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Creed TTRPG

Stealth-action mechanics archived as a classless d20 system.

A pre-AI fan mechanics packet inspired by Assassin's Creed Odyssey, built around alert states, adrenaline, relic weapons, damage conditions, and staged ability upgrades.

Pre-AI mechanics archive Designed, not playtested Fan project, not official

What This Archive Shows

Creed TTRPG is not actual-play evidence. It is a mechanics archive: a pre-AI attempt to rebuild stealth-action verbs as a classless tabletop system.

The project matters because it shows design range. Before AI tools were part of the workflow, Kyle was already translating videogame structure into d20 procedures, resource rules, damage conditions, and upgrade paths.

  • Frames stealth through five NPC alert states players and GMs can understand.
  • Builds a classless progression model with baseline, Hunter, Warrior, and Assassin-style paths.
  • Keeps the public claim precise: designed and archived, not run or playtested.
Evidence overview

The mechanics board rebuilt as readable proof.

The source contact sheet works as an internal map. The public page needs the system logic in readable HTML.

59 rules pages

A compact source packet for classless d20 progression, stealth, relics, damage conditions, and ability paths.

5 alert states

Oblivious, Suspicious, Investigating, Alarmed, and Chasing turn stealth into staged pressure.

360 upgrade markers

Source-packet count showing how much of the design focused on staged ability growth.

203 adrenaline mentions

Source-packet count showing the resource system was central, not a side note.

Stealth became a ladder.

The design gives GMs intermediate pressure states before a scene becomes a chase or fight.

Progression stayed classless.

Baseline, Hunter, Warrior, and Assassin-style paths let characters grow by playstyle instead of fixed class identity.

The claim is deliberately limited.

This is a fan mechanics/design archive, not an official product, not actual-play proof, and not a playtested release.

Readable mechanics

The useful signal is the system thinking.

This page does not ask visitors to read small text inside screenshots. The mechanics are presented directly.

Stealth

Alert states turn stealth into changing pressure.

The stealth system gives the GM a ladder for consequences. A failed or risky action does not have to jump straight to combat; the scene can escalate in readable stages.

Stage 1Oblivious

NPCs have not noticed the player.

Stage 2Suspicious

The scene has tension; NPCs have a reason to check.

Stage 3Investigating

NPCs actively investigate the disturbance.

Stage 4Alarmed

NPCs know something is wrong and respond.

Stage 5Chasing

The stealth loop turns into pursuit or active conflict.

Growth

Classless progression still needs structure.

The upgrade tree grouped abilities by playstyle while keeping growth staged. That lets characters specialize without forcing every character into a rigid class.

Baseline

General feats and character fundamentals.

Hunter

Ranged, scouting, and precision pressure.

Warrior

Direct conflict, melee force, and battlefield presence.

Assassin

Stealth, burst action, and targeted execution.

Rules spine

Hit points, starting proficiencies, starting weapon and relic progression, adrenaline rules, stealth levels, NPC alert levels, damage types, buildup, and conditions.

Relic and weapon identity

The packet included support for Spear of Leonidas, Staff of Hermes, Shield of Madu, and other weapon or arcane-focus-style choices.

Damage states

Burn, toxic, stun, paralyzing, buildup, and modified damage types gave combat and stealth fallout a rules vocabulary.

Archive

This is design evidence, not campaign evidence.

The project should be read as a mechanics archive. It shows how Kyle thinks through systems before the table starts, while staying clear that there were no playtest outcomes to claim.

Safe to claim

Pre-AI mechanics design, classless d20 adaptation, stealth states, adrenaline, relics, conditions, and upgrade paths.

Not claimed

Actual play, player response, session count, playtest success, official affiliation, or commercial release.

Why include it

It broadens the portfolio by showing system thinking before AI and before a campaign is launched.

Keep exploring

More pre-AI adaptation work.

Compare this mechanics archive with a loot-driven d20 adaptation, or return to the full project index.