Main Page

● How to Read These "Rules" ●
The Basic Rule - Game Mechanics - Abstraction - Two Levels of Play - Why Version 2.0? - Meet Bob and Friends

● Basic Game Mechanics ●
Rolling the Dice (or Not): Know When Not to Roll - Die-Rolling Mechanics - Types of Die Rolls - Quick Rolls - Advantage and Disadvantage - Thresholds - Take-Away Dice - Slow Rolls - Magic Numbers

Character Actions: Narrow Skills - Saving Throws - General Skills and Attributes - The Basic Die Pool - Bonus Skills - The Final Die Pool - Working Together (new) -- Useless Skills

Character Injury and Advancement: Damage - Recovery - System Shock and Death - Ghosts and Reincarnation - Character Advancement

Time: Combat Time: Rounds - Exploration Time: Turns - Outdoor Time: Hours - Chore Time: A 3-hour Block - Down Time

Movement & Encumbrance: Movement by Rounds - Movement by Turns - Movement by Hours and Days - Attack of Opportunity - Encumbrance - Exempt Items - Encumbrance Limits for Special Actions

Combat: Riposte - Flanking - Surprise - Missile Ranges - Coup de Grace - Defense and Retreat - Multi-Target Attack (pushing-through) - Heroic Action - Delay or Cancel - Changing Weapons - Charging

● Stonehold Campaign Specifics ●
Campaign Premise

Weapons & Equipment (in work)

Player Roles

Combat Stunts

● Magic ●
General Principles of Magic: Magic Doesn’t Make Things Happen - Magic is Not Science - Magic is Not Mechanical - Magic Doesn’t Want to be Proven - Magic is Dangerous

Game Mechanics for Simulating Magic: Magic Spells - Local Magic Resistance - Boosting Spells - Sensing Magic - Default Values for Spells - Spell Alignments

Crimson Magic: Using Crimson Magic - Arcane Circle - Arcane Torch - Augmentation - Banish - Blind - Fear - Fireball - Fireblade - Firedart - Firehands - Raise (Ability)

Golden Magic: Using Golden Magic - Augment First Aid - Binding Oath - Bless (Defense) - Consecrate Weapon - Holy Wrath - Turn Undead - Wolf Senses

Red Magic: Using Red Magic -- Darkmist -- Distraction -- Fumble -- Spellbreaker -- Stun

Green Magic: Using Green Magic -- Arcane Armor -- Arcane Cloak -- Arcane Weapon -- Spell Reflection

Blue Magic: Using Blue Magic -- Contain Evil -- Herb Lore -- Sleep -- Ward

-Azure Magic -(Emerald Magic?) -Blue Magic -Magic Item Powers -Potions

''GM Notes to Self:

''Magical Tattoos: These tattoos act as single use magical items. Summon Guardian: Guardian appears if anyone attacks you while you are unconscious. Roll as defense against all attacks. Dice based on price. Neutralize Poison: Removes lingering poisons and protects for a duration based on price. Mirror Image: Creates a second you under your control and with all your abilities, except that you cannot both cast a spell in the same round. Duration based on price.''

''Summoning: You also saw Shealis cast a summoning spell. The casting is like fireball, but you must first contact and form a pact with the creatures which you will be summoning. This requires a ritual — which is in Shealis’ spellbook — but the Shahalesti spirits which she summoned would not be as friendly to you. You’ll need to figure out who you want to form a pact with, and what you will offer in return. (No, don’t try to make me think up what the creatures want in return, I have too many other tasks.)''

''IDEA Divine Spells which can interrupt -- super stealth? -- Resist Fire Spells -- Resist fire: -- Summon Salamander -- Fire runes -- MEDIC: revives fallen comrade by removing all stun. Also halts bleeding. -- Sword of Righteousness — does no wounds to non-evil humans for remainder of battle. Does +1 stun to evil humans. Only affects humans. ''