Community
Join the conversation and share your thoughts
“When the spacecraft crashed on Earth, the impact released a tremendous amount of energy, comparable to a planetary cataclysm. The heat was so intense that it instantly melted the ground, fusing terrestrial minerals with fragments of the alien vessel. From this union, an unknown metal was born: Sidereal Iron.
To all Knights of the Ordo Sideralis,
Greetings, Knights!
The Ordo Sideralis
GAME STRUCTURE
- The players discuss the situation, weigh their options, and decide how their characters respond. Each player then describes their PC's actions to the GM.
- The GM determines whether those actions succeed automatically or require a dice roll. This decision is never arbitrary—the rules clearly explain when a roll is needed.
- Once the dice have been rolled, the player or the GM (each result defines which one) narrates the outcome of the action and its impact on the narrative. The game then returns to the beginning of the loop, with the new situation shaped by what has just happened.
When a Conflict Begins
Building a Dice Pool
Each Attribute has a rating that determines the number of six-sided dice (d6s) you roll when resolving a Conflict. For example, a character with Fervor 3 rolls 3d6 whenever a Conflict calls for Fervor.
Advantages & Disadvantages
Some rules, such as Seasonal Tags, may grant Advantages or impose Disadvantages.
- Each Advantage adds 1d6 to your dice pool.
- Each Disadvantage removes 1d6 from your dice pool.
Resolving a Conflict
Roll your dice pool, then choose one die. That result determines both the outcome of the Conflict and who narrates what happens next.
1-3 | Failure. Your action fails and you mark 1 Fatigue on the Attribute you rolled. The GM narrates how the Conflict is lost and why the intended outcome is now beyond your reach. During the Final Showdown, the GM also says how the Xeno attacks.
4-5 | Success at a Cost. Your action succeeds, but you must mark 1 Fatigue on any Attribute of your choice. You narrate how you overcome the Conflict, temporarily taking control of any NPCs needed to tell the scene. The GM then describes how your Fatigue enters the fiction.
6 | Clean Success. Your action succeeds without consequence. You narrate the outcome in full.
Two or more natural 6s | You achieve a Critical Success. You narrate the outcome, while any player who assisted you may add details that highlight the extraordinary nature of your success. If no one has a suitable idea, ask the GM for inspiration. If you also rolled the Clue Die, you may reroll it once if you are unhappy with the result, provided you didn’t have a reroll on it granted by other effects.
Fatigue (Temporary Damage)
Some example Fatigue Tags include:
#ShortOfBreath | #Stammering | #BlindedByLight
#NumbHands | #Demoralized | #Dizzy
#ShoulderWound | #Irritable | #MuffledHearing
Lull
Discovering a Clue
When attempting to Discover a Clue, build your dice pool as normal, then add one additional die that is clearly distinguishable from the others. This is the Clue Die.
1-2 | You discover no Clue. Instead, the Xeno learns something about the knight or their Fortress—through psychic powers, alien technology, or its Servitors. The player describes what the Xeno learns. The GM then breaks a Seal.
3-4 | You discover a Clue. The GM either chooses one from the Xeno Archetype or invents one on the spot. Record it in the Liber Monstrorum.
5-6 | You discover a Clue. Choose whether the GM reveals it or whether you invent it yourself, based on the fiction established so far. Record it in the Liber Monstrorum.
Combat
Zones
- the Zone occupied by the PCs;
- the Zone occupied by their enemies;
- if appropriate, a third Zone separating the two sides.
Zone Tags
- #Fog - Tracks cannot be followed. Any Conflict that relies on sight suffers a Disadvantage.
- #Chokepoint - Only one-on-one combat is possible.
- #Poisonous - Resisting toxic fumes, spores, or similar hazards may require a Fervor Conflict.
Final Showdown
Lethality and Discovered Clues
- Gain a number of Disadvantages equal to the Xeno's Lethality.
- Gain a number of Advantages equal to the number of Discovered Clues recorded in the Liber Monstrorum.
Who Acts First?
That does not mean the Xeno simply stands still while the knights attack it.
Running the Final Showdown
- how many Zones make up the battlefield;
- which Zone Tags apply to each Zone.
IMPORTANT NOTE
These are only the core Conflict rules of MedievAlien. The full game includes many additional rules that expand on these foundations, adding depth, tactical choices, and new layers to the system.
The Ordo Sideralis
To the Knights of the Ordo Sideralis,
As we've mentioned before, MedievAlien's rules don't really lend themselves to a traditional quickstart. Instead, we wanted to give you an early look at the book itself, so you can get a feel for its layout and start imagining what the finished corebook will look like.
These pages are still a work in progress, but they offer a glimpse of what's taking shape behind the scenes.
And there's more to come: very soon we'll reveal the Character Sheet, featuring a design by Fabio Porfidia.
The Ordo Sideralis
Greetings, Knights!
Several years have passed since then, during which time the world of MedievAlien has evolved. The origin of the alien threat draws on my love of Lovecraftian works, as does the way in which humans come to understand the threat, right up to the formation of the Ordo Sideralis. Countless hours of reading historical research have enabled me to create an alternate history that immerses players in a vivid, unpolished setting.”
While the Hunt continues, the next stretch goal is getting closer: Painted Page Edges for the Corebook.
Thank you for standing with the Ordo Sideralis!
The Ordo Sideralis
Community Leaders
Become an active participant Learn more
Project Update: The Work Continues
“When the spacecraft crashed on Earth, the impact released a tremendous amount of energy, comparable to a planetary cataclysm. The heat was so intense that it instantly melted the ground, fusing terrestrial minerals with fragments of the alien vessel. From this union, an unknown metal was born: Sidereal Iron.
Project Update: The Hunt has ended
To all Knights of the Ordo Sideralis,
Project Update: Less Than 24 Hours Left!
Greetings, Knights!
The Ordo Sideralis
Engaged with this project 3+ times 🌟
Would it be feasible for members of the Order to (optionally) share their location, so that they can meet up to play Medi once it has been shipped out? Perhaps on a dedicated website / social media platform / Discord server?
Project Update: A sneak peek at the core Conflict rules
GAME STRUCTURE
- The players discuss the situation, weigh their options, and decide how their characters respond. Each player then describes their PC's actions to the GM.
- The GM determines whether those actions succeed automatically or require a dice roll. This decision is never arbitrary—the rules clearly explain when a roll is needed.
- Once the dice have been rolled, the player or the GM (each result defines which one) narrates the outcome of the action and its impact on the narrative. The game then returns to the beginning of the loop, with the new situation shaped by what has just happened.
When a Conflict Begins
Building a Dice Pool
Each Attribute has a rating that determines the number of six-sided dice (d6s) you roll when resolving a Conflict. For example, a character with Fervor 3 rolls 3d6 whenever a Conflict calls for Fervor.
Advantages & Disadvantages
Some rules, such as Seasonal Tags, may grant Advantages or impose Disadvantages.
- Each Advantage adds 1d6 to your dice pool.
- Each Disadvantage removes 1d6 from your dice pool.
Resolving a Conflict
Roll your dice pool, then choose one die. That result determines both the outcome of the Conflict and who narrates what happens next.
1-3 | Failure. Your action fails and you mark 1 Fatigue on the Attribute you rolled. The GM narrates how the Conflict is lost and why the intended outcome is now beyond your reach. During the Final Showdown, the GM also says how the Xeno attacks.
4-5 | Success at a Cost. Your action succeeds, but you must mark 1 Fatigue on any Attribute of your choice. You narrate how you overcome the Conflict, temporarily taking control of any NPCs needed to tell the scene. The GM then describes how your Fatigue enters the fiction.
6 | Clean Success. Your action succeeds without consequence. You narrate the outcome in full.
Two or more natural 6s | You achieve a Critical Success. You narrate the outcome, while any player who assisted you may add details that highlight the extraordinary nature of your success. If no one has a suitable idea, ask the GM for inspiration. If you also rolled the Clue Die, you may reroll it once if you are unhappy with the result, provided you didn’t have a reroll on it granted by other effects.
Fatigue (Temporary Damage)
Some example Fatigue Tags include:
#ShortOfBreath | #Stammering | #BlindedByLight
#NumbHands | #Demoralized | #Dizzy
#ShoulderWound | #Irritable | #MuffledHearing
Lull
Discovering a Clue
When attempting to Discover a Clue, build your dice pool as normal, then add one additional die that is clearly distinguishable from the others. This is the Clue Die.
1-2 | You discover no Clue. Instead, the Xeno learns something about the knight or their Fortress—through psychic powers, alien technology, or its Servitors. The player describes what the Xeno learns. The GM then breaks a Seal.
3-4 | You discover a Clue. The GM either chooses one from the Xeno Archetype or invents one on the spot. Record it in the Liber Monstrorum.
5-6 | You discover a Clue. Choose whether the GM reveals it or whether you invent it yourself, based on the fiction established so far. Record it in the Liber Monstrorum.
Combat
Zones
- the Zone occupied by the PCs;
- the Zone occupied by their enemies;
- if appropriate, a third Zone separating the two sides.
Zone Tags
- #Fog - Tracks cannot be followed. Any Conflict that relies on sight suffers a Disadvantage.
- #Chokepoint - Only one-on-one combat is possible.
- #Poisonous - Resisting toxic fumes, spores, or similar hazards may require a Fervor Conflict.
Final Showdown
Lethality and Discovered Clues
- Gain a number of Disadvantages equal to the Xeno's Lethality.
- Gain a number of Advantages equal to the number of Discovered Clues recorded in the Liber Monstrorum.
Who Acts First?
That does not mean the Xeno simply stands still while the knights attack it.
Running the Final Showdown
- how many Zones make up the battlefield;
- which Zone Tags apply to each Zone.
IMPORTANT NOTE
These are only the core Conflict rules of MedievAlien. The full game includes many additional rules that expand on these foundations, adding depth, tactical choices, and new layers to the system.
The Ordo Sideralis
Community Leaders
Become an active participant Learn more