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The Rules
of the Veil

Echoveil is built on the 5th Edition SRD — the same d20 system powering the world's most-played tabletop RPG, fully adapted for space opera. If you know 5E, you already know how to play.

01

The Core Mechanic

Everything in Echoveil resolves the same way: roll a d20, add the relevant modifier, compare to a target number. That's the whole engine. Everything else is flavor on top of that loop.

d20
Roll
+
MOD
Ability Mod
+
PROF
Proficiency
vs
DC
Difficulty

Ability Checks

When the outcome is uncertain, roll d20 + ability modifier. Meet or beat the Difficulty Class (DC) set by the AI GM to succeed. DC 10 is easy. DC 20 is hard. DC 25+ is legendary.

Attack Rolls

Roll d20 + proficiency bonus + ability modifier (STR for melee, DEX for ranged, or your casting ability for Veil attacks). Meet or beat the target's Armor Class (AC) to hit.

🛡

Saving Throws

When danger threatens, roll d20 + the relevant saving throw modifier. The GM sets the DC based on the source. Succeed → reduced or no effect. Fail → full consequences.

Advantage & Disadvantage

Favorable conditions give Advantage: roll twice, take the higher. Unfavorable conditions give Disadvantage: roll twice, take the lower. They cancel each other out — they never stack.

Natural 20 & Natural 1

A roll of 20 on the die is a Critical Hit (double damage dice) or automatic success on a check. A roll of 1 is a Critical Failure on attack rolls. Nat 20s and 1s only apply on attack rolls — not saves or ability checks.

Proficiency Bonus

Every character has a proficiency bonus that grows with level. Add it to attack rolls, saving throws, and skill checks when you're proficient. It starts at +2 and scales up to +6 at level 17.

Level Proficiency Bonus Veil Points (Veilborn) Features Unlocked
1–4+22–4Class features, species traits, background
5–8+36–10Ability Score Improvement, subclass features
9–12+412–16Extra Attack II, advanced subclass features
13–16+518–22Higher-rank Veil abilities, faction perks
17–20+624–30Capstone abilities, Convergence resonance

5E veterans: Echoveil uses the 5th Edition SRD ruleset with two key adaptations — Veil Points replace spell slots, and the Veilborn ability replaces the standard spellcasting mechanic. Everything else — action economy, concentration, hit points, short/long rests — is standard 5E.

02

Ability Scores

Six numbers define the physical and mental capabilities of every character. Scores range from 1 to 20 (and beyond for extraordinary beings). The modifier — what you actually add to rolls — is calculated as (Score − 10) ÷ 2, rounded down.

STR
Strength

Physical Power

Raw muscle and brute force. Used for melee attacks, carrying capacity, and breaking things that don't want to be broken.

Athletics · Melee attacks · Grappling · Forced entry
DEX
Dexterity

Agility & Precision

Coordination, reflexes, and finesse. Used for ranged attacks, stealth, and dodging. Determines your Armor Class if you're unarmored.

Acrobatics · Sleight of Hand · Stealth · Ranged attacks · Initiative
CON
Constitution

Endurance

Toughness, stamina, and resilience. Contributes to every hit point you gain. Used to maintain concentration on Veil abilities.

Hit point bonus · Concentration saves · Holding breath · Resisting poison
INT
Intelligence

Reason & Memory

Analytical thinking, technical knowledge, and recall. Used by Voidshapers who approach the Veil with cold logic rather than instinct.

Arcana · History · Investigation · Nature · Religion · Voidshaping
WIS
Wisdom

Perception & Intuition

Awareness, insight, and connection to the living world. Tidecallers who harmonize with the Veil draw from Wisdom — the natural frequency of all life.

Animal Handling · Insight · Medicine · Perception · Survival · Tidecalling
CHA
Charisma

Force of Presence

Personality, leadership, and the ability to shape how others see you. Critical for navigating the Driftway's political web and commanding crew loyalty.

Deception · Intimidation · Performance · Persuasion · Crew morale

Ability Score Improvements: At levels 4, 8, 12, 16, and 19, you can increase one ability score by +2 or two ability scores by +1 each (max 20 for player characters). Alternatively, you may take a Feat — a special bonus ability — instead of an ASI.

03

Character Creation

Creating a character in Echoveil takes five steps. The AI Game Master guides you through the process in-app, weaving your choices into the campaign's opening scene.

1

Choose Your Species

Your species determines your biological traits, innate abilities, and cultural starting point in the galaxy. Each species provides an Ability Score Increase, a signature trait, and often a special passive ability.

Sylari Keth Arion Drifborn Naxxid Vrask
2

Choose Your Class

Your class defines your role in the party and how you grow. Each class provides hit dice, armor and weapon proficiencies, saving throw proficiencies, and a progression of features as you level up. Your class also determines whether you are Veilborn — capable of channeling the Veil.

Veilblade Tidecaller Voidshaper Warden Drifter Engineer Diplomat Shadowborn
3

Assign Ability Scores

Distribute scores using the Standard Array (15, 14, 13, 12, 10, 8) or Point Buy (27 points, scores 8–15 before bonuses). After assigning, apply your species' Ability Score Increases.

Your modifier for each score: Score 10–11 = +0 · 12–13 = +1 · 14–15 = +2 · 16–17 = +3 · 18–19 = +4 · 20 = +5

4

Choose a Background

Backgrounds represent your life before the campaign began. Each grants two skill proficiencies, one tool proficiency, starting equipment, and a narrative feature the AI GM uses to color your story.

Driftway Merchant Sovereignty Soldier Coalition Operative Frontier Exile Veil Initiate Unbound Crew
5

Finalize & Begin

Record your Hit Points (max hit die + CON modifier at level 1), Armor Class, Initiative (DEX modifier), Speed, and Passive Perception (10 + WIS modifier). Choose your starting equipment, name your character, and write one sentence about why they're on the Driftway.

Then hand control to the AI GM. The Veil is already aware of you.

04

Species Traits

Six species inhabit the Echoveil galaxy, each shaped by millennia of history with the Veil. Your species is your origin — it shapes your abilities, but never your destiny.

Sylari
The Resonant
+2 WIS
+1 CHA

Graceful and perceptive, the Sylari feel the Veil's currents like a second heartbeat. Their monastic traditions produced the first Tidecallers.

  • Veil Sense. Passive Perception 12. You can sense the presence of Veilborn creatures within 30 ft.
  • Darkvision. You can see in dim light as if it were bright light, and in darkness as if dim light, up to 60 ft.
  • Resonant Calm. Advantage on Insight checks. Once per long rest, remove one condition affecting you as a bonus action.
  • Languages. Common, Sylari, one of your choice.
Keth
The Networked
+2 INT
+1 DEX

Information brokers and shadow operatives by culture, the Keth built the intelligence networks that underpin every major faction.

  • Tech Expertise. Proficiency with hacking tools and dataslate kits. Double proficiency bonus on Intelligence (Investigation) checks involving technology.
  • Whisper Network. In any settlement, you can spend 1 hour to learn one useful rumor or secret (GM provides).
  • Fleet-Footed. Your base walking speed is 35 ft.
  • Languages. Common, Keth-Cipher, and two of your choice.
Arion
The Forged
+2 STR
+1 CON

The Arion are warrior-scholars — massive, disciplined, and capable of a calm that makes them more dangerous, not less.

  • Powerful Build. You count as one size larger when determining carrying capacity and push/drag/lift limits.
  • Martial Training. Proficiency with two martial weapons of your choice and light armor.
  • Enduring Stride. Your speed is not reduced by difficult terrain when in medium or heavy armor.
  • Languages. Common and Arion-Forge.
Drifborn
The Unmoored
+1 DEX
+1 CHA

Born on generation ships, station rings, or in null-gravity habitats — the Drifborn have no homeworld. They adapt to everything, belong to nothing.

  • Spacefarer. Proficiency with Navigator's Tools and Vehicles (Space). You cannot become lost in known space lanes.
  • Vacuum Adapted. Advantage on CON saves against vacuum exposure, pressure changes, and radiation. You can hold your breath for up to 15 minutes.
  • Adaptive Resilience. Once per long rest, gain advantage on any one saving throw of your choice (declare before rolling).
  • Languages. Common and two trade languages of your choice.
Naxxid
The Collective
+2 CON
+1 INT

Insectoid and ancient, the Naxxid carry traces of a long-dissolved hivemind — enough to sense the world in ways other species simply cannot.

  • Natural Armor. When unarmored, your AC is 13 + your DEX modifier.
  • Tremorsense. You can detect movement through solid surfaces within 10 ft, even without sight.
  • Hive Echo. You can silently communicate simple emotional impressions (not language) to one creature you can see within 30 ft. Advantage on Insight checks.
  • Languages. Common, Naxxid-Click, and Naxxid-Scent (olfactory, can't be recorded).
Vrask
The Scarred
+2 STR
+1 CON

Reptilian and relentless, the Vrask have survived three extinction events and a genocide. They do not break. They do not forgive. They endure.

  • Natural Weapons. Your claws deal 1d6 + STR modifier slashing damage on a hit. They count as a simple melee weapon.
  • Hold Breath. You can hold your breath for up to 30 minutes.
  • Survivor's Instinct. When you drop to 0 HP for the first time in a combat, you instead drop to 1 HP. Usable once per long rest.
  • Languages. Common and Vrask-Hiss.
05

Veilcasting

In 5E, spellcasting uses spell slots. In Echoveil, the Veilborn use Veil Points — a pool of resonant energy drawn from the Veil itself. The mechanics are equivalent; the flavor is entirely different.

Not every character can channel the Veil. Only the Veilborn — those born with an innate resonance to the invisible field threading the galaxy — can spend Veil Points to manifest abilities. Whether you Tidecall or Voidshape determines which path you walk and what the Veil costs you.

Tidecalling

You flow with the Veil rather than commanding it. Casting ability: Wisdom. Tidecallers excel at healing, enhancement, and reading the battlefield. They recover Veil Points on a Short Rest. Their power grows in community — they suffer in isolation.

Voidshraping

You cut yourself from the Veil and draw power from the cold silence left behind. Casting ability: Intelligence. Voidshapers specialize in control, entropy, and force. They recover all Veil Points on a Long Rest only. Their power is greater — and lonelier.

Concentration: Sustained Veil abilities require Concentration. You can only concentrate on one ability at a time. Taking damage forces a DC 10 or half-damage CON save — fail and the effect ends. Abilities that deal damage but don't persist never require Concentration.

Veil Point Pool — Level 5 Example

Tidecallers recover on short rest.
Voidshapers recover on long rest only.

Ability Rank VP Cost 5E Equivalent
Rank 11 VP1st-level spell
Rank 22 VP2nd-level spell
Rank 33 VP3rd-level spell
Rank 44 VP4th-level spell
Rank 55 VP5th-level spell
Upcast +1 Rank+1 VPUpcasting
Cantrip (0-rank)FreeCantrip
06

Combat

Combat in Echoveil is turn-based and tactical. It uses the full 5E action economy — initiative, turns, actions, bonus actions, reactions, and movement — all adjudicated by the AI GM in real time.

Step 1

Surprise Check

Hidden attackers vs. Passive Perception. Surprised creatures lose their first turn.

Step 2

Roll Initiative

d20 + DEX modifier. Establishes turn order for the entire encounter.

Step 3

Take Your Turn

Move up to your speed. Take one Action, one Bonus Action (if available), and any Reactions as triggered.

Step 4

Resolve Damage

Roll damage dice. Apply resistances, vulnerabilities, and immunities. Reduce target HP.

Step 5

End Conditions

0 HP = unconscious. Three failed Death Saves = dead. Three successes = stable at 1 HP.

What You Can Do on Your Turn

Action

Attack

Make one or more attack rolls against a target in range. On a hit, roll damage. Some classes gain Extra Attack at higher levels.

Action

Cast a Veil Ability

Channel the Veil to manifest a rank 1–5 ability. Spend the required Veil Points. Cantrips (rank 0) are always free.

Action

Dash

Double your movement speed for this turn. You can't use Dash more than once per turn without a feature that says otherwise.

Action

Disengage

Your movement doesn't provoke Opportunity Attacks for the rest of this turn.

Action

Dodge

Until your next turn, attacks against you have Disadvantage and you have Advantage on DEX saves — if you can see the attacker.

Action

Help

Give an ally Advantage on their next ability check or attack roll against a creature you can see and threaten.

Action

Shove / Grapple

Make a contested STR (Athletics) check to knock a creature Prone or seize it as Grappled (speed = 0).

Action

Use an Object

Activate a device, administer a stim-pack, prime a grenade, or interact with a complex environmental element.

Bonus

Off-Hand Attack

When wielding a light weapon in each hand, make one off-hand attack as a bonus action (no ability mod to damage unless negative).

Bonus

Class Bonus Actions

Many class features — Cunning Action (Drifter), Martial Arts (Veilblade), Healing Word (Tidecaller) — are Bonus Actions.

Reaction

Opportunity Attack

When a creature within your reach moves out of your reach without Disengaging, you may use your reaction to attack once.

Reaction

Shield / Parry

Class features like the Engineer's Countermeasures or Veilblade's Veil Parry trigger as reactions to incoming attacks.

Armor Class (AC): Determines how hard you are to hit. Light armor: 11 + DEX. Medium armor: 13 + DEX (max +2). Heavy armor: flat 16–18. Unarmored Naxxid: 13 + DEX. Drifters have Unarmored Defense: 10 + DEX + INT. The AI GM always rolls enemy attacks against your current AC — make sure it's up to date.

07

Skills & Checks

Skills represent specific applications of ability scores. When you're proficient in a skill, add your proficiency bonus to ability checks using that skill.

Skill Ability Used For
AcrobaticsDEXTumbling, balance, zero-gravity movement
Animal HandlingWISAlien creature interaction, mounted combat
ArcanaINTVeil theory, ancient power, Voidshaper lore
AthleticsSTRClimbing, swimming, jumping, grappling
DeceptionCHALying, disguise, bluffing through checkpoints
HistoryINTGalactic events, faction histories, ruins
InsightWISReading motives, detecting lies, empathy
IntimidationCHAThreats, hostile negotiations, interrogation
InvestigationINTEvidence analysis, tech diagnostics, hacking
MedicineWISField triage, toxin ID, stabilizing wounds
NatureINTAlien ecology, survival environments
PerceptionWISNoticing details, hearing, spotting threats
PerformanceCHAEntertainment, distraction, cultural rituals
PersuasionCHANegotiation, diplomacy, inspiring others
ReligionINTVeil cults, species cosmologies, ancient orders
Sleight of HandDEXPickpocketing, concealment, sabotage
StealthDEXMoving silently, hiding, infiltration
SurvivalWISTracking, navigation, foraging, harsh environments

Passive Checks

Some checks don't require a roll — your passive score applies automatically. Passive Perception (10 + WIS mod + proficiency if applicable) determines what you notice without looking. The AI GM uses this when you're not actively searching.

Contested Checks

When one creature acts against another — Stealth vs. Perception, Deception vs. Insight, Athletics vs. Athletics in a grapple — both roll and compare results. The higher roll wins (ties go to the creature initiating the contest).

Tool Proficiencies

Tools are not skills, but proficiency works the same way. Relevant tools in Echoveil include: Hacking Kit, Navigator's Tools, Vehicles (Space), Explosives Kit, Medic's Case, Thieves' Tools, and all standard artisan's tools.

Group Checks

When the whole party attempts the same task — crossing unstable terrain, staying silent — everyone rolls. If at least half succeed, the group succeeds. This prevents a single bad roll from ruining a team effort.

08

Conditions

Conditions alter a creature's capabilities in defined ways. The AI GM applies and tracks them automatically. Many can be cleared by a save, an ally's action, or short rest.

Blinded

You can't see. Attack rolls against you have Advantage. Your attack rolls have Disadvantage. You automatically fail checks that require sight.

Charmed

You can't attack the charmer or target them with harmful abilities. They have Advantage on CHA checks to influence you. Ends if the charmer harms you.

Deafened

You can't hear. You automatically fail checks requiring hearing. Communication is visual or tactile only.

Frightened

Disadvantage on ability checks and attack rolls while the source is in sight. You can't willingly move closer to the source of your fear.

Grappled

Your speed becomes 0 and can't be increased. Ends if the grappler is incapacitated, or if you escape with a contested STR/DEX check.

Incapacitated

You can take no Actions or Reactions. Many worse conditions (Paralyzed, Stunned) also impose Incapacitated.

Paralyzed

Incapacitated. Can't move or speak. Automatically fail STR and DEX saves. Attacks against you have Advantage — and hits within 5 ft are automatic crits.

Poisoned

Disadvantage on attack rolls and ability checks. Common in alien environments, biological weapons, and contaminated food supplies on outer-rim stations.

Prone

Movement costs double. Melee attacks against you have Advantage. Ranged attacks against you have Disadvantage. Stand up by spending half your speed.

Restrained

Speed is 0. Attacks against you have Advantage. Your attack rolls have Disadvantage. Disadvantage on DEX saves.

Stunned

Incapacitated. Can't move. Can only speak falteringly. Automatically fail STR and DEX saves. Attacks against you have Advantage.

Veil-Severed

Echoveil exclusive. You cannot use Veilcasting or spend Veil Points. A Voidshaper's aura, a Severance grenade, or a Null-Zone field can impose this. Duration varies by source.

09

The AI Game Master

Echoveil's AI GM isn't a random encounter table. It's a persistent, memory-aware narrator that runs full 5E rules while weaving your history, relationships, and choices into every scene.

Rules Enforcement

The GM calculates all dice results, tracks HP, applies conditions, handles saving throws, and adjudicates edge cases — all in real time, no human referee required. When rules are ambiguous, the GM makes a ruling and tells you what happened and why.

Persistent Memory

Every choice is remembered. The Driftway merchant you cheated in session one? She has contacts. The Sovereignty soldier you spared? He owes you. The Veil notices what you do — and the GM ensures the world does too.

Dynamic Difficulty

The AI scales encounter complexity to your level and play style. It won't throw a CR 15 Voidborn Warlord at a level 1 party — but it will make level 5 feel earned. It reads your engagement patterns and adjusts pacing accordingly.

Narrative Coherence

The GM knows the lore — the six factions, the Convergence prophecy, the Driftway's political landscape — and uses it. NPCs have motivations that extend beyond the current scene. Nothing happens for no reason.

You Can Always Ask Why

If the GM makes a ruling that surprises you, ask. It will explain its reasoning, cite the relevant rule or situation, and — in genuine edge cases — invite you to contest the call. The goal is a fair, transparent game, not a black box.

Echoveil — Session Log
▶ Player

I try to convince the guard captain that I'm a Sovereignty inspector here to audit the detention block.

⚁ Dice

Deception check (CHA +3, proficient +3). Roll: 14 + 6 = 20 vs. DC 15.

◈ GM

Captain Vex squints. Your credentials — forged though they are — are exactly the format the Sovereignty used before the Driftway Accord. He doesn't know they changed the seal last cycle. He waves you through with a quiet warning: "Audit fast. Administrator Ruck doesn't like surprises."

◈ GM

Note: Vex has now seen your face. If you surface on another Sovereignty station within three sessions, he may recognize you. The galaxy remembers.

House Rules: You can ask the AI GM to apply custom rulings — different rest variants, alternate death save rules, flanking bonuses. State your preference at session start and it will apply consistently throughout your campaign. Your table, your rules.

Now Play.

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