A tabletop roleplaying game of cities, lies, and what grows in the dark.

ECHOES OF UR

A retro-futuristic, science fiction, d10 tabletop roleplaying system.

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CLASSIFIED FILE #EOU-001
Classified surveillance photograph of subject
SUBJECT: ████████ DATE: ██/██/1987
CLASSIFIED
ECHOES OF UR — FIELD OPERATIONS INTERNAL MEMORANDUM — EYE ONLY

The following missive was recovered from a sealed Geek caste terminal in Sector 7-G. The file was timestamped three days before the Red Rain event. Its contents have been partially redacted by order of the Core Directorate. Do not reproduce. Do not reference outside authorized channels.

The subject, identified only as ████████, was last seen in the Lower Dregs on the morning of the event. Surveillance logs confirm he passed through all five caste vent shafts in a single cycle — a feat that should be physically impossible without caste clearance or Resonance conditioning.

RESONANCE PATH ?

Preliminary analysis suggests the subject was carrying ██████████ material of █████ origin. The Cladomorpha registered anomalous activity in the subject's vicinity for approximately 4.7 hours after his last confirmed sighting. ████████████████████

The Geek caste has issued a ████-level containment order. All operatives are instructed to report any individual matching the subject's description to the Core Directorate immediately. Do not engage. Do not follow. Observe only.

Transmission Log

The One Who Slept Below

"They found her in the sealed sector, wrapped in hyphae, still dreaming."

Pomp

Red Rain in the Lower Dregs

"The artificial sun bled for three days. Nobody looked up."

Jarl

Nine Stops on the Lower Line

"The skidder runs on time. It always runs on time. The body in car four is someone else's problem."

Dreg

The Pomp Who Came Down

"She said she wanted to see how the other half lived. She was off by about 290,000 people."

Pomp

The Last Geek

"He knew the city's real name. He took it to the grave."

Geek

Operations Manual — Basic Rules

[CLASSIFIED: GEEK CASTE ACCESS — CLEARANCE LEVEL 2]

What Is Echoes of Ur?

Echoes of Ur is a tabletop roleplaying game built around choice, consequence, and the moments that refuse to fade. It uses a single d10 system and a narrative pressure mechanic called Resonance, which tracks the weight of your actions as they reverberate across the strings of fate.

One player takes on the role of the Guide, shaping the world, presenting challenges, and pushing the story forward. The rest make decisions for their characters, knowing the world will respond honestly to what they attempt — not just what they intend.

You roll only when the outcome is uncertain. When something meaningful is at stake. When failure would matter, and success would change the shape of what comes next. If a character cannot reasonably fail, do not roll. If failure would stop the story cold, do not roll.

How a Roll Works

Every roll gives the player 1d10. Additional dice are gained based on how the character approaches the situation — through Qualities, circumstances, preparation, and positioning. You do not add numbers together. Each die is evaluated on its own.

Automatic Results exist outside the dice pool and are counted alongside rolled results after all dice are thrown.

  • An automatic failure adds one failure to your total.
  • An automatic success adds one clean success (equivalent to rolling 8–10) to your total. Automatic successes never generate echo.
  • If both are present, they cancel each other out first before anything is applied.

Outcomes

Every d10 result falls into one of three bands:

d10
1–5 — Failure. Contributes one failure. Failures do not reduce success — they exist only to determine whether chaos occurs.
6–7 — Resonance Success. Contributes one success and adds 1 echo to your Resonance track immediately. The success stands. The consequence stands with it.
8–10 — Clean Success. Contributes one success. Effective and controlled. No echo is generated.

Resolving the Roll — two simultaneous checks:

  • Did the action succeed? Count all successes (resonance and clean combined). If they meet or exceed the difficulty the Guide set, the action succeeds.
  • Did chaos occur? If failures outnumber successes, a Moment of Chaos occurs — a brief, immediate complication narrated by the Guide.

These two checks do not interact. A roll can succeed and still produce chaos. A roll can fail to meet difficulty and produce no chaos at all.

Moments of Chaos

When a roll produces more failures than successes, something goes wrong — small, immediate, and real. A gun jams. A strap snaps. A door swings shut at the wrong moment. A fart is poorly timed. The world hiccups and moves on.

A Moment of Chaos is not a punishment. It is not connected to whether the action succeeded or failed. It is the friction of a moment that did not go entirely as intended. The Guide narrates it in one breath and play continues.

Resonance & Echo

Echo is the unit of pressure left behind when the strings of fate are pulled. Resonance is your accumulated total. The Resonance Threshold is the ceiling: Flux stat + current level.

You gain echo when you roll a 6 or 7, when you force an outcome using an ability, when you activate alien technology, or when the Guide determines you have earned one.

You lose echo after a Resonance Cascade resolves, when you shed it with an ability, when a Quality allows you to exchange it for effects, or when the Guide determines you have let one go.

Resonance is not good or bad. It is pressure. Managing it is managing the distance between who you are now and what a Cascade will make you.

Why Resonance Exists: Stories are not clean. Heroes do not succeed without consequence. Mistakes are not erased by good intentions. Power leaves marks. Resonance ensures choices matter even when you succeed.

Click to fill the Echo track — each filled circle is one pulse of Resonance:

Resonance Cascades

When a player’s echo total surpasses their Resonance Threshold, a Cascade is triggered. Before it manifests, two numbers are noted: the total echo that built up, and the overage (how far beyond the Threshold it went). The total determines severity. The overage determines how much players get to shape it.

Once resolved, the triggering player resets echo to 0. Every other player loses half their current echo, rounded down — cascade hardening. The shockwave passes through everyone.

The Guide chooses a domain:

Scientific
Horrific
Fantastic
Chaotic
Spiritualistic
Cosmic

Severity scales 1–10 based on total echo. A severity 1 Chaotic Cascade might be an earthquake that rattles a wedged door loose at exactly the wrong moment. A severity 7 might release a caged monstrosity into the city. A severity 10 might tear open a portal to another world and an alien invasion begins.

Player Overage Rounds: Each point of overage is one round of player input. Players collaborate to add a detail — staying within the domain, escalating rather than contradicting, making the situation weirder, more dangerous, or more chaotic. The Guide has final say.

Cascade Fallout: A permanent change the Cascade leaves on the world. Not a temporary inconvenience — a new reality. A creature pulled through a rift does not disappear when the scene ends.

Surviving a Cascade rewards experience equal to total echo × current level. The greater the pressure allowed to build, the greater the reward for enduring what came next.

Scenes & Bouts

A Scene begins when the Guide or a player declares one — any situation where the sequence of events matters. A shootout, a chase, a negotiation on the edge of collapse. When in doubt, start a Scene. You can always zoom back out.

Group Scenes treat the moment as a single unified effort. All participants roll together, results resolved simultaneously. Best used when breaking events into individual turns would slow the story without adding meaningful choice.

Bouts resolve turn by turn. Each turn represents approximately six seconds. Turn order is determined by either Roll Off (highest d10 goes first) or Body First (highest Body stat goes first).

Each bout consists of an action and, when relevant, a reaction. If the action’s total successes meet or exceed the reaction’s total successes, the action succeeds. Not every action has a reaction — uncontested rolls stand on their own.

Actions available each bout: Attack · Move · Use an Ability · Aid an Ally (grants target +1d10 on their next roll) · Antagonize an Enemy (successful intimidation imposes disadvantage on target’s next action) · Interact with the Environment · Use an Item · Delay (hold for a condition; if condition triggers, act immediately; if round cycles back without triggering, gain +1d10 on your next turn)

Injuries & Death

Every hit that lands causes at least a minor injury. There is no such thing as an inconsequential strike.

Physical Injury Track = Body + Level boxes. Caused by violence, falls, exhaustion, bodily harm.

Mental Injury Track = Mind + Will + Level boxes. Caused by witnessing horror, psychological trauma, psychic attacks, extreme stress, or failure to rest when the body demands it. Mental injuries carry no fixed mechanical penalties — their weight is narrative. A good player lets injuries show through hesitation, paranoia, emotional flatness, irrational fear.

Severity tiers:

  • Minor — 1 box. A glancing blow, a graze, a moment of fear.
  • Major — 2 boxes. A solid hit. Something that slows you down.
  • Serious — 3 boxes. Reserved for extreme situations. Devastating and deep.

When all boxes on either track fill, the character is incapacitated. Physical incapacitation: collapse, unconsciousness, too broken to move. Mental incapacitation: ego death — not a loud shattering, but a terrible stillness.

Death is not a punishment for bad rolls. It is a narrative event. It only happens when it narratively makes sense and both the player and the Guide agree. Death in Echoes of Ur is a door, not a wall — a backup consciousness, a 3D-printed body, a resurrection with a cost.

Plot Armor is a soak pool that sits between a character and their injury track. When a hit lands, the target may absorb it with Plot Armor rather than filling injury boxes. Plot Armor depletes and must be recovered through narrative action — repair the breastplate, rest, rebuild the protection. It does not refresh automatically.

Character Creation

A character in Echoes of Ur is not a blank slate. They already exist in the world — shaped by history, regret, fear, and attachment. Character creation defines what you bring into the moment when everything reaches a breaking point.

There are no classes. Characters are defined by Qualities — each one representing a different aspect of who your character is and how they interact with the world.

Four Core Stats — distributed at creation with 10 points. Each additional point in the same stat costs more than the last: 1st point costs 1, 2nd costs 2, 3rd costs 4, 4th costs 8, 5th costs 16. No stat above 5 at creation.

BODY

Physical endurance, strength, resilience. Governs Physical Injury Track.

MIND

Perception, reasoning, knowledge. Governs Mental Injury Track (with Will).

WILL

Conviction, emotional control, social authority. Governs Mental Injury Track (with Mind).

FLUX

Innate attunement to the strings of fate. Governs Resonance Threshold.

Derived Stats: Physical Injury Boxes = Body + Level · Mental Injury Boxes = Mind + Will + Level · Resonance Threshold = Flux + Level

Quality Categories — each has a capacity derived from core stats. Both positive (+) and negative (–) qualities count toward capacity. Negative qualities are not flaws to optimize away — they create depth, complication, and pressure.

  • Body Qualities — physical traits, endurance, deformities, addictions. Capacity = Body.
  • Mind Qualities — perception, reasoning, habits of thought. Capacity = Mind.
  • Will Qualities — conviction, authority, emotional control, trauma. Capacity = Will.
  • Ability Qualities — exceptional traits that bend or override normal limits. Capacity = Body + Flux.
  • Expertise Qualities — learned skills and practiced techniques. Capacity = Mind + Flux.
  • Background Qualities — origin, caste, affiliation, social positioning. Capacity = Will + Flux.

Qualities

Each Quality is presented as a card with its category header, cost shown as filled/unfilled circles, mechanical text, and a flavor line. Positive qualities marked |+|, negative marked |–|.

BODY — 1 Cost

+| NIGHT OWL

You function at full capacity without sleep for up to 48 hours. After that, normal fatigue rules apply.

+| GILLS

You can breathe oxygen in or out of water. Water type does not matter.

+| MUSCLED

Gain 1d10 on any raw strength check involving pushing, pulling, dragging, lifting, or throwing.

+| CUTE

People underestimate you. Gain 1d10 on checks where being underestimated is an advantage.

+| NIGHT VISION [CYBERNETIC]

You may see in the dark up to 300 ft without a light source. Requires functional implant.

|–| PIZZA FACE

Severe skin condition. People notice. Suffer social disadvantage in formal or high-caste situations.

|–| ALBINO

Extremely sensitive to bright light. Automatic failure on checks requiring vision in high-light environments.

|–| DAMAGED IMPLANT [CYBERNETIC]

One of your cybernetic implants is malfunctioning. The Guide determines which and when it fails.

|–| OBVIOUS LIMP

Your gait is distinctive and memorable. Disadvantage on stealth checks and checks to avoid identification.

|–| IBS

Moments of Chaos have a chance of involving your bowels. You know what you signed up for.

BODY — 2 Cost

+| TOUGH●●

Gain 1 additional Physical Injury box.

+| HOT-BLOODED●●

Gain 1d10 on any check made in anger or under extreme emotional pressure.

+| ROBOT LEGS [CYBERNETIC]●●

Gain 2d10 on any run, jump, swim, or kick check. Reduce all fall damage by 50%. Requires functional implant.

+| CHAMELEONIC SKIN [CYBERNETIC]●●

Your skin is plated with tiny mirrors and crystals. Gain 2d10 on stealth checks. Requires functional implant.

+| SMOOTH WALKER●●

You are surefooted beyond normal limits. You can remain completely silent while wearing any footwear.

|–| GIMPY●●

One limb functions at reduced capacity. The Guide determines mechanical limitations per situation.

|–| HUGE●●

You are too large to fit in standard spaces without difficulty. Stealth is nearly impossible.

|–| NOCTURNAL●●

You function poorly during Genesis’s light cycle. Automatic failure on all checks during the “day” phase unless you have slept.

|–| PHOTOSENSITIVE SKIN●●

Painful reaction to light exposure. Disadvantage in well-lit areas. The upper tiers are agony.

|–| CYCLOPSIAN●●

You have one functional eye. No depth perception. Disadvantage on ranged attack checks.

BODY — 3 Cost

+| SUPER STRENGTH●●●

Gain 2d10 on any raw strength check. Add 2d10 to any melee attack — gain 2 echo when you do. (Repeatable.)

+| FLASHY●●●

You and your reflexes are faster than normal and you always put on a show. Gain 2d10 on evade, dodge, and performance checks.

+| SPIDER CLAWS [CYBERNETIC]●●●

You have 2 additional robotic arms with detachable claws. They function as your normal arms. May be taken additional times (2 arms each time). Requires functional implant.

+| NATURAL ARMOUR●●●

You are armoured whether you wear armor or not — shell, plating, scales, feathers, fur, or chitin. You may ignore 1 minor body injury per attack.

+| HAIR PRINTER [CYBERNETIC]●●●

A small 3D printer installed in your skull prints functional small objects from your own biological material. Also: you have alopecia. Requires functional implant.

+| MITHRIDATISM●●●

You have built up resistance to illness, disease, fatigue, and poison through gradual ingestion of toxins. Gain 3 automatic successes to resist disease, illness, fatigue, or poison.

|–| FUGLY●●●

You are deeply unpleasant to look at. Automatic failure on first impressions and checks where appearance matters.

|–| CHAIRBOUND●●●

You cannot walk without mechanical assistance. All movement checks are at severe disadvantage without your chair.

|–| BLIND●●●

You cannot see. The Guide determines how this interacts with each situation.

|–| AUTO-IMMUNE DISORDER●●●

Your body attacks itself. Periodic automatic minor injuries as the Guide determines.

|–| AMPUTEE●●●

You are missing one or more limbs. Mechanical impact determined by which limb and what the situation demands.

MIND — 1 Cost

+| COMMON SENSE

Once per session, you may ask the Guide what the most obviously sensible course of action is. They must answer honestly.

MIND — 2 Cost

+| STUDIED●●

Choose one domain: Biology, Engineering, Astrophysics, Physics, Geology, Sociology, Psychology, Chemistry, Math, Zoology, Technology, Pharmaceuticals, Culture, Agriculture, Business, History, or Religion/Occult. Gain 2d10 on knowledge checks in that domain. May be taken multiple times with a different domain each time.

+| SAVANT●●

Choose two domains from the Studied list. Gain 3d10 on knowledge checks in those domains. Any domain you have not studied: automatic failure on knowledge checks. May only be taken once.

+| JACKED-IN [CYBERNETIC]●●

You are constantly connected to a network of computers. Gain 1 automatic success on checks to identify and interact with networked systems. Requires functional implant.

|–| ON THE SPECTRUM●●

You use cold, cruel logic to determine your actions. Add 1d10 to any Mind-related check. You make poor social decisions — gain 2 automatic failures on any social check.

MIND — 3 Cost

+| BIG BRAIN●●●

You are immune to mind-control and confusion. Gain 1d10 on any Mind-related check to resist mental influence. Add 1d10 to any knowledge check — gain 2 echo when you do.

+| SUPER GENIUS●●●

Gain 1 automatic success on any knowledge check — gain 1 echo when you do. Add 1d10 to any Knowledge, Mind, or Expertise check.

+| PERFECT RECALL●●●

You can perfectly recall any experience you saw, heard, felt, tasted, or smelled. You cannot be confused or lose memories. Gain 1d10 on checks to see through illusions and deception.

WILL — 1 Cost

+| SELF-MEDICATING

You've learned to use substances to stabilize yourself. Once per scene, consuming a substance clears 1 mental injury box.

+| INTUITION

Once per session, you may ask the Guide whether something feels dangerous. They must answer honestly.

+| SOBER

You are entirely clean. Gain 1d10 on all Will checks. You cannot benefit from any substance-based quality or ability.

+| FUN DRUNK

When intoxicated, you are the life of the situation. Gain 1d10 on social checks while drunk.

|–| PET PEEVE

One specific, mundane thing causes you to lose control. The Guide knows what it is. They will use it.

WILL — 2 Cost

+| SMOOTH TALKER●●

Gain 1d10 on diplomacy, flattery, and bluff checks in any situation where charm could plausibly work.

+| SLEEP WALK●●

You may enter a light trance while moving, allowing you to function on minimal rest. 2 hours of trance counts as a full sleep cycle.

|–| PHOBIA●●

One category of thing causes automatic mental injury on encounter. Choose with your Guide.

WILL — 3 Cost

+| IRON WILLED●●●

You cannot be broken by psychological pressure alone. Gain 2d10 on any check to resist intimidation, coercion, or mental domination.

+| SPITTIN' GAME●●●

Your social presence is magnetic. Gain 2d10 on any check involving seduction, negotiation, or establishing dominance in a social situation.

ABILITY — 1 Cost

+| SONIC BOOM

You may create a concussive sonic wave of force in a 15-ft cone using your body or implants. Organic creatures are knocked back 10ft and take 1 minor injury if they hit something. Constructs and crystalline creatures take 1 major injury and are knocked down.

+| GRAPESHOT

You may empower a handful of small items with psychic energy. Add 1d10 to attacks with empowered items. On damage, apply 1 minor injury plus the effect of the Resonance success if one occurs.

+| TECHNOLOGICA

You have a tendency to find hidden things and activate hidden doors, consoles, and mechanisms. Add 1d10 to attempts to find hidden objects, doors, passages, or concealed mechanisms.

+| SPARK

You may use your body or cybernetics to generate a short-lived flame spurt. Creates a flash that temporarily blinds anyone sensitive to light. Burns a target on contact.

ABILITY — 2 Cost

+| LIQUOR IS QUICKER●●

While drunk, gain 1d10 on attack, evade, dodge, tumble, and flattery checks; gain 1d10 on checks to resist pain. If you also have the DRUNK background quality, add an additional 1d10 to all of the above.

+| CANDY IS DANDY●●

While high, gain 1d10 on checks to resist Mind, Will, or Flux-related saves; gain 1d10 on creative and perceptual checks. If you also have the JUNKIE background quality, add an additional 1d10 to all of the above.

+| SLEEP WALKING●●

You may intrude on another human's dreams and perform one diplomacy, bluff, flattery, bribe, or intimidation check while they sleep. If successful, you may speak with them as though both awake and in the same room. They may not wake until you choose to as well.

EXPERTISE — 1 Cost

+| HACKER

Gain 1d10 on any check to infiltrate, manipulate, override, or extract from a networked system.

+| SURGEON

Gain 1d10 on any check to perform medical procedures, triage injuries, or identify biological threats.

+| DRIVER/PILOT

Gain 1d10 on any check to operate a vehicle, vessel, or aircraft under pressure.

+| TRADESMAN

Gain 1d10 on any check to build, repair, or assess the value of a crafted object.

+| PHYSICIAN

Gain 1d10 on any check to diagnose illness, administer treatment, or identify pharmaceutical compounds.

+| MUSICIAN

Gain 1d10 on any check where performance, rhythm, or acoustic knowledge is relevant.

BACKGROUND — 1 Cost

+| GENESIAN

You know your way around Genesis. Gain 1d10 on any check regarding the location of any business, residence, route, or power structure in the city.

+| WILD PAWN

You know the territories of the tribe. Gain 1d10 on any check regarding the location of resources, shelter, and threats in surface or wilderness environments.

+| ALIEN PAWN

You are familiar with your alien habitat. Gain 1d10 on any check regarding the location of resources, routes, and systems within Yizzri-controlled structures.

BACKGROUND — 2 Cost

+| HIGH PROFILE●●

You are well known in your home city, tribe, caste, and community. Add 2d10 on diplomacy, bluff, flattery, bribe, or intimidation checks involving people who know your name or reputation.

+| OUTCAST●●

You learned to depend on yourself in the wilderness or places with no community to fall back on. Add 1d10 to survival checks and checks to find or create shelter, food, water, or cover. Add 1d10 to stealth checks in familiar territory.

|–| DRUNK●●

You cannot go more than 2 hours without alcohol. You cannot go more than 24 hours without it before suffering withdrawal. Gain 1 automatic failure on all Mind and Will-related checks. While drunk, you always act last in combat and gain 1 automatic failure on Body checks.

|–| JUNKIE●●

You cannot go more than 2 hours without drugs (not including alcohol). Withdrawal begins within 24 hours of last dose. Gain 1 automatic failure on all Body and Ability-related checks. While high, you always act last in combat and gain 1 automatic failure on dodge and awareness checks.

MAY 28, 1989

The Sun Turned Red

340,000 RESIDENTS
14 SKIDDER LINES
5 CASTES
1 SUN (UNCONVINCING)
8 LICENSED PARLORS/LEVEL (UPPER ONLY)
0 CASTE EXITS

It is a masterpiece of infrastructure. It has been lived in hard for three hundred years. The graffiti is older than anyone alive. The walkways have been patched so many times the original material is a memory. Nobody who built this is left to ask what they intended.

STATUS: OPERATIONAL — PRE-BREACH

Genesis

Cross-section — City of Ur · Unknown Depth

AIR AIR SKIDDER (14 ACTIVE) SKIDDER SKIDDER SKIDDER UPPER TIERS Pop. est. 47,000 — Pomp/Jarl residential. Sectors 1–6. CLOUDSKY Steam ceiling. Light panel array. Red Day activation: scheduled. THE CORE Central administration. Geothermal base. Lake perimeter. 5 vent shafts. One per caste. LAKE POMP JARL GEEK LOAFER DREG FORBIDDEN ZONE Stage 2 Cladomorpha density: UNSAFE. Barrier maintained by Jarl corps. LOWER DREGS Pop. est. 180,000 — Dreg/Loafer residential and labor. Sectors 7–22.

Cladomorpha

Every Genesian citizen has consumed it. The government calls it a radiation treatment. They are not wrong.

The city's foundation is not stone. The Cladomorpha is a bioengineered fungal network that sees, hears, remembers — and grows. It did not ask to be here. It is learning.

Stage I — Infiltrate

Spores carried by air, water, and blood. White mycelium traces at the edges of vision. The body fights it at first. The city doesn't notice.

Stage II — Illuminate

Bioluminescent mats pulse in the dark sectors. Green and blue. The Cladomorpha begins to dream. It remembers what it touches. It touches everything.

Stage III — Consume

Red-violet. The hyphae reach. The city's walls are its walls. It is no longer a network. It is a nervous system. It is looking for something.

Yizzri

DOME 01
DOME 02
DOME 03
DOME 04
DOME 05

Their structures are perfect. Nothing organic. Nothing accidental. They do not try to communicate. They do not need to.

[ UNKNOWN STRUCTURE — SURVEY MISSION 7 — DO NOT APPROACH ]

The Primordium

There is a room beneath the city that does not appear on any map. It was here before the vents were built. Before the castes. Before the Red Dawn.

The Eclipse Sanctum holds a single circle, carved into the floor. It is almost full. It has been filling since before anyone in Genesis was born. When it closes —

Nobody knows what happens when it closes.