Stat rolls /gr 4d6k3 put stats where you want them, If you dont get at least one natural 16 or higher you may reroll the set till you do. you also get two training sessions, that add +2 to a stat, your choice, so if say you had a 14 strength you could put both sessions into strength which would give you plus four, or put one into strength adding +2 and one into something else however you cannot use these +2's to exceed your racial maximum. players options skills and powers, under chapter six, traits and disadvantages, you may take up to 10 points of disadvantages, and the number of points you do take in disadvantages you can then use that many points worth of traits. other then that we dont use cp points Intelligence languages can be used only for languages, can learn up to one language per level + Common at first level if you have the intelligence for it. (addendum = you can use languages for nwp, but its two language slots for one nwp slot) Hit points are max at first level, +3 levels 2-4, +2 levels 5-7, +1 8-10 Humans get a bonus non-weapon prof at level 1 and at level 5 we do use encumberance, 100 coins weigh one pound we are not using the 2.5 character point system in skills and powers. however, you may take up to ten points of disadvantages, and have as many points in traits as you chose disadvantages i use an accross the board 5 penalty for all who try to make a unproficient roll on a proficiency check, and you may only attempt a unproficient roll on your class and general proficiencies. Bards use a unique kind of magic, its songs, vocal or instrumental. They have to learn there spells from another bard. Bard songs with short duration takes one round for the spell to hit and the bard needs to continue performing for the duration. Bard spells with duration a turn or longer takes 1d3+1 rounds before it hits. The bard doesn't use a spell book nor components. For every three levels in a hybrid class you earn 1 level as far as the spell progression in the core class so. A 3rd level paladin can cast spells of a first level priest, a 9th level paladin can cast spells as a 3rd level priest. Only pure single class fighters (ie no paladins/rangers/multi or duel class) are allowed specialization, specialization in fighting styles, and mastery. (kits are ok) Perception: Average your wisdom and intelligence to find your perception. Put it on your character sheet in the box below charisma. We use individual initiative, we roll once for the encounter, those using weapons use D10 plus weapon speed, casters roll a fixed D10, and then begin to cast on there initiative for however many segments the spell takes to go off, if your hit during casting you loose the spell, you may opt to hold your action and go last, but you can only do so if you haven't rolled initiative. casting in combat, if you chose to cast in combat, you lose 4 points of ac, and the attacker gains +4 to hit If the attacker beats your initiative and hits you, you must make a con check or the spell is interrupted. we normally only roll initiative once per combat but if this applies you get a fresh roll each round. mages can research/create one special spell per spell level, but may only do so once your two spell levels higher then the level of the spell you wish to create, meaning if you can cast 3rd level spells, you can research/create a first level spell. it takes one week per spell of uninterrupted study, someplace quiet, spell components, out of the weather, with ink and quill and paper for notes. Quality items are rare and valuable, All non masterwork items are subject to wear and tear. If you are hit with a critical hit that armor/shield is now broken and its AC reduced by one. If you Fumble your weapon is damaged and you loose one point of damage for melee weapons or one point to hit with ranged weapons. (max of 1 point it does not progress further) This can be repaired by your average smithy. IF you fall you take 1D6 damage per 10 ft of drop, gravity is a law.(you may tumble to reduce) Bleed out rule: if you go into negative hit points, you loose one hit point a round, however if you roll under your con you stop bleeding. If you do into negative hps, you can be healed to max, however your character is wrecked, can only move half movement, cant use spells abilities or fight, but can use items like potions wands etc. (except when the spell says otherwise like heal) Death rule: If you have a con of 16, you need to get to negative 16 hit points to die, you cannot be dropped for more then half your constitution into the negatives. so if a dragon hits you for 37 damage, you had 20 hit points, and your con is 16, you'd loose the 20 hit points you had, and go half your con into the negatives so you'd be at -8, if you were hit again you then could die. And of course spells and other things such as gravity could exceed this limitation. Detect evil abilities and spell: you will get a ping if this character is inherently evil or under any inherently evil influence or in possession of anything inherently evil. Also included in this determination if they have evil intent in this situation or if their moral compass allows for them to do evil deeds, players choice. You will only receive one ping without defining its multiple implications. Know alignment spell: you get to know their actual alignment. Attempting to use a non weapon proficiency that you haven't trained in applies the below penalty: Fighters +2, Mages +5, Everyone else +3 to your roll, keep in mind you need to roll below your stat to be successful. There is only one hard and fast rule concerning advancement. Player characters should never advance more than one level per game session. Because i do not always award experience each game session, Experience however is never lost, So although you can only level up once per game session you may still retain your exp to level up the next game session and so forth. Do remember that you need someone to train you in new skills and languages and so forth, however some things can be learned over time, like equipping a weapon and using it with the penalties over time eventually you can become proficient. There will be times when i ask you to roll a "Fate Roll" this roll is a D100 and higher is always better. This is one of the few rolls in the game you cannot use the token system to re-roll. There is much in the world the players do not see, there are events that are constantly unfolding around them and far away from them. Sometimes those events have a chance to intercede into the characters path or affect the character in a unusual way, That is when i ask you to make a fate roll. Did you follow the homeless kid into an alley, did the local thug see you do this, is he going to take advantage of this... Or that day you released that bear from the trap, will it remember you and come to your aid against the hobgoblins? One cannot be victim of vampirism or lycanthropy if you are pure blood non human race. However half elves, or anyone that has human ancestors can. Obviously some of you might not know your complete genealogy but i would like you to put the info on your character sheet defining if you have or have not human blood in your genealogy. Remember, you have one life, no one here is immortal, the dm will not save you, play your character as if it is all on the line, becuse it is, your character becomes a part of the woven thread of the campaign and there is no do over, no restart, no respawn. Carpe Diem!