "Backstory Bonus", add that. You can do a combined Stat check (e.g. Strength and Speed together) by adding the average of the two bonuses to the roll).

Stun

If an enemy is "Stunned" you can hit them with a totally rad finishing move: which is any attack that does damage, but now it does double damage!

Weapon Attacks

Roll a D20 and add your attack stat (usually Strength, occasionally Speed). The difficulty (number you need to roll) is 10 plus your target's Speed.
If you roll exactly the difficulty (e.g. 10) it's a glancing hit, it does no damage but it makes contact if that matters for poison, electricity, paintball, etc. Above that, roll your Weapon Damage Dice (one for each Source) and do that much damage. Your damage dice result is limited by how any points above the difficulty you roll: 1 point above and you're limited to one quarter of the dice, 2 points 2 quarters, 3 points 3 quarters, and then at 4 points or above you do the full damage dice. If you roll 10 points or more above the difficulty, or you roll a natural 20, you do a critical hit (which is more damage, described on a different page).

When an attack happens (as with any action) anyone (but most likely the victim) can roll to interrupt (which is a Speed roll, the same stat that would be making the attack more difficult anyway): if you interrupt you can move out of the way of the attack, when the turn returns to the person making the attack they can move after you and attack again, if you aren't out of range. If an attack happens and it misses, the target has movement remaining, and space to move into, it MUST make a move into that space: imagine jumping out a window or behind cover to avoid an attack.

Instead of rolling to attack you might be able to "swarm" an enemy, working as a team!
To swarm, you need more than one person attacking at the same time, joining in on a swarm is a free interrupt. Add the stats you would use to attack, advantage or disadvantage adds or takes away 5.

Armour reduces damage: each point of armour reduces the maximum speed bonus you can get for avoiding attacks by 1 (starting at 9). Also, armour is an item with weight, which might decrease speed and your movement (for each point of weight above your strength).
Examples: If you have 3 armour and 3 speed, you are harder to hit by 3 and reduce damage by 3. If you have a strength of 0, your speed is reduced by 3 to 0, but you still get the damage reduction of 3 from the armour (even though you can barely move). If you have 9 strength, 9 armour, and 9 speed, you don't lose any speed from the weight of the armour, but the maximum bonus you can gain from speed is still reduced by the armour, to 0.

Critical Hit

If you do a critical hit, you do extra damage! Choose whichever method of doing extra damage you like the best:

-Double your damage roll
-Maximise each dice in your damage roll
-Roll twice as many damage dice
-Exploding dice (if you roll the max number on a die, roll another one too)

Choose one of those (or a different method, if you have one) first, then roll the damage dice.

Hope

Each player character has a maximum Hope of four, and you start an adventure full of hope!
If you try to do something and fail, lose a Hope. If you see one of your party members succeed at something, gain a Hope.
An adventurer with no Hope ceases to be an adventurer, with no "hope" that any of their actions will be successful.

Stats

Stats go from 0-9, by default they are all on 0. When you make a check you add a relevant Stat onto that check as a bonus.
You can choose your stats based on your Sources. Each Source has a "Primary Stat" - you get one in that stat, one in a different stat, and one in any stat.

Combat

If combat begins, everyone rolls a Speed check to see who goes first.

Each round, each character can move (by default 4 spaces) and do an action. If no-one interrupts, you do that movement and action on your turn - if someone interrupts, they do their movement and/or action during the interrupt rather than on their turn and then the turn order goes back to whoever they interrupted.
At the end of the round, everyone's movement and actions are refreshed.
Here are the available actions:
-Attack
-Defend
-Sprint

Sometimes there are "minor actions" which usually add something to an action (for example the homing spell, which adds a "homing" property to an attack). You can only do one of these minor actions per turn as well. If you do a Minor Action and an Action simultaneously, assume they are both being interrupted together.

Item Weight

You can carry two pockets (for small items), one belt (for one medium item, or two small items), and one space on your back (for one large item, one medium item, or three small items). You also have clothes, which don't take up any space, but each point of armour has half a point of weight. Obviously you can hold stuff in your hands too, but you don't want to do that while travelling.

If all your item slots are full, add one weight.

You lose 1 Speed and 1 space of movement for each point of weight that's above your Strength stat.

Roleplaying

The four members of a party are four corners of a quadrant diagram, so each have two halves of two dichotomies.
For example, optimist vs pessimist or reckless vs careful.
Players should have their characters act according to these personality traits as much as possible, especially if they are contrary to the party's objective or the traits of the other characters.

Interrupts

At the start of combat, everyone rolls a speed check to see who goes first.
Once per another character's turn, when they do something that you want to interrupt, roll a speed contest to if you can interrupt them. If you succesfully interrupt, do something that you can do on your turn now, before they do what they were going to do - you still do the same number of things per round, you're just doing it at a different time within the round.
If you explicitly say you want to be ready for something, like standing in front of an ally to prevent enemies from attacking them, and then that thing happens and you want to interrupt it, get advantage on your interrupt roll.