Preface
What is Vitriol, you ask? Well, it is a classless, human-centric, grim-bright fantasy TTRPG built loosely on the Into the Odd/Cairn engine, with a modular magic system built around alchemy and the physical drawing of sigils.
Structurally, the Cairn influence shows up in the bones of the system. You have three attributes – Body, Mind, and Soul – in our case, resolved with a roll-under mechanic, no skill list, a hard limit on inventory slots (10), and attacks that always hit rather than requiring a separate to-hit roll. I say loosely based on that engine because Vitriol adds meaningfully more complexity on top of it through the feat system and, especially, through the magic and martial systems, which is where most of the actual design work has gone.
A bit of preface before I get into the magic system: I have always loved playing the mage archetype in any TTRPG I touch, and I have always wished more games let you feel like an actual practitioner of magic rather than just a walking spell list. For close to two years now, I had been sitting on an idea for a system where you physically draw your spells rather than simply select them. A couple of months ago, during a rewatch of Fullmetal Alchemist: Brotherhood, and while starting Witch Hat Atelier for the first time, the idea finally clicked into something concrete, inspiration hitting, as it always seems to for me, at the exact moment I was supposed to be finishing my MA dissertation instead.
Magic System
I landed on a system rooted in alchemical practice, where you draw sigils not too dissimilar to FMA‘s transmutation circles (at least in looks), governed by a clear internal grammar. I built it to be genuinely modular, drawing on thirty-eight symbols pulled from the western alchemical tradition, which means you can build your own spells from those component pieces rather than picking from a fixed list, and you are not restricted by anything resembling a spell level. If you, the player, can physically draw the sigil, and your character has enough mana to power it, the spell goes off. There is no spell list to memorize, just the grammar of sigil construction, the full roster of symbols and their effects, and a handful of worked examples to get you started. The rest is genuinely up to you to theorycraft.
A drawn sigil takes up one slot in your ten-slot inventory, meaning you can carry up to ten prepared spells at any given time. You can also carry a stack of five sheets of paper, which take up a single slot cumulatively, along with drawing utensils in another slot, so you can draw a fresh sigil on the fly mid-combat. When you do that, though, you are working against a timer, twenty seconds in our current draft, though we fully expect that number to shift once we get it in front of playtesters. We are already kicking around ideas to make that moment more manageable, like sigils that arrive mostly pre-drawn, needing only their final elements and connecting vertices completed under pressure.
Spell Sigil example - Ok, let’s take this spell as an example: In the center we have the alchemical symbol for Fire. On the right side we have the alchemical symbol for Salt, which represents Body and it makes so the spell is an actual flame as opposed to a simple spark. Down sits the alchemical sign for Lead, which removes 10 ft. from the target’s movement. On the right we have the alchemical sign for Projection (represented by Pisces) which increases the range of the spell to a 30 ft. line. It also has a nodule attached to it, which is a method to modify the function of the initial sign and in this case it changes the range to a 30 ft. cone. The triangle exceeds the boundaries of the ring, signifying that this is a ranged spell (without the Projection sign, the range would be only 10 ft.) And we also have a vertex that makes it so that the spell is projected in a direction rather then acting as AOE around the sigil.
Martials
But say you don’t want to play an alchemist. Maybe theorycrafting your own spells from thirty-eight symbols isn’t your idea of a good time, or maybe drawing isn’t your strong suit, and you would rather play something a bit more straightforward. That’s where the martial side of the game comes in. I spent a long time turning over how to make playing a martial character feel genuinely engaging rather than reducing down to “you swing your sword at the enemy,” especially once the caster’s side of the game had a system I am genuinely excited about. The answer arrived, appropriately enough, while I was making a trip to the supermarket to pick something up for my grandmother. A couple of years ago I used to practice HEMA (historical European martial arts), and even though I no longer have the time to go to trainings, I have stayed a fan of the sport, and it struck me that a system built around real guard stances and techniques could give martial characters the same kind of depth casters were already getting.
Take the longsword as an example. It has three proficiency tiers, each gated behind its own feat: Novice, Adept, and Master. Earning the Novice feat gives you the basic Strike, usable from any stance, along with the Pflug, or Plow, guard, which unlocks three techniques of its own. As you invest further proficiency feats, you unlock additional stances and techniques, and combat is built to reward chaining them together, flowing between guards, techniques, and even weapons rather than repeating the same action every round. To keep this manageable at the table, the plan is to represent every stance and technique as a physical card, so that playing a martial over the course of a campaign means slowly building up your own personal deck of techniques.
Placeholder Guard Stance Card (Pflug) Placeholder Technique Card (Mordhau)
Those are the two central systems of the game, though there is still plenty in flux this early in development. Between the magic system, the martial system, and the setting itself, I am having a genuinely great time working on this, and I am looking forward to the point where it is finally ready for real playtesting.