Game Details

Mechanics

  • It’s a 2d12 roll over system, with degrees of success or failure (Legendary Success, Mighty Success, Success, Failure, Calamitous Failure)
  • There are no classes; the game uses “Careers” instead; kind of like Traveller or Warhammer, but MUCH simpler
  • There is a simple Boon / Flaw system, Hero Points are used, and though level-less there are rules for character advancement via Advancement Points (APs)
  • There is a skill list, but you don’t buy skills; instead, your character is assumed to have all skills that would be relevant to their careers
  • There is no alignment system

Combat

  • Combat is quick, but allows for some variety via maneuvers
  • Armor works as damage reduction vs. the “harder to hit” Dungeons & Dragons / Pathfinder model

Magic

  • There are Alchemists, who make and change things; we would call them mad scientists or inventors today
  • There are arcane and divine Spellcasters, although the distinction in my setting is muddy at best
    • There is no academic / written study of magic; everything is spoken word, and magic comes from making bargains with non-human entities
  • The system uses a spell point / mana system, but the spell points spent return at different rates, depending on what tier spell you use them for:
    • Cantrips: you recover spell points spent on these at both midnight & noon
    • 1st Tier Spells: you recover 4 spell points spent on these spells at either noon or midnight (you decide during character creation)
    • 2nd & 3rd Tier Spells: you recover 4 spell points per lunar month (usually 1st day of new moon, but you can change it during character creation)
    • Additional Costs for 3rd Tier Spells: you must sacrifice either 1 spell point or 1 attribute point to power the spell; these sacrifices are PERMANENT