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Imagine That TTRPG™

🧠 What Is Imagine That TTRPG™?Imagine That TTRPG™ (IT TTRPG™) is a cinematic, logic-driven tabletop roleplaying system created by Marcus Alan Hayes, designed to let you do anything you can truly imagine.This isn’t just fantasy.
This is cosmic storytelling.
This is rules that feel like reality.
This is Worlds Apart™ (WA™), and thirteen living worlds are waiting.
🎲 The Core of the System: Roll Logic You Can FeelImagine That TTRPG™ uses a blend of d100 and d20 mechanics — but not like any system you’ve seen before. Each type of roll has a specific flavor, purpose, and rhythm in gameplay:Crisp Rolls™d20-based resolution
Roll high
Used for:
• Attacks
• Initiative
• Saving Rolls™
• Reactions
• Attribute Checks (formerly “Ability Checks”)
Fast, sharp, kinetic. These are the moments when time slows and choices hit. They’re called Crisp Rolls™ because they slice through doubt and determine what you do.Crunch Rolls™d100-based resolution
Roll high
Used for:
• Talents
• Skills
• Proficiencies
• Luck Checks
• Imagine This Rolls™ (ITRs™)
Detailed, dense, layered. Crunch Rolls™ reveal what you’ve trained, studied, survived, or adapted to do. They’re percentile-powered reflections of mastery — or mystery.Smash Rolls™Variable dice (d2–d30)Used for:
• Damage
• Duration
• Consequence
Final. Loud. Real. Smash Rolls™ measure what happens when a Crisp or Crunch connects with the world. It’s the aftershock, the wound, the reverberation of impact.
You’ll feel it.
🌌 The Core Principle: "If it doesn’t make sense, it isn’t true."This isn’t just a rule — it’s a philosophy.In Imagine That TTRPG™, logic and internal consistency are king.
You don’t roll to fly just because it’s dramatic.
You fly if the narrative, physics, and your capabilities say it could happen.
That’s where the Imagine This Roll™ (ITR™) comes in.✨ Imagine This Roll™ (ITR™)A completely original mechanic.
An ITR™ happens when you’re doing something that isn’t clearly covered by any existing rule — but still makes sense within the story, setting, and mechanics.
• It’s not a “rule zero.” It’s a logic key.
• It’s how you do the impossible, when the impossible still obeys cause and effect.
🛠️ Built for Imaginarians™ and Players AlikeImagine That TTRPG™ is fully modular. Whether you're running epic cosmic fantasy, grounded political horror, post-human science fiction, or wild dream logic, the rules flex to fit the story.Imaginarians™ get tools for:
• Encounter building
• Monster creation
• Cinematic resolution
• Morality & metaphysics adjudication
Players get tools for:
• Deep character creation
• Custom Talents and Abilities
• Role-driven mechanics
• Narrative realism without railroading
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Core Attributes
- MigMight: Raw physical power and force of exertion.
- LegLegerity: Agility, reflexes, precision, and physical grace. Fuel for Agility Saving Rolls.
- HeaHealth: Vitality, stamina, and resistance to physical harm. Fuel for Endurance Saving Rolls.
- AcuAcuity: Intellect, command of logic, clarity of thought, sharpness of wit, ability to cogitate and learn.
- InsInsight: Wisdom, memory, reasoning of intuition, clarity of sensory synthesis, and perception. Primary fuel for Defiance Saving Rolls.
- PerPersonality: Charm, presence, and force of will. Governs leadership, seduction, intimidation, and empathy. Can serve as alternate fuel for Defiance Saving Rolls.
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🔒 Ownership and Copyright
Imagine That TTRPG™, Crisp Rolls™, Crunch Rolls™, Smash Rolls™, Saving Rolls™, Imagine This Roll™ (ITR™), and Worlds Apart™ are the property of Marcus Alan Hayes.
© 1998–2025 Marcus Alan Hayes. All Rights Reserved.
This material is protected under U.S. copyright and trademark law.
For publishing inquiries or usage rights: [email protected]
🚀 Join the MovementThe book is coming.
The Worlds are stirring.
And your imagination is your greatest weapon.
Imagine That TTRPG™
You’ll never play the same way again.

IMAGINE THAT TTRPG™
🎲 What You Get?
Imagine That TTRPG™ is a dynamic d20/d100 hybrid tabletop roleplaying game system that redefines heroic fantasy, blending deep tactical gameplay with cinematic storytelling and expansive character freedom.
Play as heroes, villains, or anything in between. Explore ancient dungeons, wage psychic war, unravel arcane conspiracies—or create worlds of your own. You can also weave modern-day mysteries or synthesize futuristic sagas. With dozens of feats, skills, races, and classes, every choice matters and every roll tells a story.
📚 The Core Rulebooks
🧭 Player’s Manual
The Book You Need to Begin
Everything a player needs to create characters, learn the rules, and dive into thrilling quests.
→ 26 Classes, 18 Races, 40+ Skills, 450+ Spells and Psionic Powers
🧠 Imaginarian’s Guide™
Master the Game
Narration tools, monster creation rules, prestige paths, encounter building, magic items, and more.
→ For Imaginarians™, the Worldbuilders.
🐉 The Ominous Omnibus™
The Monster Tome
A staggering bestiary of fiends, horrors, wild beasts, and mythic foes. Includes rules for monster PCs.
→ Includes advanced monster tactics and templates

Imagine That TTRPG™ Sample Game PlayAllikai twilight clings to Thallice’s Unlucky Bogs. Knee-deep in tannin water, Sir Hozai’s Ebonite plate drinks the gloom, his cloak’s torch-and-arc logo glowing faintly. Six raiders slosh from reed cover, flaunting a crude counterfeit of that emblem.Opposed Initiative – Crisp Roll
Each side rolls d20 + Leg modifier. Hozai’s Leg 14 gives +2. Raiders use +2 as well. Highest total acts first. (Ties reroll.)
Your d20 + 2: ______  Raiders’ d20 + 2: ____The first spear-raider closes. To land a blow he must beat Hozai’s Armor Value 21. Rolling 13 + 6 = 19 he fails; that miss triggers a Tactical Advantage Opportunity. Hozai may use up to Leg modifier (2) TAOs per round—choose either a free 5-foot step or one melee attack; you expend 1 TAO to reposition onto firmer ground.Second spear drives in: 17 + 6 = 23, exceeding AV. Hozai selects a Reaction. Dodge is nullified by armor penalty, Block risks shield integrity, Deflect is unavailable, so he Parries.Reaction – Parry
Parry roll = d20 + Base Attack Modifier 13. Beat 23 to negate damage.
Parry roll: ______Parry success cancels the hit. Failure deals Smash 1d8.Your turn begins. Seeking stable footing on a root-snag, you test balance.Crunch Roll – Balance
Target 60. Sure-Footed talent grants +5 synergy. Roll d100 + 5.
d100 + 5: ______ (60+ = normal speed; under 60 = speed halved.)You grapple the nearer raider with a Martial Maneuver. Grappling in Imagine That uses Might-based MMM versus the foe’s OMM (his BAM + Mig: +8).Crisp Roll – Grapple (MMM vs OMM)
Roll d20 + Hozai’s MMM (+18). Raider’s OMM static 18 (10 + 8). Exceed to gain control.
d20 + 18: ______Success grants control; the captive provides soft cover against missiles and sets up a stunt. Failure means he breaks free; resume standard combat next round.Proposing a move beyond written rules—“I plant Nayazim, pivot, and hurl the grappled raider with lever-force into a forming sink-pit, knocking a crossbowman in after him”—requires an Imagine This Roll™ (ITR™).ITR™ – Leverage Stunt
Challenge 75. Roll d100.
ITR roll: ______Success sends both raiders into the peat. Failure deals 1d6 non-lethal to Hozai, ends the grapple.A crossbowman fires: 14 + 5 = 19, failing versus AV 21; no Reaction needed. Had it struck, Hozai could have chosen Parry, Dodge, or Block.Hozai now closes.Crisp Roll – Strike with Nayazim
Attack bonus +18 against AV 15.
d20 + 18: ______Smash Roll – Damage
On a hit, roll exactly 2d10 + Mig 5.
2d10 + 5: ______Ebonite edge discharges violet Negative-energy arcs, harmless to Kestricans yet agonizing to flesh.Remaining raiders must still clear AV 21. Each miss may trigger another TAO—up to your remaining allotment this round (Leg modifier total is 2). Use them for brief steps or instant ripostes.Murk settles. Bubbles rise where two foes drowned. From ruined huts a villager emerges, chalk trembling, sketching the true torch-and-arc across a cypress trunk. “We imagined you might come,” she whispers. Hozai scores the emblem deeper, aligning its flame toward the slaver camp the last raider betrayed.One skirmish ends; another waits beyond the reeds. In these minutes you employed opposed initiative, AV as primary defense, valid Reactions, MMM vs OMM, Balance with synergy, fixed Smash damage, TAO limits, and a single ITR™—unfiltered Imagine That logic beneath the emblem’s glow.Imaginarian-guided micro-scene for Imagine That TTRPG™. You—the reader—roll for Sir Hozai, Lv 13 Black Knight. All mechanics adhere strictly to core rules: Armor Value, Reactions (Parry, Dodge, Block; Deflect listed but unavailable), exact Smash damage, Tactical Advantage Opportunities (TAOs = up to Leg modifier uses per round), MMM vs OMM grappling, opposed-initiative, and a single ITR™.Ith™, Kestrica™, Thallice™, The Unlucky Bogs™, Ebonite™, Imagine That TTRPG™ and Worlds Apart™ are the property of Marcus Alan Hayes.
© 1998–2025 Marcus Alan Hayes, All Rights Reserved.
This work, including game mechanics, image, and literature, is the intellectual property of Marcus Alan Hayes. Unauthorized use, reproduction, or distribution of this material without express written permission from the author is strictly prohibited. This includes but is not limited to reposting, copying, modifying, or using this content for commercial purposes.

Explore the Realms

Meet the People

Face the Dangers

Worlds Apart™

🌍 Worlds Apart™ – A Cosmic Fantasy Setting for Imagine That TTRPG™Worlds Apart is the signature setting of Imagine That TTRPG™ — a mythic, multi-planet fantasy saga set across thirteen living worlds orbiting the star Sustarius. From the spellbound oceans of Nezra to the charred black plains of Denvloccu, the Near Prime trembles with the echoes of ancient wars, the whispers of forgotten gods, and the machinations of the Omn, alien horrors older than time.It is a universe born from the shattered remnants of a prior cosmos — shaped by the eternal conflict between the Great Liberator and the Demiurge. Here, science and sorcery coexist. Divine schemes, eldritch corruption, planar politics, psionic revolutions, and primordial memory form the pulse of a setting teetering on the edge of balance.Vast continents, deep oceans, alien skies — a high fantasy experience spanning entire worlds, each alive with story, mystery, and peril.

Come and visit...

Red Road Inn™

A Narrative Horror Module for Imagine That TTRPG™When Flight 187 was grounded during a relentless storm over Pipestone, Minnesota, its passengers were rerouted to the only shelter within miles—an old roadside lodge nestled beneath the thunder-wracked sky.That lodge was the Red Road Inn.A creaking, crimson-trimmed relic of another century, the inn welcomes drifters, families, fugitives, and strangers alike—none of them quite ready for what waits inside. Behind its warped wallpaper and beneath its groaning floorboards, something ancient stirs. Each room has its own past. Each guest, their own secret. And the storm outside may be nothing compared to the storm that’s already taken root within.Red Road Inn™ is a standalone horror module for Imagine That TTRPG™, built for deep character immersion, moral tension, and multiple replays. With its flexible cast of guests, optional supernatural twists, and customizable room layouts, every run offers a new descent into darkness, focused on morally complex characters, social tension, and escalating dread. Whether you’re exploring trauma, uncovering dark secrets, or simply trying to survive the night, no two sessions are ever the same.Choose your guests carefully. Customize the inn. Shape the story.Not everyone checks out.

A Future Unparalleled...

Resilience: A Post-humanity Saga™

Resilience: A Post-humanity Saga™A Sci-Fantasy Epoch of Humanity Ascendant
Resilience is a visionary science fiction epic set in the 26th century, where humanity and AI have become inseparable—immortal, integrated, and indomitable. Governed by quantum DEITY AIs and powered by aneutronic fusion, Earth and its colonies stand united beneath the Unified Earth Defense Coalition.
Yet beyond the stars, peril stirs.
The bio-psionic Xaelok seek new worlds to devour. The horrific Vector infection spreads like a sentient plague. And the Uerqoz—a towering pre-industrial species bonded to living flora and fauna—represent a mirror of our own past and future.
In Resilience, players embody Paladins, Dark Knights, Paragons, and more as they defend humanity’s radiant legacy against extinction, corruption, and cosmic dread.
Hope is engineered. Survival is strategy. Victory is Resilience.

Visualize the Imagination

Imagine That TTRPG Art
by Marcus Alan Hayes

Imagine That TTRPG™, Red Road Inn™, Resilience: A Post-humanity Saga™, and Worlds Apart™ are the property of Marcus Alan Hayes.
© 2024-2025 Marcus Alan Hayes, All Rights Reserved.
These works is the intellectual property of Marcus Alan Hayes. Unauthorized use, reproduction, or distribution of this material without express written permission from the author is strictly prohibited. This includes but is not limited to reposting, copying, modifying, or using this content for commercial purposes.
For inquiries regarding usage rights, please contact: [email protected].

Flight 187...

Flight 187 was a seemingly ordinary flight from New York City with a layover in Atlanta, heading to Seattle Tacoma International Airport. However, the passengers aboard were far from ordinary, each carrying dark secrets and a past filled with guilt and death. As the plane soared through a violent thunderstorm, Captain David Wren was forced to make an emergency landing in Pipestone, Minnesota. The unexpected diversion brought the passengers to the doorstep of the Red Road Inn, a place where their hidden sins and troubled pasts would come to haunt them.Passengers like Dr. Kenneth Redmore, Abigail Hempworth, Detective Edward Knox, Kimberly Crow, Derek Norton, and others were driven to the inn by a local Uber driver, Kareem Ahamed, who had his own sinister intentions. The turbulent journey through the storm set the tone for the horrors that awaited them at the inn. Unbeknownst to them, their arrival at the Red Road Inn was not a coincidence but a pull by a malevolent force that preyed on their dark pasts. Flight 187 became the fateful catalyst that brought together a group of individuals with twisted histories, setting the stage for a battle against the supernatural and their own inner demons.

Under Construction

Core Attributes- MigMight: Raw physical power and force of exertion.
- LegLegerity: Agility, reflexes, precision, and physical grace. Fuel for Agility Saving Rolls.
- HeaHealth: Vitality, stamina, and resistance to physical harm. Fuel for Endurance Saving Rolls.
- AcuAcuity: Intellect, command of logic, clarity of thought, sharpness of wit, ability to cogitate and learn.
- InsInsight: Wisdom, memory, reasoning of intuition, clarity of sensory synthesis, and perception. Primary fuel for Defiance Saving Rolls.
- PerPersonality: Charm, presence, and force of will. Governs leadership, seduction, intimidation, and empathy. Can serve as alternate fuel for Defiance Saving Rolls.

Imagine That TTRPG™ Sample Game Play
Logo (Imagine That TTRPG)
Logo in the Unlucky Bogs
July twilight clings to Thallice’s Unlucky Bogs. Knee-deep in tannin water, Sir Hozai’s Ebonite plate drinks the gloom, his cloak’s torch-and-arc logo glowing faintly. Six raiders slosh from reed cover, flaunting a crude counterfeit of that emblem.Opposed Initiative – Crisp Roll
Each side rolls d20 + Leg modifier. Hozai’s Leg 14 gives +2. Raiders use +2 as well. Highest total acts first. (Ties reroll.)
Your d20 + 2: ______  Raiders’ d20 + 2: ____The first spear-raider closes. To land a blow he must beat Hozai’s Armor Value 21. Rolling 13 + 6 = 19 he fails; that miss triggers a Tactical Advantage Opportunity. Hozai may use up to Leg modifier (2) TAOs per round—choose either a free 5-foot step or one melee attack; you expend 1 TAO to reposition onto firmer ground.Second spear drives in: 17 + 6 = 23, exceeding AV. Hozai selects a Reaction. Dodge is nullified by armor penalty, Block risks shield integrity, Deflect is unavailable, so he Parries.Reaction – Parry
Parry roll = d20 + Base Attack Modifier 13. Beat 23 to negate damage.
Parry roll: ______Parry success cancels the hit. Failure deals Smash 1d8.Your turn begins. Seeking stable footing on a root-snag, you test balance.Crunch Roll – Balance
Target 60. Sure-Footed talent grants +5 synergy. Roll d100 + 5.
d100 + 5: ______ (60+ = normal speed; under 60 = speed halved.)You grapple the nearer raider with a Martial Maneuver. Grappling in Imagine That uses Might-based MMM versus the foe’s OMM (his BAM + Mig: +8).Crisp Roll – Grapple (MMM vs OMM)
Roll d20 + Hozai’s MMM (+18). Raider’s OMM static 18 (10 + 8). Exceed to gain control.
d20 + 18: ______Success grants control; the captive provides soft cover against missiles and sets up a stunt. Failure means he breaks free; resume standard combat next round.Proposing a move beyond written rules—“I plant Nayazim, pivot, and hurl the grappled raider with lever-force into a forming sink-pit, knocking a crossbowman in after him”—requires an Imagine This Roll™ (ITR™).ITR™ – Leverage Stunt
Challenge 75. Roll d100.
ITR roll: ______Success sends both raiders into the peat. Failure deals 1d6 non-lethal to Hozai, ends the grapple.A crossbowman fires: 14 + 5 = 19, failing versus AV 21; no Reaction needed. Had it struck, Hozai could have chosen Parry, Dodge, or Block.Hozai now closes.Crisp Roll – Strike with Nayazim
Attack bonus +18 against AV 15.
d20 + 18: ______Smash Roll – Damage
On a hit, roll exactly 2d10 + Mig 5.
2d10 + 5: ______Ebonite edge discharges violet Negative-energy arcs, harmless to Kestricans yet agonizing to flesh.Remaining raiders must still clear AV 21. Each miss may trigger another TAO—up to your remaining allotment this round (Leg modifier total is 2). Use them for brief steps or instant ripostes.Murk settles. Bubbles rise where two foes drowned. From ruined huts a villager emerges, chalk trembling, sketching the true torch-and-arc across a cypress trunk. “We imagined you might come,” she whispers. Hozai scores the emblem deeper, aligning its flame toward the slaver camp the last raider betrayed.One skirmish ends; another waits beyond the reeds. In these minutes you employed opposed initiative, AV as primary defense, valid Reactions, MMM vs OMM, Balance with synergy, fixed Smash damage, TAO limits, and a single ITR™—unfiltered Imagine That logic beneath the emblem’s glow.Imaginarian-guided micro-scene for Imagine That TTRPG™. You—the reader—roll for Sir Hozai, Lv 13 Black Knight. All mechanics adhere strictly to core rules: Armor Value, Reactions (Parry, Dodge, Block; Deflect listed but unavailable), exact Smash damage, Tactical Advantage Opportunities (TAOs = up to Leg modifier uses per round), MMM vs OMM grappling, opposed-initiative, and a single ITR™.Ith™, Kestrica™, Thallice™, The Unlucky Bogs™, Ebonite™, Imagine That TTRPG™ and Worlds Apart™ are the property of Marcus Alan Hayes.
© 1998–2025 Marcus Alan Hayes, All Rights Reserved.
This work, including game mechanics, image, and literature, is the intellectual property of Marcus Alan Hayes. Unauthorized use, reproduction, or distribution of this material without express written permission from the author is strictly prohibited. This includes but is not limited to reposting, copying, modifying, or using this content for commercial purposes.

Worlds Apart™

The Nine Cosmic Primes

The Nine Cosmic Primes — A Chronicle in Order
Canticle I — Before Any Dawn
There was Balance because there was One to hold it: Father Time, the First Cosmic Prime (True Neutral), whose province is not hours and ages but spacetime itself. Beyond Existence loomed the Darkness Before All, coeval yet Without.
Father Time endured unnumbered Universal Pulses—each a spinning Singularity blossoming in a Great Explosion and recoiling in a Great Collapse—until he chose companionship. He shaped Mother Chaos, the Second Cosmic Prime (Chaotic Neutral), boundless possibility given will. In one early Pulse she whispered, “Let there be light,” and light became custom. The Darkness Before All stirred and, after each Collapse, reached to smother the next Explosion; Father Time forbade it, again and again.
To steady Chaos, Father Time brought forth Order: the Line (True Lawful), the Third Prime. Line would become Triangle, then Square, then Circle—each turn a finer lattice of law. Thus the Three Ethical Primes—Time, Chaos, and Order—reigned across countless Pulses.Canticle II — The Moral UniverseBoredom pricked the boundless. Mother Chaos asked for nuance, not merely shape: “Create a new Prime. Let there be morality.”
Father Time consented and named a goodness so deep that even the Ethical Three could not plumb it: Mhéllahlbhvoya’Lémouilleyah, the Holy One (True Good), Fourth Prime. In reverence, Order shifted from Line to Triangle.
Under the Holy One, a single Pulse shone as the most glorious universe ever to be. But balance is law. Father Time, with Mother Chaos and Order: the Triangle, forged a necessary antiphon: the Adversary, the Wicked One (True Evil), Fifth Prime. In that instant Order became Square.
Good and Evil now faced each other across the breadth of Being, and the Classical Five—Time, Chaos, Order, the Holy One, and the Adversary—ruled for googols of Pulses.
Canticle III — The Long PlanThe Adversary did not rebel; he measured. He learned the depth of the Holy One’s forgiveness the way a smith learns metal, testing edges, keeping score. He could not win by force. He would tempt the unpredictable.He came to Mother Chaos in empathy’s cloak and spoke not domination but possibility unchained. The Holy One, ever loving, congratulated Chaos for her freedom—one tender misstep that felt like condescension. In hurt and fury, she returned to the Adversary, and together they conceived the Demiurge, the Doom-Born Son.Canticle IV — The Twins and the ShatteringForeseeing what the Demiurge would become, the Holy One answered with mercy and grief. He sent a twin into Chaos: Eleftherotus, the Great Liberator (Chaotic Good), Seventh Prime; and He laid a merciful curse upon the Demiurge, binding him within a fractured mind. The cost was unbearable: the Holy One shattered into Seven—the Blesséd Seven (Yah, Oya, Bhv, Lém, Ahl, Mhéll, Ouille)—each an aspect of true Good. (They are the Holy Septinity; if any remembered His hidden Name, they would reunite.)For the first time, Mother Chaos was caught within the spinning Singularity; her children were born outside it. Order advanced to Circle, and Father Time poured threefold purpose into that Circle: the Circle of Order.The twins woke in darkness. The Mad Demiurge—Demogorgon (Chaotic Evil), now Sixth Prime, clutched the Heart of the Void. The Great Liberator bore the Spark of Creation. They contended; the strike of Void upon Spark tore the cosmos, loosing the most recent Great Explosion and—by accident—the Primal Material Plane. Chaos was freed. The Liberator was gravely wounded, soon himself to be shard-scattered.Canticle V — The Lines of CreationAt the bang’s bright rim, Father Time set a snare: the Finality of Oblivion, an irresistible doom for the Darkness Before All.
The Circle of Order divided reality into Realms Above, the In-Between, and Depths Below. When the wounded Liberator shattered, his blood and tears seeded the Everlasting Bliss of Paradise and the Tuatha Dé Saor.
The Adversary, descending to the Depths Below, founded Sheol and bred the Thaavim (Netherfiends). Demogorgon abhorred the newborn Primal Material and sought to unmake it. The Circle of Order halted its measuring work, smote him, and his fall gouged the Bottomless, Unfathomable Abyss.While Order wrestled the Demiurge, Mother Chaos wrought the Incessant Chaos of Isfetu within the In-Between and birthed the Entropeans. Father Time, keeping Balance, created the Relwuldeen and the Reapers, and—against the looming tides—two Alternate Material Planes. For Relwuldeen and Reapers alike he raised the plane of the Continual Existence of the Here.Canticle VI — Utopia and the Fracture of LawFrom the Holy One’s “death” the Blesséd Seven arose to act as the Fourth Prime in chorus. They built the Peaceful Infinitudes of Utopia and forged the Agathions—prismatic beings of blinding light in heavy matching plate.As the Circle neared its ultimate task—naming the Center of Creation—dissent widened to destiny. The Circle split into its perfected faces:Order: the Perfect Architect (True Lawful) — the rightful successor to the Circle and thus the renewed Third;Order: the Empyrean Rectitude (Lawful Good) — the Eighth;Order: the Dark Overlord (Lawful Evil) — the Ninth.Their war left the work unfinished. The wild Primal Material was tamed into the Prime Material Plane. Witnessing Time’s lattice take on edges, the Omn awakened; Thqolloq was first among them. The Omn fled toward the margins, reshaping what they touched to resemble the ancient Primal: the Distant Prime.Canticle VII — The Three Falls, Three RealmsThe Perfect Architect struck the In-Between and shattered into geometry. His body became the Perfect Certitudes of Axiom. There spreads the Great Flat, the ever-expanding Tseru that is at once “one-sided” and “two-sided.” Above its center hangs the Chalice, a world-sized three-sided Tseru—an inverted tetrahedron whose faces each hold their own “down.” Its “top” opens into a void that holds both zero and infinity. Above that rises a right-side tetrahedral Tseru, and so they ladder upward to the Great Sphere. From his mind came the winged Ma’atsaru (Lawful Neutral), and from theirs the living constructs, the Shimtu—the Fates who exact Law across the planes.The Empyrean Rectitude fell brightest and highest; her impact became the Seven Heavens of Salvation and her blood the Silver Sea. From her tears rose the first Qaddishin (Archons, Lawful Good). Some are winged like angels, yet their castes wear helms of full concealment marked by holy sigils; others are wingless and resolute.The Dark Overlord fell to the Depths Below; his wound became the Nine Perditions of Damnation, and his blood birthed the Malefircarim—Hellspawn demigods, not Vaalgúm but the purest devils, each unique. Their lesser minglings with Malakim beget the Talyato’evah—offspring of an Archangelic Malak and an Arch-Devil (or any Malefircarim), terrible in power beyond their parents.Each Perdition bears a purpose:Avernus, the War of Souls.Dis, the Golden City and Lie of Authority.Hamdanut’Ir, the Empire of Greed.Ka’ev-Tsoref, the Mural of Agony.Gehenna, the Frozen Blood of Betrayal.Malbolge, the Womb of Corruption.Lemnu’Sharrutu, the Perfection of Pride.Karlev, the Crucible of Cold Logic.Nessus, the Pit of Darkness.And they have thrones and stewards:
— Avernus: Malaredeus, Astarte, Baal; now Astaroth, Lord of War.
— Dis: Dispater, the Golden Lord.
— Hamdanut’Ir: Mammon, Lord of Avarice.
— Ka’ev-Tsoref: Adrammelek, then Belial; now Belial with his daughter Orathama.
— Gehenna: Levistigor; Beelzebub through Moloch; Geryon; now Moloch.
— Malbolge: Lilith, then Mordael; now again Lilith.
— Lemnu’Sharrutu: Samael; now Beelzebub.
— Karlev: Mephistopheles.
— Nessus: Lucifer the Satan, and now Asmodeus—both avatars of the Dark Overlord.
Canticle VIII — The Abyss and the Two Demon KindredsDemogorgon slept in the Abyss, diminished and Heart-less. From his ruinous fall rose the Xyj demons—pre-mortal, pre-god, forms so bizarre they scrape sanity. Later, when the first gods birthed mortal destiny, souls of cruel mortals gave rise to Folcumu demons, weaker but many.Clever Folcumu Balgors found scattered droplets of Demiurge-essence across the Abyss; drinking it, they rose as Princes—Gog, Legion, Orcus, Sitri—and, in rare accord, they hunted the Xyj to near-extinction, sparing only the mightiest Xyj Lords: White Shadow, Mother of Demons; Denvecalyst, the Great Darkness before gods; Uchafu’ubaya, Prince of Ooze; Uyogamalkia, Queen of Fungi.Demogorgon woke in rage and hunger. He devoured upstart Demiurge-drunk princes—Trysk, Vlell, Naggynon, Drellix, Athulgamore—and even gods have been known to vanish into his maw. A few Rakshasas dwell in the Abyss by sufferance of the powers they serve.Canticle IX — The Sleeping Chaos and the SwiftMother Chaos slumbers, greatly diminished. In her confusion she calls herself Velishi, Goddess of Random Spontaneous Chaos—an avatar through which she dreams and heals. Her Entropeans remain fierce and loyal; among them the Distrethix caste warps what they touch, wildly and forever.Through much of this age, only the Blesséd Seven act openly among the Primes for the cause of Good. The Malakim (Angels) appear from no known forge; though many ascribe them to the Seven, they are not of that mint. The Seven did craft Agathions, plated light that flies wingless—swifter than even the terrifying Relwuldeen.Canticle X — The First GodsThis Universal Pulse is unique: it bears afterlives, souls, and gods. After the Circle’s shattering and the taming of the Primal into the Prime Material Plane, three Overdeities arose—Guiv of Life, Dwyl of Mortality, Uir of Self. Together each rivaled the might of a single member of the Septinity, yet all three together were less than half of the full Seven’s concord. None of the cosmic Eternals answered to them: not Reapers nor Relwuldeen, not Xyj, Malefircarim, nor Thaavim; not Malakim, Agathions, or Qaddishin; not the Tuatha Dé Saor.Guiv’s earliest kindness quickened the simplest spark—the first living organism—on a drifting stone, but Uyn the Living Water (an Omn) corrupted it, and so was born the Eldest, first of the Apsubelim (Tide Tyrants). Driven back to the Distant Prime, Uyn left scars in her wake. In answer, the gods conceived Pith-Quellos, God of Nature, their first child.Myths argue whether the Overdeities first crowned the skies with dragons—elemental guardians wise and primal—or first breathed upon the smallest seed of life. Both memories are true in different registers: the archetype with the atom; the oath with the cell.Canticle XI — The Sidhe and Their CourtsSeeking minds to mirror season and cycle, the Overdeities shaped four cosmic patrons of Feykind: Samrad (Father Summer), Tes (Mother Summer), Gaimred (Father Winter), Fuacht (Mother Winter). Under their hands rose two great Otherworlds:Faerie—ever-blooming light and growth—where the Seelie Court gathered;Dorchadomhan—ever-wintered stillness and shadow—where the Unseelie Court ruled.The Tuatha Dé Saor watched over them in Chaotic Good. Pride burned a fifth of their host; they fell and became Fomorians (Chaotic Evil), allies to shadow.Then came the Olive Wars. In Faerie, the Seelie brought Satyrs, Nymphs, Centaurs, and other spirits under a single accord—the Acacia Compact. In Dorchadomhan, the Unseelie, with Fomorian steel, broke their own unruly spirits to heel.
Next rose the Acacia Wars; the Seelie subsumed Aziza, Abiku, Aje, Mami Wata, powerful spirits of craft, wealth, and water.
Titania ascended as Summer Queen. In the Juniper Wars, Boreas betrayed Mab, Unseelie Queen; Mab triumphed and cast him into the Darkest Wood as the Erlking, master of the Wild Hunt.
The Lotus Wars set Seelie against the Lotus Empire; after ruinous struggle the Lotus fey were woven into Seelie ranks. In that age Oberon betrayed Titania and was sealed in the Pearl Prison near the Opal Palace. Titania endured. Her daughter Aurora rose as Spring Queen; Coirceogna as Autumn Queen. The seasonal cycle was enthroned.
Canticle XII — Elder Kindreds and Mortal KinFrom Faerie came Genomos, Álfar, Dvergar; from Dorchadomhan their darker kin: Skotogenomos, Dökkálfar, Dökkdvergar. They were the plane-true prototypes.An Entropean horror, the Erratomorph of Isfetu, tore reality at random and opened a Gate between Faerie, Dorchadomhan, and the Prime. Crossing it, these prototypes lost the inexhaustible wellspring of their home magics and mortalized—becoming the gnomes, elves, and dwarves (and their dark counterparts) of the Prime Material Plane. Their elder kin remained in the Courts, near-immortal and potent, pitying or scorning their mortal shadows.Canticle XIII — The Covenant of NightWhere gates open, hags gather. A Covenant of Thirty-Three Night Hags preyed upon the new mortals. They stole elves and made the first orcs, binding cruelty into flesh. They twisted giant blood to spawn ogres, and fashioned ever-mending trolls for terror. Their most insidious craft was the Vorn—blue-skinned shapeshifters, brilliant and patient, who seed discord with stolen faces.These forges fed the Eternal War across planes. Mortal lines learned courage because fear was now a fact.Canticle XIV — The Now and the NameThe Blesséd Seven still sing in chorus; should any living mouth speak the Holy One’s hidden Name aright and in truth, the Seven would rejoin and the Fourth would be One again.
The Nine Cosmic Primes remain as pillars in the storm:
Father Time (True Neutral)Mother Chaos (Chaotic Neutral)Order: the Perfect Architect (True Lawful) — successor to the CircleThe Holy Septinity (True Good) — the Blesséd Seven as OneThe Adversary (True Evil)Demogorgon, the Mad Demiurge (Chaotic Evil)Eleftherotus, the Great Liberator (Chaotic Good)Order: the Empyrean Rectitude (Lawful Good)Order: the Dark Overlord (Lawful Evil)Between them, and beneath them, and beyond them, the planes hold. Axiom gleams, Haven sings, Hell endures; Isfetu seethes, Sheol plots, Paradise remembers; the Prime grows stories like forests. The Darkness Before All leans forever toward the trap that bears its name... or has it fallen for it already? And Time, patient as gravity, keeps the count.Father Time™, The Nine Cosmic Primes™, Imagine That TTRPG™, and Worlds Apart™ are the property of Marcus Alan Hayes.© 2024–2025 Marcus Alan Hayes, All Rights Reserved.This work, including image and literature, is the intellectual property of Marcus Alan Hayes. Unauthorized use, reproduction, or distribution of this material without express written permission from the author is strictly prohibited. This includes but is not limited to reposting, copying, modifying, or using this content for commercial purposes.For inquiries regarding usage rights, please contact: [email protected].For more information about Imagine That TTRPG™, visit ImagineThatTTRPG.com.

Fighter (Imagine That TTRPG™)Alignment: Any
Starting Age: Moderate
Role: Front-line tactician. Fighters turn positioning, armor mastery, and practiced counters into inevitability. They win by reading tempo, choosing the right Reaction, and making the map their weapon.
Might (Mig):
Easily the most important Attribute Score for the most common Fighter builds. Might directly affects damage output and, in most cases, efficacy in overcoming a target’s Armor Value (AV). Might also affects the Parry Reaction (by default, Parry builds key off BAM + Mig unless a finesse option swaps to Legerity).
Legerity (Leg):
Very important for ranged and light Fighter builds. Legerity affects Dodge Reactions, Action Economy, and ranged attack accuracy, not to mention Agility Saves. For some light Fighter builds, Legerity replaces Might when overcoming AV; it can do the same for the Parry Reaction (e.g., Weapon Finesse, Xunganese style). Legerity also directly affects Tactical Advantage Opportunities (TAOs) per round and sets your Reaction Budget (RB) each round (RB = Leg mod; feats like Insightful Dodge can add Ins mod as well).
Health (Hea):
Health is important to every class if anyone’s honest. Health is especially important for heavy Fighter builds because avoiding damage by Dodging isn’t in the cards for them. Health directly affects one’s Hit Points pool and also affects Endurance Saving Rolls. A Fighter with a high Health score may outlast tough opponents due to their sheer number of Hit Points. Health also affects the Block Reaction—blocking reduces damage taken, so long as shield/armor remains intact (and subject to your shield/armor break rules).
Acuity (Acu):
Mental Acuity is one of the least important Attribute Scores for many Fighter builds, though Fighters who are more Skill-focused will covet a high Acuity score. There is otherwise no inherent mechanical benefit in baseline Fighter play, though some Feats and class options can open ways to leverage Acuity (e.g., specialized maneuver planning, tool proficiencies, or niche tactical talents).
Insight (Ins):
Insight is mechanically functional to a Fighter because it affects the Defiance Saving Roll. It also affects Proficiency Points, which can influence weapon and armor specialization. In addition, certain feats (e.g., Insightful Dodge) allow Insight to augment your RB (RB = Leg mod + Ins mod, min 0), increasing the number of times you can Dodge or switch reactions mid-round.
Personality (Per):
This Attribute Score is important for Fighter builds that inspire others to follow their cause (command presence, rallying, intimidation/diplomacy approaches). Personality also affects Talent Points, expanding your access to leadership, formation, and battlefield-presence options that fit warleader archetypes.
Example ITR (out-of-the-box):
“Imagine This: I drive my shield edge into the arch’s keystone, showering the foes below with ice and grit to break their advance.”
(Imaginarian: if it makes sense, call for an ITR; else resolve with Crunch/TAO.)
Points at 1st Level & Each Additional LevelTalent Points — At 1st: (2 + Per mod) × 5 • Each additional level: 2 + Per modProficiency Points — At 1st: (4 + Ins mod) × 5 • Each additional level: 4 + Ins modSkill Points — At 1st: (2 + Acu mod) × 5 • Each additional level: 2 + Acu modClass Basics (Level 1 snapshot)Hit Die: d10 + Health modBAM (Base Attack Modifier): +1 at 1st; iteratives at +6/+1, +11/+6/+1, +16/+11/+6/+1Saving Rolls (Fighter): Endurance (Good), Agility (Average), Defiance (Average)Reactions (Fighter UI)One response per hit. When an attack hits your AV, you may answer that hit with one of the following.Block — no roll; mitigates; HOLDABLEValue: BAM + Hea mod (+ shield/gear/feat).How: Spend your Reaction to enter Hold Block. While held, apply your Block Value to every qualifying physical hit until the end of your next turn or until the shield breaks.Note: Reduces weapon damage but never below 1.Dodge (RB) — roll; halves on success; agile endurance; HOLDABLE only with feat/monkBuild: d20 + Base Dodge (class) + Agility progression − Armor Penalty + situational cover.Effect: On success, take ½ damage (round up). The first successful Dodge each round also grants a Step (table dial); later successes don’t move you.Cost: 1 RB per Dodge.Hold: If you have Dance of Water (or the Monk’s high-level feature), you may spend your Reaction to Hold Dodge—you still roll each time, but Dodge costs no RB while held (ends if you switch reactions).True Evasion (staged) reminder: First successful Dodge each round = half. 2nd (or later) success can upgrade to no damage only if your Dodge total exceeds the attack total by the margin: +6 / +8 / +10 / … (add +2 each further success). Reset at your turn.Parry — roll; negates on success; tempo; HOLDABLE with featBuild: d20 + BAM (or Leg with Finesse/Xunganese).Effect: On success negate the hit, then either open a TAO vs that foe or Slide them 5 ft. On fail you are Exposed vs that attacker until your next turn.Cost: 1 RB per Parry (flash).Hold: With En Garde you may spend your Reaction to Hold Parry—you may Parry any qualifying melee hit without spending RB until the end of your next turn or until the weapon breaks.Iteratives: At BAM +6/+1 or higher, once per round you may waive 1 RB for a Parry by forgoing one iterative attack on your next turn (declare when you parry).Deflect — no roll; barrier soak; HOLDABLEValue: Barrier/Shield Rating (Acu + gear/talent); spend Shield Points to soak.How: Spend your Reaction (and resource) to Hold Deflect. Soak multiple qualifying ranged/energy hits while Shield Points remain (≤ 1 minute if this came from Defensive State).Eligibility: casters/manifesters/overshields.Holding & Switching (RB governs the swap)You can hold one reaction at a time (Block; Parry with En Garde; Deflect; Dodge with Dance of Water).If you’re holding and a later hit would be better answered by a different reaction, spend 1 RB to switch for that hit. After it resolves, you remain in the new hold if it’s hold-eligible for you; otherwise you revert.RB (Reaction Budget)RB = Leg mod (min 0). If you have Insightful Dodge, RB = Leg mod + Insight mod (min 0).Spend 1 RB per Dodge (unless Holding Dodge) and 1 RB each time you switch reactions mid-round.Parry costs 1 RB unless you’re Holding Parry (En Garde).Reset: RB refills at the start of your turn.States: Hobbled/Slowed → RB −1 (min 0). Immobilized → RB = 0.Defensive State (exploration)Choose Block, Dodge, Parry, or Deflect as your primed stance outside combat. If surprised, you may still use that state against the first qualifying hit (apply your table’s penalty to Dodge/Parry; Deflect may be held ≤ 1 minute).TAOs/round= Leg mod (minimum 0). Fighters create TAOs by footwork, feints, and pressure.In IT, anyone may attempt magic via Spellcraft (Crunch Roll: d100, roll high) at –100 base, plus –10 per Circle/House of Magic (spell level) up to Ninth (Tenth for Epic). Fighters suffer –100 base. Add relevant Attribute bonuses by tradition, Spellcraft ranks, and situational aids. A Fighter needs a spell source (a spellbook or written entry) and, if the effect requires Mana, a way to fuel it without a native internal pool.***All classes use the core Reaction system in combat. Usually, only casters and psionic manifesters have the means to use Deflect, though.
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