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

Potions: 1	Doctor's Ingredients -- Normal Potions -- Alchemical Potions -- Other

● Stonehold Campaign Specifics ●
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: Fire Scrying