Introduction
This is an RPG system designed to work with the Zheilao Teiga multiverse, with specific rules crafted to reflect the magic and themes of that setting. The universes within the multiverse, however, are diverse enough that many settings could work. This rule-set outlines the rules that are consistent throughout that multiverse.
This rules document assumes basic familiarity with table-top role-playing games. There will be references to things such as GMs, player characters, and various types of dice without explicit explanation.
General rules to keep in mind
The following are general rules about the game that are good to keep in mind before getting into the specifics. Some of this is just normal TTRPG advice, some of it is clarifications about the system.
Running the game
Respect
Different players can have wildly different ideas for how a TTRPG is supposed to go, and what things are or are not fun. Make sure to have an honest conversation with each other before the game begins, and maintain an environment that encourages further conversation as needed.
The GM's role
The GM is not the enemy of the players, and shouldn't be trying to kill the player characters. Work together to create a story. If that story would be improved by the death of a player character, then it can definitely happen. Again, this is something to discuss before getting too far into.
Specificity
Sometimes a rule will overrule another. Specific rules, such as from Feats, always overrule more general rules.
This is a beta
This RPG isn't quite as finished as others you may be used to. There may be glaring issues, and broken exploits. If there's something getting in the way of the fun of the game, go ahead and change it, as long as you can agree with each other on the change. There's no sanctity in the rules.
Dice and numbers
Exploding dice
All dice in this system explode. If you're unfamiliar with this mechanic, it means if a die rolls its maximum value, you may roll another of the same type and add on its value to the roll. Here specifically, dice are recursively exploding, so if the extra die you roll for the explosion also rolls its maximum value, it also explodes.
Rounding
At some points you will be halving numbers, or otherwise arriving at fractional values. In this system, always round down to the nearest whole number.
Negative numbers
This system is generally more comfortable with negative numbers than most systems, allowing you to have negative HP for instance. One potentially surprising aspect this may come up is when rolling for damage or healing. If a strong negative adjustment is applied to a low roll, you can easily end up with negative damage or healing. If this occurs, negative healing does lower HP and negative damage does increase it. You can think of it as botching a medicine attempt, having a rough night's sleep, or missing an attack so badly it reinvigorates your target. To be clear, I mostly put this in the game because I think it's funny.