Corebook Alpha 1.0

Glitch Haven RPG

This is the first website version of the clean Glitch Haven core. It is intended for review, prototype play, and public presentation.

Overview

Glitch Haven is a lightweight tabletop RPG about surviving a modern world that has been rewritten by broken game logic. Streets, offices, shops, homes, and landmarks are turning into unstable dungeon zones.

The players are survivors trying to build safe havens, rescue NPCs, craft corrupted gear, awaken patron shrines, and fight through reality-breaking danger zones.

Core Rules

Most risky actions use the lightweight core mechanic:

2d6 + Stat vs Difficulty Rating

Difficulty Ratings

DR 6 easy, DR 8 standard, DR 10 difficult, DR 12 very hard, DR 14 extreme.

Stats

STR, AGI, INT, WIL, and PRE range from 0 to +3. Starting characters assign 3 points, with no stat above +2 at creation.

Advantage

Roll 3d6 and keep the highest 2 dice. Disadvantage keeps the lowest 2 dice.

Conditions

Burning, Stunned, Glitched, Frozen, Hexed, Bleeding, and Slowed create fast status pressure.

Character Creation

  1. Create a concept and background.
  2. Choose a class.
  3. Assign 3 stat points.
  4. Choose 3 starting abilities from your class.
  5. Choose 1 background trait.
  6. Choose starting gear.
  7. Name the character and connect them to the group.

Starting values are simple: HP is 10 + STR, AP is 3, inventory has 3 slots, and each character begins with 3 abilities and 1 trait.

Classes

The alpha includes a broad class list. The first website prototype highlights six strong starters for early testing.

Axe Warrior

Heavy melee pressure, sweeping attacks, and brutal frontline damage.

Shield Bearer

Defense, protection, enemy control, and holding the line.

Fire Mage

Burning attacks, explosive magic, and high-risk damage output.

Hex Witch

Curses, disadvantage, weird magic, and enemy disruption.

Scavenger

Urban survival, looting, improvisation, and practical problem solving.

Tinker

Gadgets, crafted tools, repairs, and Glitch-tech experiments.

Combat

Combat uses initiative, 3 AP per turn, and fast attack rolls. Melee uses STR, ranged uses AGI, and magic uses INT or WIL. Most normal enemies use DR 8 as base Defense.

Actions include moving, attacking, using items, using abilities, interacting, and defending. Movement can use grid spaces, zones, or theatre of the mind.

Crafting and Essence

The core crafting formula is direct:

Everyday item + Essence = Gear

Essence tiers shape how strange or powerful the result becomes. The alpha includes crafted weapons, crafted armor, and Essence effects for future expansion.

Shrines and Safe Havens

Safe havens are places where survivors can rest, craft, store gear, gather NPCs, and build long-term resistance against the Glitch.

Shrines connect the group to patron gods and daily blessings. They give the campaign a reason to protect places, recover materials, and return home between expeditions.

Bestiary

The alpha includes starter enemies, glitched animals, hybrids, mini-bosses, and bosses. Enemies are built to be quick to run and easy to mutate for corrupted locations.

Starter Adventure

The Glitch in Tower 9 is the first playable module. The adventure moves through a lobby, cubicle maze, photocopier spider encounter, server cluster, and shrine room.

The next public step is to review the project files, keep the useful material, remove private or messy notes, and upload builds, screenshots, and documentation in organized batches.