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 - 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

-Azure Magic -(Emerald Magic?) -Green Magic -Blue Magic -Magic Item Powers -Potions PRIVATE PART (GM) 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.

Also any Crimson Spell and any Golden Spell which you are eligible to learn.

Healing (Whatever Earl and Bob currently have)

Speed (Improve running speed or combat actions)

Combat (melee/missile increase)

Nerves (Dexterity improvement)

Spirit (Wisdom improvement)

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 Roll until Ready = remove 1 die each roll (plus time)

IDEA Retry Threshold Failure = Threshold + 1

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.