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