General Rules

At every level:

  • increase your hit points by your hit die + Con Score
  • add 10 purchase points to your total
    At every even level:
  • increase your attack and DD rolls by 1
  • increase any one attribute by 1
  • increase your Action Dice total by 1.
    At every level divisible by 3:
  • increase the size of your Action Dice by 1 step.
  • increase your attack roll by 1d10
  • Increase your DD roll by 1d10
  • Increase your AD base by 5.
    At every level divisible by 5:
  • add 2 to the amount of purchase points gained at each level

Attack rolls:

  • roll 1d10 and add Dexterity and 1/2 your level

Dodge Defense (DD):

  • roll 1d10 and add Dexterity and 1/2 your level as well as some misc modifiers

Armor Defense (AD):

  • 10 + Armor Bonus + Shield Bonus + Max Dexterity Bonus

Healing and Damage

  • When you are damaged, you heal your Constitution Score’s worth of Hit Points each hour, and after 8 hours of sleep you heal your remaining hit points.
  • Cursed Damage heals at half the normal rate
  • Weapons deal Physical Damage, but some can be enhanced to deal Magic Damage as well.
  • When you roll a 10 on your attack rolls, you multiply the mundane damage by the weapon’s critical modifier. When you roll a critical on a spell, you never multiply it. Instead, you add 1 dice of the damage type. If a weapon has magic damage, you do not multiply it, but treat it as you would a spell. This also applies to Magic enhancements to weapons, except you add an extra dice per size of multiplier above 2. When you deal a critical with Cursed damage, you increase the dice size by 1 step per critical multiplier. When you are surprising an enemy with an attack, you treat treat rolls of 9 as critical hits as well. When you deal sneak attack damage and hit a critical, you do not mulitply the extra dice. Instead, you add 2 more for every critical roll, but you treat them as if they rolled maximum damage. You do not have to roll these extra dice, they are mostly for overcoming the reduction of Sneak Attack Dice that Damage Resistance can do. You may roll them, if you choose, and then choose two dice from the total to treat as if they rolled maximum damage (usually the ones that rolled 1 or 2)

Falling: You fall 4 squares a round. After 4 rounds of falling, the speed at which you fall increases to 5 squares a round. When you land, you take a number of d6s worth of damage equal to the number of square you fell divided by 4. If you fell more than 20 squares, you must make a Resistance Check (Constitution) to see if you break your legs. The DC for this Check is 10 + the number of rounds you fell + the maximum speed you achieved. The Standard DC is 19, but some abilities modify how fast you fall. If you fall less than 4 squares, you take no damage from the fall.


  • Magic: to use a magical ability, you must pay the base cost in Magic Points. You may then enhance it until it’s cost is equal to your Magic Score. You must have a Magic Score greater than or equal to the base cost of the ability to use it and when you enhance the ability its total cost may not exceed your Magic Score or your Level (whichever is higher). Magic points are restored at the beginning of every day, although there are abilities that allow you to regain some of your lost ones.
  • Martial Abilities: to use a Martial ability, you generally either have to sacrifice or use Action Dice, which generally determine how effective and potent your ability is. The difference between sacrificing and using is that with sacrificing, you just give one up, but when you use one, you roll it and add it to something in the ability. Everyone uses Action Dice, though, because they determine how many actions you can take per turn. Also, you may make an Attack roll for every Action Dice you have. Action Dice are restored at the beginning of every turn.

General Rules

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