Keystone

A minimalist, setting-agnostic, roleplay-focused, attribute-based tabletop roleplaying system.

Introduction

Keystone is a minimalist, setting agnostic, roleplay focused, attribute based tabletop roleplaying system.

Now for those of us who are not linguists, let us explain that quickly.

Minimalist

Minimalism: deliberate lack of decoration or adornment in style or design.

In this context, the goal is to have as little as possible between your artistic vision and the experience of roleplay. Minimizing the content of the system allows you to maximize your creativity. Keystone seeks to provide only what is needed to organize a well-structured game, so players and GMs can focus on discovering, experiencing, and interacting with a fictional world instead of picking abilities from a giant list.

Setting Agnostic

Setting: the place or type of surroundings where something is positioned or where an event takes place.
Agnostic: denoting or relating to hardware or software that is compatible with many platforms or operating systems.

In this context, it means this system is meant to work whether your setting is high fantasy, low fantasy, hard magic, soft magic, technological, or anything in between. With minor changes, this system should serve you well for running your games.

Roleplay Focused

Roleplay: act out or perform the part of a person or character.

The goal of this system is not wargame-like combat numbers, min-maxing, efficient build puzzles, or complex class trees. The point of Keystone is to take a character concept from your mind and let you present it at the table with as little friction as possible. Checks, NPC interactions, and storytelling should be smooth, fast, and clear.

Keystone is built on cooperative storytelling and leaves anything not explicitly stated in the rules up to the GM. What the GM says goes.

Attribute Based

Attribute: a quality or feature regarded as a characteristic or inherent part of someone or something.

In Keystone, the primary means of gaining power and improving your rolls is attributes: words or abstract descriptions of innate or learned features of a character. These attributes are freely created and picked by players (with GM approval), and can be as abstract as Big Build or as specific as Ancient Ice Magic Knowledge. If it helps describe how your character interacts with the world around them or inside them, it can be an attribute.

Tabletop Roleplaying System

You probably know what tabletop means, but Keystone can be enjoyed just as much online as around a table with pretzels and juice. The goal is to connect people and make roleplaying and storytelling easier. The base game does not require miniatures or maps, but house rules are always encouraged.

What Makes Keystone Special

The main thing that makes this system special is the Keystone system.

Each character picks 6 keystones from this list, broken down by category:

Mind

Being

Matter

Power

Beyond those, the character is built from certain descriptive tags.

Nature (who you are)

Power (what others cannot do, but you can)

Core Play Loop

  1. The GM describes the world and situation.
  2. Players describe what they attempt.
  3. If failure is possible and interesting, roll.
  4. Results change the fiction.
  5. Repeat until everyone is yelling about the coolest moment in the scene.

If no roll is needed, do not roll.
If a roll is needed, make it matter.

Rolling and Resolution

Rolling works through binary points. Coin flips, d6 yes or no checks, cards with success or fail, or any fair yes or no method can be used.

Building a Roll Pool

Then resolve each roll as a binary success or failure. Total your successes. The GM sets how many successes are needed.

Positive Attributes Used Against You

Here is the thing: your strengths can work against you.

The GM can use a player's positive attributes as negative modifiers on a roll when those attributes would realistically get in the way.

A monk with Iron Conditioning might be too stiff and heavy for a delicate acrobatic stunt.
A diplomat with Disarming Honesty might lose rolls to deceive or bluff.
A bruiser with Built for Beating might scare a child she is trying to comfort.

Players do not get to invoke this rule themselves. It is a GM tool. The GM should use it sparingly and only when the fiction genuinely supports it. When it happens, it should feel like a story beat, not a punishment.

Suggested Difficulty Targets

SuccessesDifficulty
5Hard for a normal person
7Hard for a trained person
10Hard for a special person
15Nigh impossible
20Near legendary, character-changing feat

The GM can modify required successes based on fiction, tools, time, and help.

Rolling Examples

Here are a few scenarios showing how rolls actually play out at the table.

Example 1: June tries to intimidate a bouncer

June wants to scare a rival club bouncer into letting the party through.

Relevant keystones and attributes:
Training (3): Intimidating on Demand applies directly.
Brawn (2): Built for Beating applies. She looks like she means it.

Roll pool: 5 base + 2 applicable attributes = 7 rolls, plus 3 (Training level) + 2 (Brawn level) = 5 bonus points.
Total: 7 rolls + 5 bonus points = 12 potential successes.

GM sets difficulty at 7 (standard challenge, this bouncer has seen some things).

June rolls 7 binary results: ✓ ✗ ✓ ✓ ✗ ✓ ✗ = 4 successes from rolls.
Plus 5 bonus points = 9 total successes.

Success. The bouncer steps aside. He has seen what people built like June can do and decides tonight is not the night.

Example 2: June tries to comfort a scared kid

A child is hiding after a violent incident. June tries to coax them out.

Relevant attributes:
Training (3): Learned Empathy applies.

But the GM invokes a positive attribute as a negative:
Brawn: Built for Beating works against her. She looks terrifying to a child.

Roll pool: 5 base + 1 applicable attribute − 1 (GM-invoked negative) = 5 rolls, plus 3 (Training level) bonus points.
Total: 5 rolls + 3 bonus points = 8 potential successes.

GM sets difficulty at 7 (standard, the kid is scared but not hostile).

June rolls 5 binary results: ✓ ✗ ✗ ✓ ✓ = 3 successes from rolls.
Plus 3 bonus points = 6 total successes.

Failure. The kid flinches and backs further into the corner. June is trying, but everything about her screams danger. The GM describes the child staring at June's scarred knuckles. The story moves forward: June needs to find another way or get help from someone less intimidating.

Example 3: Ren reads a chaotic battlefield

A brawl breaks out in a market. Ren wants to identify the leader directing the attackers.

Relevant keystones and attributes:
Reason (1): See the Pattern in Chaos applies perfectly.
Training (3): None of his Training attributes directly apply here, but the GM allows Breath Control Mastery as staying calm under pressure.

Roll pool: 5 base + 2 applicable attributes = 7 rolls, plus 1 (Reason level) + 3 (Training level) = 4 bonus points.
Total: 7 rolls + 4 bonus points = 11 potential successes.

GM sets difficulty at 10 (hard, the market is pandemonium).

Ren rolls 7 binary results: ✓ ✓ ✗ ✓ ✗ ✓ ✓ = 5 successes from rolls.
Plus 4 bonus points = 9 total successes.

Failure, but close. The GM offers a partial success with cost: Ren spots someone giving hand signals near the fountain, but he takes a stray elbow to the ribs getting there. He has a lead, and a bruise.

Example 4: Yil-Tesska negotiates a trade dispute

Two merchant factions are about to start shooting. Yil-Tesska steps in to broker peace.

Relevant keystones and attributes:
Talking (3): Pheromone Subtext, Cultural Pattern Matching, and Disarming Honesty all apply.
Knowledge (2): Galactic Trade Law (Mostly) applies.

Roll pool: 5 base + 4 applicable attributes = 9 rolls, plus 3 (Talking level) + 2 (Knowledge level) = 5 bonus points.
Total: 9 rolls + 5 bonus points = 14 potential successes.

GM sets difficulty at 10 (hard, guns are already drawn).

Yil-Tesska rolls 9 binary results: ✓ ✗ ✓ ✓ ✗ ✓ ✗ ✓ ✓ = 6 successes from rolls.
Plus 5 bonus points = 11 total successes.

Success. Yil-Tesska calmly walks between the factions, pheromones projecting non-threat, and starts quoting trade precedent while reading both leaders like open books. The guns lower. For now.

Character Creation

Step 1: Concept

Write one sentence for who this person is.
Example: Former street fighter trying to become better, while haunted by bad habits.

Step 2: Ethos

Write one belief that drives the character. This is your roleplay north star.

Step 3: Pick 6 Keystones

Choose 6 from the 10 options. These are your primary domains of competence and growth.

Step 4: Assign Keystone Points

You have 9 points to distribute among your 6 chosen keystones.

Step 5: Create Attributes

Each chosen keystone gets a number of attributes equal to its level. If your Training is 3, you get 3 Training attributes. If your Twitch is 1, you get 1 Twitch attribute.

Attributes should be short, clear, and playable. GM approval is required.

Step 5.5 (Optional): Give Each Keystone a Title or Punchline

Each chosen Keystone can get a short title or punchline. This line is both an attribute and not an attribute.

Think of it as a roleplay flag that tells the table what kind of drama follows this Keystone.

Step 6: Add Flaws or Negatives

Choose 1 to 3 negative attributes. These can reduce rolls when relevant and help define your character.

Step 7: Name and Occupation

Give your character a name and a simple role descriptor. Occupation can be literal, poetic, or both.

Keystone Breakdown

This section elaborates the keystones in plain language. Keep it loose, keep it useful.

Knowledge: what you know

Raw information, study, memory, lore, technical facts, theory. Use this when facts are the solution.

Good attribute examples: Urban Legends Hoarder, Ship Systems Certification, Ancient Ice Magic Knowledge

Knowledge is not genius by default. It is what your character has actually learned.

Reason: how you think

Logic, pattern recognition, deduction, strategy, puzzle solving. Use this when the question is not What facts do I know? but What can I conclude?

Good attribute examples: Cold Reader, Tactical Geometry, Conspiracy Thread Puller

Reason shines in planning, analysis, and seeing the move behind the move.

Training: what you learned and how you prepared

Disciplined practice, craft, profession, habits, reps. Use this for skills your character drilled until it became muscle memory.

Good attribute examples: Gigging Experience, Battlefield First Aid, Lock Mechanism Familiarity

Training is where your character history becomes reliable action.

Talking: how you interact with others

Persuasion, intimidation, diplomacy, lying, performance, charm, command. Use this when people are the obstacle or the solution.

Good attribute examples: Intimidating on Demand, Silver Tongue in Uniform, Knife-Edge Negotiator

Talking is not just charisma. It includes timing, pressure, and reading the room.

Brawn: how you are built

Strength, durability, endurance, body control under strain. Use this when force, resistance, or physical staying power matters.

Good attribute examples: Built for Beating, Iron Grip, Carry the Team Literally

Brawn handles offense, defense, and surviving punishment.

Twitch: how you move

Reflexes, agility, dodging, balance, precision movement. Use this when speed of response and clean motion matter.

Good attribute examples: Float Like a Butterfly, Rooftop Footwork, Tight-Space Dodger

Twitch is not only speed. It is how efficiently your body obeys your intent.

Source: what powers you

The origin of your special edge. Magic bloodline, cyber core, divine pact, cursed artifact, unstable science, alien parasite, whatever fits your setting.

Good attribute examples: Spooky Boxing Gloves, Reactor Heart, Patron of the Ninth Door

Source answers where the power comes from and why it is yours.

Expression: how you use your power

The style, shape, and output of your power. If Source is the fuel tank, Expression is the engine and steering.

Good attribute examples: Duking It Magic Style, Threaded Lightning Forms, Bone-Script Invocation

Expression defines what your power looks like in the fiction.

Reserve: how much power you have

Capacity, stamina, duration, repeated use, sustainable output. Use this when the question is How long can you keep doing this?

Good attribute examples: Deep Mana Lungs, Battery Discipline, Last One Standing

Reserve does not make power flashier. It makes it last.

Explode: how you break your limits

Burst mode. Overdrive. Last-ditch surge. Dangerous brilliance. Use this for high-risk pushes beyond your normal ceiling.

Good attribute examples: Blood for Blood, Burn the Circuit, No Tomorrow Trigger

Explode should feel dramatic. It may carry consequences set by the GM.

Keystone Design Rules for Players

When writing attributes, use this quick filter:

If yes, good attribute.
If not, tighten it.

GM Guidance: Fair Calls Fast

When a player proposes attributes for a roll, use this order:

  1. Fiction first: does this make sense in the scene?
  2. Scope check: is the attribute doing too much?
  3. Tone check: does this fit the campaign?
  4. Pace check: decide quickly and move on.

Default to yes when reasonable.
Default to no when it breaks tone or fairness.
Default to ask for rewrite when wording is vague.

Optional GM Rule: Keystone Titles and Punchlines

If your table uses Keystone titles/punchlines, treat them as GM-facing story tags.

Quick example: If June has Training — 3 — Fight Night Connoisseur, the GM can use that punchline to introduce old gym contacts, underground fight invites, or trouble from past matches.

Character Examples

Optional Keystone titles/punchlines are shown below. Each line after the level (for example, Pugilistic Problem Solving) is GM-invoked flavor, not a player-usable bonus attribute.

June
Muscle
"I do not want to be like this anymore."
Brawn — 2 Pugilistic Problem Solving
  • Built for Beating
  • Years of Self Abuse
Twitch — 1 Apex Predator
  • Float Like a Butterfly
Training — 3 Fight Night Connoisseur
  • Gigging Experience
  • Intimidating on Demand
  • Learned Empathy
Source — 1 Spooky Boxing Gloves
  • A Tool to Suit All Needs
Explode — 1 Blood for Blood
  • Hit Em for All You Have Got
Expression — 1 Dunking It Magic Style
  • Sanguine Fervor
Built for Beating
Offense and defense through a combat-ready body.
Years of Self Abuse
Resistance to poison, drugs, alcohol, impacts, fear, and pressure.
Float Like a Butterfly
Light-footed movement, dodging, climbing, balance, and repositioning.
Gigging Experience
Practical trade and event skills. Good for lock-jimmying, fake credentials, and blending into work environments.
Intimidating on Demand
Controlled threat projection from bouncer and enforcement style behavior.
Learned Empathy
Hard-earned social sensitivity. Reading people, spotting emotional shifts, catching bad vibes.
A Tool to Suit All Needs
Conjuring or reshaping weapon-adjacent tools from the core weapon concept.
Hit Em for All You Have Got
Direct burst offense, maximum commitment.
Sanguine Fervor
Combat use of weapon amplifies stamina, strength, and speed through adrenaline-like intensity, within plausible physical limits.
Yil-Tesska
Xenodiplomat (Unlicensed)
"Every species deserves a voice at the table, even if I have to drag a chair over myself."
Talking — 3 Forty-Seven Ways to Say Please
  • Pheromone Subtext
  • Cultural Pattern Matching
  • Disarming Honesty
Knowledge — 2 Living Star Map
  • Galactic Trade Law (Mostly)
  • Xenobiology Field Notes
Reason — 2 Three Brains One Problem
  • Probability Instinct
  • Read the Room Before the Room Reads You
Source — 1 Symbiotic Lattice
  • Bioelectric Shared Sense
Reserve — 1 Deep Cycle Biology
  • Slow Burn Metabolism
Twitch — 0 Wrong Gravity Wrong Legs
Pheromone Subtext
Involuntary chemical communication layer that helps read emotional states and project intent, even across species with some biological overlap.
Cultural Pattern Matching
Fast identification of social hierarchies, taboos, and etiquette from observation, not study.
Disarming Honesty
A genuine, almost childlike directness that catches people off guard and often works better than a lie.
Galactic Trade Law (Mostly)
Knows the legal frameworks well enough to negotiate, bluff inspectors, and find loopholes, but not well enough to pass a bar exam.
Xenobiology Field Notes
Practical knowledge of alien physiologies from field encounters, not formal education. Useful for first aid, environmental hazards, and knowing when someone is about to bite.
Probability Instinct
An intuitive feel for odds. Not math, just a gut sense of which outcomes are likely.
Read the Room Before the Room Reads You
Quick social threat assessment. Who is angry, who is lying, who is about to flip the table.
Bioelectric Shared Sense
The symbiotic lattice lets Yil-Tesska extend sensory awareness to willing nearby allies for brief moments, sharing perception like a biological intercom.
Slow Burn Metabolism
Can operate for long stretches without food or rest, but recovery from exhaustion takes much longer than a human.
Why this build works: Yil-Tesska is built entirely around communication, understanding, and endurance. No combat stats. No flashy powers. The character solves problems by knowing who to talk to, what to say, and how long to wait. The negative attributes ground the alien concept: brilliant diplomat, terrible spy, walks funny. The GM can use Forty-Seven Ways to Say Please to land the party in diplomatic crises, and Wrong Gravity Wrong Legs to make every action scene a comedy of errors.
Ren
Wandering Ascetic
"The fist that does not seek violence finds its truth."
Brawn — 2 The Body is the Temple
  • Iron Conditioning
  • Stone Patience
Training — 3 Ten Thousand Mornings
  • Open Palm Discipline
  • Breath Control Mastery
  • Pressure Point Intuition
Twitch — 1 Still Water Moves Fast
  • Footwork of the Old Path
Reason — 1 Mountain Silence Thinking
  • See the Pattern in Chaos
Reserve — 1 The Long Walk
  • Endure Beyond the Body
Expression — 1 The Unspoken Art
  • Focused Intent
Iron Conditioning
A body hardened by years of physical discipline. Not bulky, just dense and durable. Takes hits the way old wood takes weather.
Stone Patience
The ability to wait, endure pain, hold position, and outlast opponents or situations through sheer will and trained stillness.
Open Palm Discipline
Formal martial arts training rooted in an unarmed tradition. Not flashy anime super moves, but clean technique, reliable form, and respectful restraint until restraint stops working.
Breath Control Mastery
Trained regulation of breathing for meditation, stamina, focus under stress, and resisting environmental effects like smoke or thin air.
Pressure Point Intuition
Anatomical knowledge expressed through touch. Can cause pain, numbness, or relief depending on intent. More acupuncture than death touch, but in combat it can disable.
Read the Strike Before it Lands
Trained reactive awareness. Recognizing telegraphed attacks, reading body weight shifts, and responding before conscious thought catches up.
Footwork of the Old Path
Grounded, efficient movement. Not acrobatic, just always positioned correctly. Good for fighting on uneven ground, narrow bridges, or crowded rooms.
See the Pattern in Chaos
A meditative clarity that allows Ren to find order in chaotic situations, whether that is a brawl, a collapsing building, or a political argument.
Endure Beyond the Body
Sustained effort past physical limits through trained willpower. Not supernatural, just the kind of endurance that makes other people ask how.
Focused Intent
The raw seed of something beyond the physical. Not a power yet. More like a weight behind actions, a sharpness in the air when Ren strikes or meditates. The beginning of expression without a name for it.

Example Negative Tags

Too Principled to Cheat
Ren will not lie, deceive, or exploit unfair advantages even when it would be tactically smart. This is a genuine limitation, not a quirk.
Out of Touch with Modern Life
Raised in a monastery. Technology, slang, social norms, and popular culture are foreign. Often confused by things everyone else takes for granted.
Why this build works: Ren is the classic wandering martial artist: humble, disciplined, quietly devastating. No magic yet. No weapon. Just a body trained into a precise instrument and a mind sharpened by silence. The build leans hard into Training and Brawn for reliable combat and endurance, with Reason for the classic monk wisdom angle. Expression sits at 1 with a single vague attribute, Focused Intent, which is the seed of something supernatural Ren has not fully awakened. That is a story hook, not a combat tool. The GM can use The Unspoken Art to introduce strange moments, spiritual encounters, or the pull of a power Ren does not yet understand.

Also notice how the GM can use Ren's positive attributes against him. Iron Conditioning makes Ren rigid during a delicate social situation. Open Palm Discipline means Ren refuses to pick up a weapon even when it would save his life. Stone Patience means Ren hesitates when snap decisions are needed. These are not negative attributes. They are positive ones working against the character when the fiction calls for it.

The negatives make Ren fun at the table: principled to a fault and completely lost ordering coffee.

Advancement

At major story milestones, the GM awards 1 advance. Spend an advance to do one of the following:

You may choose to take extra negative attributes each level for extra advance points.

Consequences and Stakes

When a roll fails, something should change. Pick one:

Suggested consequence types:

Failure should move the story, not stop it.

Running Different Settings

Keystone adapts by changing fictional dressing, not core math.

Fantasy

Sci-fi

Modern Thriller

Horror

Battle Maps and Turns (Optional Rules)

Keystone does not require maps or structured turns. But if your table wants them, here are clean suggested rules that stay true to the system.

When to Use a Battle Map

Use a map when:

Do not use a map just because combat started. A bar fight between two people does not need grid squares.

Map Basics

Any surface works. Grid paper, a whiteboard, a tablet app, index cards arranged on a table.

Keystone does not use feet, meters, or specific distance units. Instead, use zones.

A zone is an area that makes fictional sense as one location. Examples:

Draw or label zones on your map. Characters are in a zone, not on a square.

Movement

On your turn, you can:

If movement is contested (running past enemies, crossing dangerous terrain), the GM calls for a roll. Twitch attributes are your friend here.

Turn Order

Keystone uses a simple initiative: the GM looks at the fiction and decides who acts first based on what makes narrative sense.

If it is genuinely unclear, each player rolls their Twitch keystone level as a tiebreaker (higher goes first). Ties act simultaneously.

On your turn you get:

Or: two minor actions if you are not doing anything dramatic.

Attacking

Attacks are rolled like any other check. Build your pool from relevant keystones and attributes, the GM sets the difficulty based on the target and situation.

There are no hit points by default. Instead, the GM describes the outcome based on success margin:

MarginResult
+1–2Glancing hit, minor consequence, the target is rattled but functional
+3–4Solid hit, meaningful consequence, injury or forced repositioning
+5+Devastating hit, major consequence, the target is out of the fight or permanently changed
FailureYou miss, overextend, or the target turns the situation against you

The GM can use injury tags (temporary negative attributes) to track harm if the table wants more structure.

Defending

When attacked, a character can:

Defense rolls use the same pool system. The defender's successes subtract from the attacker's successes.

Ranged and Cover

Attacking a target in a different zone adds +2 to the difficulty.
Attacking a target behind cover adds +3 to the difficulty.
These stack. Sniping someone behind a wall two zones away is hard for a reason.

When to Stop Using the Map

When the dramatic tension resolves, put the map away. If the fight is clearly won, the chase is over, or the scene shifts to conversation, drop back to theater of the mind. The map serves the story, not the other way around.

House Rule Hooks

The system is intentionally light, so customization is expected.

Popular add-ons:

Keep add-ons simple and fiction-first.

Final Notes

Keystone is not trying to simulate every edge case. It is trying to get you into character, into scenes, and into story quickly.

Use clear attributes.
Make bold choices.
Respect the table tone.
Trust the GM.
Build worlds together.

If a rule slows down roleplay, simplify it.
If a rule creates better roleplay, keep it.
That is the essence of Keystone.

Character Sheet

Click any card to flip it. Use the controls to load a sample character or clear for a blank sheet.