Welcome to Dwethia, a realm of boundless adventure, where the echoes of ancient legends shape the world and the choices you make forge your destiny.
Dwethia is a Sci-Fi roleplaying game that immerses you in thrilling quests, dangerous encounters, and a Galaxy brimming with mystery. You take on the role of a unique hero—one of many paths, from a cunning Sorcerer to a battle-hardened Praetorian, a scholarly Acolyte to a devout Hunter. With trusted allies at your side, you will navigate the treacherous Worlds of the Andromeda Galaxy, uncovering forgotten ruins, battling terrifying creatures, and seeking out powerful relics.
In Dwethia, the possibilities are endless, and your choices shape the story. Unlike scripted adventures or digital games, you are free to act however you imagine, forging your own legend in this vast and living world.
The Dwethia RPG System is a sci-fi game of your imagination. It’s part acting, part storytelling, part social interaction, part war game, and part dice rolling. You and your friends create characters that develop and grow with each adventure they complete.
One player is the Game Master (GM). The GM controls the monsters and enemies, narrates the action, referees the game, and sets up the adventures. Together, the Game Master and the players make the game come alive.
This Rule System has all the rules players need to create characters, select equipment, and engage in combat with a variety of supernatural and mythical foes. It contains advice, guidelines, and everything one needs to create challenges, adventures, and full-fledged campaigns, including sections on Classes, Wargear, and Character Rewards.
This tome also includes:
Monster creation rules
Details on monster tactics
Powered-up versions of standard creatures
The Dwethia RPG System is a game of imagination, but it is also a game of tactics and strategy. Miniatures and a Tabletop provide the best way to visualize the action.
Miniatures, representing characters and monsters in the game, can be purchased from most hobby shops. The game assumes the use of miniatures and a tabletop, and the rules are written from this perspective.
Your characters star in the adventures you play, just like the heroes of a book or movie. As a player, you create a character using the rules on this site.
Your character might be:
A savage Orc Freedom Fighter from the frozen wastes
A clever Infiltrator with a quick wit and a quicker blade
A deadly archer trained in survival techniques
A wizard who has mastered the art of Affinity
As your character participates in adventures, they gain experience and become more powerful.
Your character is an adventurer, a hero who sets out on epic quests for fortune and glory. Other characters join your adventuring party to explore ruins and battle monsters such as:
Terrible Cosmic Horrors from Dwethia
The carnivorous proto-orcs who never evolved
These quests unfold as stories created by your character’s actions and the situations your GM presents.
A Dwethia adventure features:
Plenty of action
Exciting combat
Terrifying monsters
Epic challenges
Mysteries to uncover
What lies at the heart of the dungeons? What waits around the next corner or behind the next door? Playing the roles of your characters, you and your friends will face dangers and explore a world of Science Fiction.
Some adventures might play out in a single session, while others might stretch across multiple sessions in a galactic campaign. A session lasts as long as you and your friends want to play—whether it's a couple of hours or an all-day affair.
Every adventure is different. Every quest is unique. Your character might:
Explore ancient ruins guarded by devious traps
Loot the tomb of a long-forgotten Old One
Sneak into a fortress to spy on an enemy
Face the life-draining touch of a Wraith
Anything is possible in a Dwethia game, and your character can try to do anything you can imagine.
Dwethia RPG uses a core mechanic to resolve all actions in the game. This central rule keeps play fast and intuitive.
Whenever you attempt an action that has some chance of failure, you roll a six-sided die (d6).
To determine if your character succeeds at a task (such as attacking a monster or using a skill), you:
Roll a d6
Add any relevant modifiers from your stats
Compare the result to a target number
If the result equals or exceeds the target number (set by the GM or given in the rules), your character succeeds.
If the result is lower than the target number, your character fails.
You don’t have to memorize this entire site to play the game. Once you understand the basics, start playing! Use this site as a reference during play. When in doubt, stick to the basics, keep playing, and have fun.
Your group needs these items to play a Dwethia Campaign:
✔ This site
✔ A character sheet (Found on the Character Creation Page)
✔ Space on a table to play
✔ Miniatures to represent each character and the monsters that challenge them
✔ A set of six-sided dice for each player (6 is a decent amount)
✔ Pencils, scrap paper, and graph paper to keep notes and map the locations your characters will explore
A character can try to do anything you can imagine, as long as it fits the scene the GM describes.
Depending on the situation, your character might:
Listen at a door
Search an area
Bargain with a shopkeeper
Talk to an ally
Jump across a pit
Move, use an item, or attack an opponent
Characters accomplish tasks by making rolls to pass checks using the core mechanic.
Any time combat becomes an element of the RPG, the GM sets up the tabletop and players follow the Dwethia Heroes rules found in the Dwethia Heroes system with one major change. Players can take on the role of a humble soldier making his fortune in the galaxy. However in a skirmish a simple soldier can fall to a stray bullet without any a thought. GM's need to set Combat Level for the battle. This will be covered in more detail under the combat section of the Game Master's Guide. Essentially players will be given multiple extra wounds for their character at the start of an RPG encounter, this represents the hand of fate calling these humble adventurers to an epic quest. Losing a wound this way doesn't mean the character is wounded in the traditional sense of a typical skirmish, instead this will be roleplayed that they just had a near death experience, a close call, and they have skirted death ever so slightly to continue on their fight. Another big change is that when a player is defeated in the RPG system, he will lay his model on it's side showing it has been wounded. In the RPG system players themselves or other companions might have items to grant them a wound back and get them back into the battle such as a med stim, or healing potion!
Challenges in a game world should go beyond combat. Players should face obstacles that test their awareness, reasoning, and adaptability. These challenges can take many forms, such as:
Dialogue challenges – Convincing an NPC, detecting lies, or interpreting cryptic messages.
Environmental hazards – Navigating rough terrain, unstable structures, or dangerous weather conditions.
Hidden threats – Spotting hidden enemies, detecting magical anomalies, or noticing subtle clues in the environment.
Perception is the key skill that determines whether a player notices something before it becomes a problem.
Players make a Perception Check by following the same rules used in the shooting phase:
The Perception value determines the minimum dice roll required for success.
A player with Perception 4 needs to roll 4, 5, or 6 to succeed.
A player with Perception 5 needs to roll 5 or 6, and so on.
A successful Perception Check allows the player to notice something—but recognizing a threat and fully understanding it are two different things.
For example, if the check succeeds:
The player spots movement in the bushes but may not know if it's an animal or an ambush.
They see an odd pattern on the floor but don’t immediately realize it’s a pressure plate.
They smell something strange in the air but can’t pinpoint the source without further investigation.
Once a player notices something with a Perception Check, they may need to make a second check to understand what they’re seeing. This can be a Stealth Check (to reveal a hidden enemy), an Investigation Check (to study a strange object), or a Knowledge Check (to recall relevant information).
2+ – The object is out in the open but slightly disguised or obscured (e.g., a pit in a dark room).
3+ – The object is hidden but has an obvious clue (e.g., a tripwire visible to a cautious observer).
4+ – The object is cleverly concealed, requiring a sharp eye to detect (e.g., a well-camouflaged enemy).
5+ – The object is extremely well-hidden, requiring expertise or luck to spot (e.g., an assassin blending into the shadows).
6+ – Only pure luck or fate can reveal the object (e.g., a trap hidden with magical illusions).
This same system can be used for various hidden dangers, such as:
Detecting an ambush – Noticing footprints, hearing whispered commands, or spotting movement.
Spotting a stealthy creature – Observing unnatural disturbances, hearing soft breathing, or feeling an unnatural chill.
Identifying magical effects – Sensing an aura of energy, seeing small distortions in the air, or noticing objects behaving strangely.
Navigating dangerous environments – Finding safe footing on unstable terrain, avoiding toxic gases, or recognizing structural weaknesses.
By integrating Perception into the game, players are encouraged to stay alert, interact with the world, and think critically about their surroundings.
In Dwethia, diplomacy is not about charm or guile—it is shaped by war, survival, and alliances. Words are only as valuable as the loyalty behind them or the resources exchanged. Persuasion relies on strength, trust, and bargaining rather than charisma alone.
Because Dwethia’s system is based on skirmish profiles, dialogue interactions follow the same d6-based resolution as other mechanics, ensuring a streamlined experience.
When a player attempts to convince someone of something—whether to gain information, secure supplies, or broker a deal—they must roll a Dialogue Check on a d6. The difficulty is based on the target’s attitude and the nature of the request:
2+ – The person loves you or the request is very easy (e.g., asking an ally for minor assistance).
3+ – The person likes you, or the request is simple (e.g., getting help from a neutral townsperson).
4+ – The person is open but unfamiliar with you, or the request is uncertain (e.g., asking a cautious trader for credit).
5+ – The person distrusts you, or the request is significant (e.g., requesting a guard to look the other way).
6+ – The person deeply distrusts you, or the request is extreme (e.g., convincing an enemy to spare your life).
The GM may apply bonuses or penalties based on contextual factors:
Enemy faction? -2 to the roll.
Offering gold or valuables? +1 to the roll.
Leveraging past loyalty? +1 to the roll.
Previously betrayed this faction? -2 to the roll.
These modifications ensure negotiation is more than a simple die roll—players must consider the history, stakes, and resources at play.
Not all negotiations are peaceful. A warrior’s presence can be as persuasive as any diplomat’s words.
The GM can allow players to roll opposed Martial Checks (as in combat) to intimidate their target. However, instead of inflicting wounds, a successful check forces compliance with the player's request.
If the player’s Martial Check beats the target's, the target reluctantly agrees.
If the target wins or ties, they resist—perhaps escalating the situation.
Using Integrity Instead of Fear
If the target is an ally or a faction with shared values, the player may add their Integrity bonus instead of making it a threat. This represents an aggressive discussion rather than outright intimidation.
This system allows force and loyalty to be as effective as wealth and words, ensuring that dialogue remains a dynamic part of the game—one where relationships, reputation, and strength all matter.
As a player, you use this site to create and run a character. Your character is an adventurer, part of a team that regularly goes on missions.
Play wherever everyone feels comfortable—where there’s space to set up the tabletop and miniatures, roll dice, and spread out character sheets.
The GM sets each scene and describes the action. It’s your job to decide:
What your character is like
How they relate to the other adventurers
How they act in each situation
You can play:
A serious Death Knight
A wisecracking Blacksun Pirate
A reckless Taurus Freedom Fighter
A cautious Warlock
With your character in mind, respond to each situation as it arises. Sometimes combat is necessary, but other situations might be solved through:
Affinity
Negotiation
Judicious skill use
Also consider how you respond. Do you:
Narrate your character’s actions?
("Drache moves to the doorway and attacks the Walker.")
Speak as your character?
("I move to the doorway and take a mighty swing at the Taurus!")
Either method is fine, and you can even switch between them depending on the situation.
Dwethia RPG is a social experience as well as an imaginative one.
Be creative, be daring, and be true to your character…
And most of all, have fun!