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    DRAGON DICE Role Playing Game

    Rulebook

    Forward:

    Dragon Dice RPG is a role-playing game wherein Players will create characters, and a Game

    Master (GM) will create scenarios that challenge them and provide a venue to create a collective story.

    Dragon Dice RPG (DDRPG) also gives you another way to use your collection of Dragon Dice in addition

    to the base game. The base Dragon Dice game is a unique battle game in a setting all its own. Whole

    armies clash, where each dice represents an individual warrior. This RPG diverges from both the

    mechanics & from the setting of the base game. You will create a character and use multiple dice to

    represent their talents and abilities. You will breathe life into your creation by choosing what they do,

    how they grow and progress, and by telling their story. Someone in your gaming group will take on the

    role of the Game Master and provide challenges and interesting settings for this narrative to take place

    in. Multiple players will gather to experience the story and the excitement together and all involved will

    pool their creative powers to evolve something exciting. The game does require a significant amount of

    these specialized dragon dice to provide choices among all the options available to characters and

    monsters in the game. If youre missing a particular dice please feel free substitute to your hearts

    contentas long as youre playing & having fun doing it.

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    Table of ContentsCharacter Creation ............................................. 3

    Ability Scores ...................................................... 5

    Race & Background ............................................ 7

    Races .............................................................. 7

    Human ........................................................ 7

    Elf ............................................................... 7

    Dwarf .......................................................... 8

    Backgrounds ................................................... 9

    Class ................................................................. 10

    Warrior ......................................................... 11

    Rogue ........................................................... 15

    Multi-classing ............................................... 18

    Skills ................................................................. 20

    Feats ................................................................. 23

    Dragon Dice ...................................................... 24

    Selecting your dice ....................................... 24

    Your Character Pool ..................................... 24

    Modifiers based on the CP ........................... 25

    Using Dragon Dice ........................................ 26

    Special Action Icons: ................................ 26

    TAbs .......................................................... 27

    Advancement ................................................... 29

    Combat ............................................................. 30

    Game Round ................................................ 30

    TAbs.............................................................. 30

    Action Quality .............................................. 30

    Saves ............................................................ 31

    Opportunity Attack ...................................... 31

    Recovery Roll................................................ 31

    Initiative Roll ................................................ 31

    Movement ................................................... 32

    Actions ......................................................... 32

    Reactions ..................................................... 32

    Threatened Squares ..................................... 33

    Fleeing.......................................................... 33

    Adventuring ..................................................... 34

    Social challenges .......................................... 35

    Equipment ....................................................... 39

    GM Section ...................................................... 40

    Monsters ...................................................... 42

    Extra Monster Abilities ................................ 43

    Level based modifiers & defenses ............... 43

    Monster Creation......................................... 44

    Experience ................................................... 45

    Glossary ........................................................... 47

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    Character CreationYour questing will reward you with experience,

    riches, and stories to tell around the campfire.

    Throughout this adventure, your character will

    gain levels, called leveling up. Each level

    carries different rewards, and some of these are

    based on factors you have chosen, such as race

    or class. All classes share common elements of

    advancement detailed in the table below.

    Creation

    When starting a new character, follow the steps

    below. Rules for creating characters which have

    already advanced beyond first level are detailed

    in the GM section.

    Roll ability scores Choose a race Choose a class Choose dragon dice to represent your

    character (see table X-1)

    Spend skill points Choose feats Purchase equipment

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    Player Campaign Experience Points

    Character Race Class

    Height Weight Age

    Details:

    HP Bloodied Initiative

    Presence Conscientiousness Conviction

    Ability Scores Modifier Defenses Total lvl + Key Stat

    + Dice Pool

    Bonus

    + Class

    Bonus

    Power AC (agility)

    Agility FORT (power)

    Insight REF (agility)

    Intelligence WILL(insight or

    intelligence)

    Character Pool Skill Total Ability +Training + Misc.

    Die Race Type HealthOrigin

    (Class/Race/Free) Athletic

    Craft

    DiplomacyHealing

    Nature

    Nimble

    Overwhelm

    Perception

    Scholar

    Streetwise

    Thievery

    Wizardry

    Equipment

    Items

    Wealth

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    Ability ScoresAbility Scores show your strengths or

    weaknesses. The higher your strength score,

    the more you are able to overpower your

    competition. Conversely, the lower your

    perception score, the less likely you are to

    notice hidden things. Scores that result in

    negative modifiers are below average for a

    normal humanoid while scores with positive

    modifiers are above average. Modifiers greater

    than 4 represent incredible, abnormal or

    astonishing, abilities.

    Generating Ability Scores

    Roll 4d6 and keep the best three. Do this 4times and assign each of these values to a

    different ability.

    Determining modifiers

    Each ability score has an accompanying

    value known as an ability modifier. Both the

    score and the modifier will be tracked on your

    character sheet. These modifiers will apply in

    many circumstances, including skills, TAbs, and

    all manner of actions.

    Score

    value

    MODIFIER Score

    value

    MODIFIER

    2 to 3 -4 14 to 15 +2

    4 to 5 -3 16 to 17 +3

    6 to 7 -2 18 to 19 +4

    8 to 9 -1 20 to 21 +5

    10 to 11 +0 22 to 23 +6

    12 to 13 +1 Continue pattern

    Power Strength and stamina, your sword cuts

    deeply, you continue on after your companions

    are tired. While each warrior possesses

    different skills the source for which is rooted

    in their power.

    Agility Striking accurately, dodging an enemy

    blow, leaping through the air yet landing safely.

    Insight The powers of perception yield many

    rewards. This represents the ability to discern

    truth from falsehood, to see clearly intodarkened corners, to think broadly and

    understand consequences.

    Intelligence There are as many was to be

    erudite as there are deep thinkers. Intelligence

    powers not only the quest for knowledge and

    answers but also provides the energy to

    manifest magical effects.

    The social triangle Presence,

    Conscientiousness, Conviction

    Presencestatistics value associated w/race &

    class (each has a modifier), also players choose

    a value between 1 and 3 for each character.

    Great when seeking notoriety, bluff your way

    past lesser beings, promote your way to

    leadership. Terrible when hiding from

    authority, sneaking anywhere, anytime you

    want to be unremarked or unobtrusive.

    Sometimes good when attempting to swayopinion. Typically the higher your presence, the

    easier it will be to get someone with a

    sympathetic viewpoint to agree and the

    harder it will be to sway the already

    antagonistic. Presence may be changed by the

    GM throughout an adventure.

    Conscientiousness a value selected by the

    player. A measure of the amount you think

    about, help, or cater to others. Though typicallyused on its own, may modify your presence

    value in certain circumstances. Negative values

    indicate you only have time for you and the

    things you care about high values indicate

    your needs are less important than those of

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    others. Other players may change your

    conscientiousness score based on your actions.

    Conviction a value selected by the player. A

    measure of the amount you care about or are

    aligned to a cause. Prepare to explain yourviewpoints to both your fellow players and your

    GM. Negative conviction values mean youll sell

    your sword to the highest bidder, you will back

    out of a contract, you arent part of any

    organizations, and often youll scoff at those

    who dont share your views. High conviction

    values mean your life is guided by inflexible

    principles, that your cause may be more

    important even than your safety, that you

    would do anything to keep your word. Thosewith a high conviction look down on or feel

    sorry for those who dont. Typically used on its

    own, this value may modify your presence value

    in certain circumstances. Other players may

    change your conviction score based on your

    actions.

    Think about how the three values interact and

    relate. Someone with a high presence, high

    conscientiousness, and high conviction may bea leader in their religious order, or a famous

    hero out to save the world. Someone with a

    low presence, but high conscientiousness &

    conviction may be an unsung hero, a quiet

    monk, or a lowly scribeall dedicated to their

    quest. High P, low CS, high CV = someone

    famous in an organization thats just too

    important to bother with others. Low P, low CS,

    high CV = someone so dedicated to their ideals

    that they dont have time for you even societyhardly knows they exist. High P, high CS, low CV

    = someone who is likeable and wants to help

    others, but may not stick around long and may

    be actively looking for a better situation

    possibly at your expense. Low P, high CS, low

    CV = someone who is flying under the radar by

    accident or by design, theyre very aware of

    others but they may not mean them well. High

    P, low CS, low CV = someone who is probably an

    evil super-villain; theyre hard to miss and they

    certainly dont care about anyone else and will

    do anything at any time. Low P, low CS, low CV

    = if this person isnt you, then theyre probably

    trying to backstab you right now. They dont

    stand out of a crowd, are only interested in

    their own agenda, and have no qualms about

    getting what they want. These all represent the

    extremes of the various componentsyou may

    very well have a low P, low CS, and a low CVif

    theyre not all rock bottom values, then you

    may be a self-absorbed forest dweller without a

    care for the rest of the world. Or even, a low P,

    moderate CS, low CVmeaning you are gentle

    and quiet, would help someone in a pinch, but

    dont trust large organizations. Maybe youve

    even left that life behind after a bad experience.

    Set your values, think about how they interact,

    and use them to more fully incorporate your

    character into the story.

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    Race & BackgroundYour origin not only explains your essential

    nature, but the past often has an uncanny knack

    for cropping up in your present. The race you

    portray will generate different connotations in

    each story, or game world, but will usually

    provide the most generic guidelines for who

    your character is. Unless a particular race is

    very rare, persecuted, key to a prophecy, etc.,

    there will be little reason for the choice of race

    to greatly influence your characters destiny.

    Similarly, your background is a generic

    collection of terms intended to help visualize

    and portray your character without holding

    them fast to any rigid track or preconceived

    notion.

    A suite of races and accompanying rules is

    found in this section which will modify your

    abilities, statistics, and other capabilities. At the

    end of the section are a group of background

    that which are recommended, but ultimately

    entirely optional, to allow for a more powerful

    description of the character. Both the races,

    and the backgrounds may be considered

    archetypical and as such modified, added to

    or limited. For example, in your world a

    particular race from this guide may not be

    presentit may be modified very slightly or

    even copied and THEN modified slightly to

    create two related but distinct sub races. An

    orc, described here as being strong and often

    belligerent, might instead become a diminished

    stone giantthese kind of cosmetic choices put

    little or no strain on the rules and are entirely

    encouraged. Creating new abilities requires

    ensuring that a balance of power is maintained

    and is only successful with experienced GMs

    and established groupsAFTER discussion &

    consensus from all involved.

    Races

    Ages child / adult / elder / ancient (most of

    your race are dead after reaching elder status).

    HumanHumans are the most numerous race in mostregions (and settings). This is a position held

    largely due to their higher than normal

    adaptability. A human can, with proper

    training, excel at any task.

    Play a human if you want to excel at any class or

    have the widest range of options. Your roleplay

    options are truly unlimited; with all types of

    personalities or predilections available for you

    to portray.

    Human Traits

    Typical height:

    Typical weight:

    Lifespan:

    52 64

    105 270lbs

    10 / 20 / 40 / 75 ancient

    Speed

    Size:

    Vision:

    Languages:

    6

    Medium

    Normal

    Common, One addition

    language of your choice

    Bonuses

    Ability Score

    Skills

    +1 to one (your choice)

    +1 to two (your choice)

    Racial Ability Adaptability

    Racial Dice Amazon

    Adaptability: before an action you may spend

    dice from your AP, and exchange that amount

    of health , with dice currently in your RP.

    ElfElves are wise and aloof, and often removed

    from society at large. Because their lives are so

    much longer than other races, they often prove

    incomprehensible to other individuals - and the

    feeling can be mutual.

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    Play an elf if you like ranged combat, dedication

    to your own personal cause, or watching the

    exploits of the less permanent. Roleplay

    options emphasize your individuality, wisdom

    and generosity, and elves more than most

    understand the natural order (having seen so

    many seasons) and their place in it.

    Elf Traits

    Typical height:

    Typical weight:

    Lifespan:

    57 7

    120 210lbs

    20 / 60 / 120 / 215 ancient

    Speed

    Size:

    Vision:

    Languages:

    7

    Medium

    Low Light

    Common, ElvishBonuses

    Ability Score

    Skills

    +1 to Agility

    +1 to XX / +2 to XX

    Racial Ability Elven Accuracy

    Racial Dice Coral Elf

    Elven Accuarcy: when your quality is poor or

    less on any action with a ranged weapon, you

    may reroll 1 die of your choice and reassess the

    quality of action.

    Dwarf

    A Dwarf is tough and stalwart. While they have

    a reputation for being gruff or very single-

    minded, not every dwarf makes themselves a

    chore to be around. Similarly, not all dwarves

    are in love with caverns. However, dwarf

    communities are typically found in the

    mountains, and features buildings made of

    stone. These are constructed above and below

    ground with many members of the community

    dedicated to the working, or shaping, or this

    resource.

    Play a dwarf if you want to shrug off a hit or

    wear the most excellent heavy armor without

    slowing down. Roleplay a dedicated,

    community oriented, individual.

    Dwarf Traits

    Typical height:

    Typical weight:Lifespan:

    36 53

    110 240lbs14 / 25 / 50 / 90 ancient

    Speed

    Size:

    Vision:

    Languages:

    5

    Medium

    Low Light

    Common, Dwarvish

    Bonuses

    Ability Score

    Skills

    +1 to Power

    +1 to XX / +1 to XX

    Racial Ability Dwarven Resilience

    Racial Dice Dwarf

    Dwarven Resilience: you may use one dice from

    your AP as though it were in their RP when

    rolling a reaction to reduce damage taken. Your

    speed is not reduced when wearing heavy

    armor.

    Nix (lava elf) the pixie gnome, with an

    acrobatic bent

    Orc (goblin) strong and brutal

    Shifter (feral)

    Planarii (firewalker) good, planar ancestry,

    mischievous, magical

    Eldaroq (undead) devious, stealthy,

    implacable

    Saevrtorum (treefolk) - Dragon Trees strong,

    slow, elemental, story of Immansuetus

    Likely will not have playable races based off

    these dice

    Scalder Frostwing Swamp Stalker

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    Traits

    Typical height:

    Typical weight:

    Lifespan:

    SpeedSize:

    Vision:

    Languages:

    Bonuses

    Ability Score

    Skills

    Racial Ability

    Racial Dice

    Backgrounds

    Exile self-imposed / enforced

    Brat just finished schooling

    Tradesman a laborer striking out for more

    excitement

    Provincial the unenlightened, seeing it all for

    the first time

    Leader already have experience giving

    direction, village elder/union/religious figure

    Loner alienated in your surroundings

    Pastoral farmer / small town

    Studious the current student, often magical

    Drivenyoure on a quest of your own

    Warden intimately familiar with an area dearto you, usually one that others value less. Often

    a forest dweller or elf.

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    ClassYour class determines many details about how

    you act. You gain access to TAbs by choosing a

    class, and as you gain levels these choices grow

    and deepen. Many of the choices you make

    when leveling your character are governed by

    your class. This section covers each class with

    specifics on the capabilities available to each.

    The abilities (TAbs), while different for each

    class, rely on the dragon dice available to that

    character. These dice exist in the Character

    Pool which is the total pool of dice available

    to that individual. These dice are recruited and

    upgraded and represent that unique individuals

    talents and areas of expertise. Details on how

    the character pool is determined are found in

    table 2-1.

    Your class determines your HP gained. The

    class you choose at first level will combine with

    your Power stat to provide your level 1 HP.

    Each level after that, you gain HP equal to the

    #/lvl for your class. Additionally, when you

    choose your first, and any subsequent levels

    where skills may be trained, you choose fromamong the skills available to your class. These

    skills are picked from within a list that is unique

    to each class, as is the number of additional

    skills of your choice that are allowed to be

    trained.

    Your class also determines the type of class dice

    that your character is allowed to choose from,

    and any proficiencies they have with weaponry.

    Using the class table is essential for creating

    your character and also when leveling up. The

    first four columns describe the bonuses your

    character obtains to their defenses. The next

    three columns describe the bonuses to various

    action types. The special qualities column is

    where you'll find abilities that make your class

    unique. Each line on the table corresponds to a

    character level, determine which line applies to

    your character and use those statistics.

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    Warrior

    Warriors have a nose for battle and prefer to be

    where the action is thickest. They develop their

    own particular code and strive to live by this in

    every circumstance, often using their prowess

    to keep their friends and companions from

    harm. A warrior is adept with a variety of

    weapons. Key stats include power & agility, and

    key icons include melee and defense. They

    have a good armor and fortitude, average

    reflexes, and lower will. A warrior can manage

    multiple enemies, imposing their will on the

    pace of the battle, and is adept at causing and

    taking damage.

    HP: Initial - 15+Power; 6/lvl

    Skills:

    2 from the following list (Athletic,Healing, Nimble, Overwhelm)

    1 of your choiceDice: Heavy Melee

    Weapon Proficiency: Simple/Martial

    LVL AC FORT REF WILL Special Qualities

    1 0 5 5 5 Warrior Tactics

    2 0 5 5 53 1 5 5 5

    4 1 6 6 6

    5 1 6 6 6 Warrior Instinct

    6 1 7 7 7

    7 2 7 7 7

    8 2 7 7 7

    9 2 7 7 7

    10 2 8 8 8 Superior Warrior Tactics

    11 2 8 8 8

    12 3 9 9 9

    13 3 9 9 9

    14 3 9 9 9

    15 3 10 10 10 Attuned to Combat

    16 3 10 10 10

    17 4 11 11 11

    18 4 11 11 11

    19 4 11 11 11

    20 4 11 11 11

    Warrior Tactics Starting at first level, a warrior

    gains a familiarity with the ebb and flow of the

    battlefield. They intimately understand that

    damage dealt is as important as damage

    avoided. A warrior may make an Opportunity

    Attack roll against a target which leaves a space

    they control using two dice instead of one. A

    target affected by a warriors successful OA

    stops moving.

    Warrior Instinct before determining damage

    from a successful attack, a warrior may add a

    number of damage to the roll equal to the

    number of normal power icons on one die used

    in the action roll.

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    Superior Warrior Tactics As Warrior Tactics,

    except it may be used twice a round, and when

    successful, allows the warrior to immediately

    recover one dice from their AP.

    Attuned to Combat when a warriors action ispoor quality, they may elect a number of health

    from the action roll equal to half their level.

    Reroll these dice and replace the original results

    with the rerolled results, these dice may not be

    rerolled again.

    Weapon Strike Warrior TAb 1

    You turn to your enemy and attack them with

    your weapon.

    Standard Action

    Target: 1 Opponent

    Close - Weapon

    Icons: 3 Power / 1 Skill

    Attack: POW vs. AC

    1 [W] + POW + 2

    Jab Warrior TAb 1

    You unleash your quickest jab at your opponent

    before they have time to react.

    Standard Action

    Target: 1 Opponent

    Close Weapon

    (Slashing)

    Icons: 3 Power / 1 SkillAttack: POW +2 vs. AC

    1 [W] + POW

    Cleave Warrior - Push TAb 1

    You hit multiple foes.

    Standard Action

    Target: 2 Opponents

    Close - Weapon

    Icons: 3 Power / 1 Skill - roll separately for

    each opponent

    Cost: 1 active die

    Attack: POW vs. AC

    1 [W] + POW

    Special: if your quality on the first attack is good

    or better, deal additional damage equal to your

    Power icons from the die you spent to use this

    ability.

    Sunder Warrior - Push TAb 1

    Your blows hammer into your opponents armor

    so effectively that you momentarily turn its very

    presence to your advantage.

    Standard Action

    Target: 1 Opponent

    Close - Weapon

    Icons: 3 Melee

    Cost: 1 active die

    Attack: POW vs. AC

    When determining the quality of the attack,

    dont count the opponents armor. Deal

    additional damage equal to their armor value.

    Improved Weapon

    Strike

    Warrior - TAb 4

    Standard ActionTarget: 1 Opponent

    Close - Weapon

    Icons: 5 Power

    Cost:

    Attack: POW +1 vs. AC

    1 [W] + POW + 5

    Slice Warrior - TAb 4

    Standard Action

    Target: 1 Opponent

    Close - Weapon

    (Piercing)Icons: 5 Power

    Cost:

    Attack: POW+3 vs. AC

    1 [W] + POW + 3

    Enrage Warrior - Push TAb 4

    When your attack slides past the enemys

    guard, you gain their full attention.

    Standard Action

    Target: 1 Opponent

    Close - Weapon

    Icons: 3 Power / 2 Skill

    Cost: 1 active die

    Attack: POW vs. AC

    1 [W] + POW + Power icons from two active

    dice

    Special: if your quality is good or better, the

    target of this abilities next action must target

    you (unless they possess no abilities w/targets).

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    Shove Warrior - Push TAb 4

    Standard Action

    Target: 1 Opponent

    Close - Weapon

    Icons: 3 Power / 2 Agility

    Cost: 1 active dice

    Attack: POW vs. AC

    1 [W] + POW + Power icons from two active

    dice

    Special:Move the opponent up to two squares

    if your category was good, or three if it was

    fantastic.

    Warrior - TAb 8

    Standard Action

    Target:

    Close - Weapon

    Icons:

    Cost:

    Attack: POW vs. AC

    Warrior - TAb 8

    Standard Action

    Target:

    Close - Weapon

    Icons:

    Cost:

    Attack: POW vs. AC

    Warrior - Push TAb 8

    Standard Action

    Target:

    Close - Weapon

    Icons:

    Cost:

    Attack: POW vs. AC

    Warrior - Push TAb 8

    Standard Action

    Target:

    Close - Weapon

    Icons:

    Cost:

    Attack: POW vs. AC

    Warrior - TAb 13

    Standard Action

    Target:

    Close - Weapon

    Icons:

    Cost:

    Attack: POW vs. AC

    Warrior - TAb 13

    Standard Action

    Target:

    Close - Weapon

    Icons:Cost:

    Attack: POW vs. AC

    Warrior - Push TAb 13

    Standard Action

    Target:

    Close - Weapon

    Icons:Cost:

    Attack: POW vs. AC

    Warrior - Push TAb 13

    Standard Action

    Target:

    Close - Weapon

    Icons:

    Cost:

    Attack: POW vs. AC

    Warrior - TAb 17

    Standard Action

    Target:

    Close - Weapon

    Icons:

    Cost:

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    Attack: POW vs. AC

    Warrior - Push TAb 17

    Standard Action

    Target:

    Close - Weapon

    Icons:

    Cost:

    Attack: POW vs. AC

    Warrior - Mastery TAb 17

    Standard Action

    Target:

    Close - Weapon

    Icons:

    Cost:Attack: POW vs. AC

    Warrior - Mastery TAb 17

    Standard Action

    Target:

    Close - Weapon

    Icons:

    Cost:

    Attack: POW vs. AC

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    Rogue

    A Rogue utilizes their skills in and out of battle.

    They can pick a lock, find a trap, or stab for an

    enemys vitals. Rogues are adept at dealing

    heavy amounts of damage to single foes and

    possess an ability to distract a foe and then

    strike with deadly force when the time is right.

    HP: Initial - 12+Power; 5/lvl

    Skills:

    4 from the following list (Athletic,Nimble, Overpower, Perception,

    Stealth, Streetwise, Subterfuge)

    2 of your choiceDice: Light Melee

    Weapon Proficiency: Simple/Martial

    LVL AC FORT REF WILL Special Qualities

    1 0 5 5 5 Stealthy Positioning

    2 0 5 5 5

    3 0 5 5 5

    4 1 6 6 6

    5 1 6 6 6 Mesmerize6 1 7 7 7

    7 1 7 7 7

    8 2 7 7 7

    9 2 7 7 7

    10 2 8 8 8 Rogue 3

    11 2 8 8 8

    12 2 9 9 9

    13 3 9 9 9

    14 3 9 9 9

    15 3 10 10 10 Rogue 4

    16 3 10 10 10

    17 3 11 11 11

    18 4 11 11 11

    19 4 11 11 11

    20 4 11 11 11

    Stealthy Positioning whenever you damage an

    opponent, you may place one class token on

    the opponent. Place these tokens after

    resolving the ability that caused the damage

    and only if you have Combat Advantage against

    them. Place an additional token if you are also

    flanking the opponent. Tokens may be spent

    for various effect including additional damage

    (see the following table). You may only place

    tokens if you did not spend any class tokens this

    turn. When you spend tokens, you may spend

    any number, but only in the denominations

    shown below.

    Tokens Spent Effect

    1 +1 dmg2 +3 dmg

    3 +7 dmg

    Mesmerize When you have combat

    advantage, during damage rolls you may add

    the Skill results on one Active Dice to your

    damage result.

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    Rogues do situation/positional damage in

    addition to their weapon attacks. This allows

    them to be viciously effective in most situations

    as long as they ensure that a superior tactical

    advantage is available to them during the

    course of battle. The added damage is

    essentially capped at the maximum

    effectiveness of the rogue rather than

    increasing over the duration of the encounter.

    They may either remove their class tokens from

    an enemy to generate an effect, OR place a

    token (or tokens). +1 token for Combat

    Advantage, +1 token for flanking (cumulative

    w/CA). Remove 1 / 2 / 3 tokens for 1 / 3 / 7

    dmg or alternate effects based on TAbs,

    equipment, etc.

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    Paladin

    Make an RR when taking damage. Reduce the

    amount of damage based on the amount of

    Save icons obtained. Effects vary by level.

    Call out target, target suffers a +1 penalty to the

    difficulty of the primary threshold of their TAbs

    until they engage you.

    Monk

    Once per turn, when making an attack roll, add

    movement icons to the result

    Float Softly: Dmg and a +2 to acrobatics for the

    duration of the round.

    Causes damage can hit 2 enemies that are

    several squares apart due to superior mobility.

    Majority of attacks cause some type of

    debilitating status effect, i.e. stun/stagger/etc.,

    on hit.

    Druid

    Has abilities that hamper opponents plans, like

    entangle or control of elements (wind: zone of

    difficult terrain and save vs. prone). Also

    damage from natural sources like a versatile

    natural weapon (flame, spikes, etc. from clubs)

    and direct damage blast of flames or lightning

    bolts, etc. They have an alternate form they

    can assume to deal damage at the expense of

    magic. What does the pet do? Shared HP?Perhaps a separate class, like Warg / Empath

    would better allow a pet both for reasons of

    complexity and also for rolehow can a druid

    bring the ability to control the battlefield but

    also have an always on form of damage (their

    pet) w/o also being the star of the show?

    Ranger

    Choose a favored enemy (insert Table). When

    you target your favored enemy with a TAb, you

    may include one additional common die in your

    pool (if one is available).

    Skills 3 of 4 + 2 of your choice (Stealth /

    Nature / Nimble / Athletics)

    Climbing damage over time relative to

    focusing on a single enemy. Each hit (or

    attack?) allows placement of a class token.

    These tokens fit with the TAb to grant X

    dmg/token and/or +W dmg/X tokens.Placement of additional bonus tokens relative

    to favored enemy is available; typically when

    first placing a token to represent the Ranger

    having instinctive knowledge of the specific

    enemys weaknesses due to repeated study of

    that type of creature. This damage increases

    steadily during combat as the rangers skills in

    exploiting advantage over a foe come into

    effect.

    Barbarian

    May always add melee icons to the result of

    damage rolls.

    Barbarian Rage: Movement and Save icons

    count as melee icons for the duration of Rage.

    Drained: after the duration of Rage expires, a

    barbarian makes all AR rolls at -1 die.

    Lethargy: Following a Rage, a barbarian makes adepletion check.

    Break Asunder: Ignore shield bonus to AC

    When a barbarian misses an attack, they may

    spend a dice to reroll any number of dice of

    their choice.

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    Wind resistance: when a barbarian is about to

    make a depletion check as a result of a push

    TAb they have just resolved, place the spent die

    in the AP, however, do not roll it during the

    depletion checkinstead, consider its result to

    be a non-icon result.

    Cleric

    A cleric may make an AR to heal themselves or

    allies within range. Dice rolled and

    requirements to achieve success vary by

    domain and level.

    Mage

    At the beginning of an encounter, make an AR

    to determine the number of spell-points

    available and the maximum level of spell that

    can be cast.

    Skills 3 of the following 4 + 2 of your choice.

    Wizardry / Scholarship / Craft / Perception

    Archer

    When making attack or damage rolls, take an

    AR and add the missile icons to the result.

    Leaders leaders to things like grant extra class

    tokens, sometimes do healing, refresh dice,grant attacks, provide beneficial party effects,

    anything that makes other classes better.

    Bonuses to longevity for the tanks, greater

    ability to control the battlefield, more attacks or

    damage for the strikers.

    Multi-classing

    When you decide later that your character

    should obtain an even greater diversity of

    options than those available in their chosen

    class, or that there is a story driven reason for

    you to be slinging spells as well as swinging an

    axe, or even just because you want to, you can

    become a multi-class character.

    You may even create a multi-class character

    above starting level (one thats multi-classed as

    they enter their first game session).

    To create a multi-class character, you must

    determine your starting class. For characters

    that multi-class once the game has beenstarted, it is simple to determine which class

    you had first. For those that multi-class prior to

    the game, one must be chosen. You combine

    all levels in their starting class and determine

    statistical bonuses. Next, compare any other

    classes (in descending numerical order of levels

    taken, with ties broken chronologically by

    duration) at the combined level of that class

    and any other classes already accounted for to

    determine if a greater statistical bonus isavailable at that combined level. If not - your

    character will need to wait until their current

    classes bonus to that stat rises above any prior

    bonus to that stat before applying the higher

    bonus--your bonus does not decrease as a

    result of multi-classing although there are

    numerous situations where the bonus to that

    particular stat will have already risen above the

    value obtainable in the new class at any level.

    Class abilities that require a certain number of

    levels in the class are not triggered by your

    character level rising--they only take effect

    when you have accumulated the required

    number of levels of that specific class.

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    TAbs may be relearned during multi-classing to

    represent your character steeping themselves

    in new skills and lore. When you learn a new

    class you may replace any of your current TAbs

    with ones from your new class. Remember, this

    only takes effect when you first learn the new

    class. If you really must switch back and forth

    between two classes, be careful about

    unlearning all the TAbs of your previous class,

    because you will have only the default

    relearning (one single TAb at odd levels) to rely

    on after that point. A Warrior who drops all of

    their current abilities for new Wizard abilities

    will only slowly be able to add them back to

    their portfolio. If they later want to become a

    Cleric as well, they will only have the

    opportunity to swab their current TAbs for

    Cleric class abilities, and are unable to freely

    regain their original Warrior abilities.

    Although it can be helpful to plan ahead, these

    rules are intended mainly to preserve the

    balance between characters of one class and

    multi-class characters as well as provide some

    inherent realism for how the learning of broad

    swathes of capabilities would work. They arenot intended to cause a huge book-keeping

    hassle for players choosing these options, so

    keep in mind that even if you do make a

    mistake, your GM can provide some help and

    there is also retraining available to every

    character at periodic intervals. This retraining

    gives both access to improved abilities as well

    as provide an outlet to change and customize

    your character.

    Your HP increase at the rate of your current

    class each time you choose a level in that class.

    When skills are trained, you learn them

    according to your current class. For characters

    multi-classing prior to play, both initial starting

    HP (above), and initial skill training are specific

    to class and are further important reasons to

    clearly nominate your starting class.

    Dragon Dice in your CP accrue by race, class,

    and those freely chosen. Because upgrading

    your dice requires them to maintain theirnature, the multi-class character should be

    mindful of how the process works and how this

    affects them. No special rules exist for multi-

    class characters concerning the CP. Racial dice

    offer the multi-class character a good deal of

    flexibility. These dice must stay the same color

    (that specified by your race), but you may

    change the type of the dice each time you

    upgrade it. Therefore, a Dwarf Warrior with a

    common heavy melee dwarven die mayexchange it for an uncommon magic die of the

    same color according to the standard CP

    improvement table.

    Class dice specify the required type of die (and

    may possibly specify color as well), and while

    these may be upgraded, their nature will not

    change. A heavy melee die gained through your

    class will stay a heavy melee die as long as you

    run that character.

    Dice that are freely chosen by the player also

    maintain both their type and color once chosen,

    although again, these dice may be upgraded

    from one size to another when specified by the

    advancement table.

    Special qualities are determined by class level -

    not by character level. Therefore, a 7th level

    character with 4 levels of Warrior does not yet

    possess the Warrior Instinct ability, but will gain

    it when they next gain a warrior level.

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    SkillsSkills are groupings of talents around related

    areas. Players will likely have bonuses to

    specific actions (or more limited groups) within

    that skill. Example, Rangers have situational

    bonuses to their Nature Skill when tracking.

    Example, Druids have situational bonuses to

    their Nature Skill when conversing with animals.

    Skill checks: level + skill rank + the skill icons

    from skill roll.

    Perform the skill check, then compare the total

    results of your roll to the DC of the check. If

    your result is equal to, or greater than, the DC

    then the check is a success.

    Some checks allow rolls to be made over

    multiple rounds - with bonuses or penalties tothe roll / additions or subtractions to the

    number of dice allowed to be rolled.

    Retry - only some actions allow another

    attempt. Each skill specifies when additional

    attempts are allowed.

    Arcana

    Retry - None

    Arcana is an aggregate term for the study andunderstanding of magic. If an opponent is using

    a magical effect, Arcana can also be used to

    gain information about the effect.

    Identify a Spell(or spell-like ability) - make a skill

    check and Arcane icons to your score. Compare

    the results to the level of the spell. For each

    threshold that is met, you obtain information in

    that category about the spell.

    Spell level +3 = name (or colloquial name)of the effect

    Spell level +6 = duration of the effect Spell level +10 = full description of spell,

    including relevant DC or ways to avoid the

    effect

    Skill Key Ability Example actions

    Arcana Intelligence Identify spell, locate magic effects

    Athletic Power Run, Jump, Climb, Endure environmental factors, Grab an

    opponent

    Craft Agility Make something

    Diplomacy Insight Sway opinion, read anothers body language, forge a long-term

    solution to a difference of opinions

    Healing Insight Perform first aid, heal diseases

    Nature Insight Track, survive outside, improvise shelter

    Nimble Agility Escape, tumble, balance

    Overwhelm Power Intimidate, bluff, get your way without control of the

    consequences

    Perception Insight Spot, listen, smell, notice things

    Scholarly Intelligence History, religion, mathematics, skilled labor

    Stealth Agility Avoid detection

    Streetwise Intelligence Determine where to go or not to go, find a contact

    Subterfuge Intelligence Lift, pickpocket, disarm defenses

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    Identify latent magic - when an object has

    magical properties (but is not currently

    manifesting a magical effect), you can use your

    Arcana skill to gain information. Make a check

    as per Identifying a Spell.

    Level + 3 = item is/is not magical Level + 6 = magic is harmful / benign Level + 11 = items function / abilities Level +13 = keywords to use the itemLocate the direction of a magical effect- when a

    magical effect is currently active, a player with

    training in the Arcana skill may determine its

    existence as per passive perception. If you

    become aware of a magical effect, you canlocate its direction (cardinal) with a successful

    check (lvl+3), and its distance (accurate to 50%

    of distance, or general) with a check (lvl+6), and

    its exact location (lvl+10) either described or

    such that you can follow your intuition to its

    location. This doesnt allow you to

    automatically disarm any traps, locks, secret

    doors, etc. related to the item being hidden.

    Instead, you can follow your intuition to the

    object of furniture in which the object is beingheld.

    Athletic

    Craft

    Diplomacy

    Healing

    Nature

    RetrySpecial

    The ability to navigate outdoors, locate food,

    create simple structures and tools from natural

    materials, speak with/relate to wild creatures,

    track signs.

    Track- opposed by the Stealth of the creature

    which left the tracks - higher check wins the

    opposed check. No retry.

    +2 for the creature being tracked for every day

    which has passed, cumulative with + 5 if it hasrained since the tracks were made. Creatures

    actively concealing their tracks move at half

    speed. Active concealment adds +10 to their

    side of the check.

    Forage creatures trained in Nature

    automatically forage for themselves in normal

    environments, and may forage for an additional

    creature(s) of their size at +5*(# creatures being

    fed). The check takes 1 hr for themselves or 3

    hours if feeding multiple creatures. In inimical

    environments, these times are doubled, as is

    the DC and even trained creatures need to

    count themselves in the # creatures being fed

    category. Retry none, a new check is

    performed each 24 hours.

    Create structure if inclement weather

    threatens and no premade shelters are

    available, the nature skill is used to identify

    natural elements that can be used to create a

    shelter. Successful completion of a shelter

    allows those using it to avoid the additional

    fatigue checks that result from lack of shelter.

    Improvise natural trap nature often provides

    many materials and features that can be turned

    into a trap with time and proper craft.

    Nimble

    Overwhelm

    Perception

    Scholarly

    Stealth

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    Streetwise

    Subterfuge

    Use the following table to determine level

    appropriate skill or ability checks. Skills are

    trained at the 1st, 6th, and 12th levels. Each

    training grants a +2 bonus with the skill. You

    may train the same skill multiple times. The

    default difficulty setting for skill DCs not

    specified in the rules is specified in the Average

    column using the trained skill value. This value

    should be modified by -2 for easy tasks (as

    though no specific skill training were required)

    or +1 for more difficult tasks, or ones the

    characters have incomplete information or

    tools to undertake. The GM will utilize the table

    to pick more appropriate DC values at their

    discretion for any actions they for which they

    feel the standard difficulty does not - or should

    not - apply.

    Table X-1; skill values by level

    Lvl Low Skill Result Average Skill Result High Skill Result

    Untrained Trained Untrained Trained Untrained Trained1 1 3 3 5 5 7

    2 2 4 4 6 6 8

    3 2 4 4 6 6 8

    4 4 6 6 8 8 10

    5 4 6 6 8 9 11

    6 5 7 7 9 10 14

    7 5 7 8 10 10 14

    8 6 8 9 11 11 15

    9 6 8 9 11 11 15

    10 8 10 11 13 14 18

    11 8 10 11 13 14 1812 9 11 12 14 15 20

    13 9 11 12 14 16 21

    14 10 12 13 15 17 22

    15 10 12 13 15 17 22

    16 11 13 14 16 18 23

    17 11 13 14 16 18 24

    18 12 14 15 17 19 26

    19 12 14 15 17 19 26

    20 13 14 16 18 20 27

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    Feats

    3 or more dice show an SAI - apply results of

    one SAI to all adjacent enemies

    3 or more dice show an SAI - apply results of

    one SAI to all enemies in burst

    3 or more dice show an SAI - Add two normal

    results of your choice to the result of the roll

    Combat expertise - All active dice show melee

    results - add one melee to result per dice to the

    result of the roll

    Combat versatility - melee results in excess ofthose needed to be an equal amount of ONE

    type of normal result of your choice. These dice

    are considered to be of that normal result for

    the remainder of the resolution.

    Press On Take 1+1/2 lvl damage, nominate a

    dice from your reaction pool to be considered

    as in your action pool for your next action. This

    dice returns to your reaction pool after

    resolving the action.

    Buoyed by Success when you obtain a

    fantastic result, you may consider the result a

    good result and add 3 normal icons to your next

    action roll.

    Forceful Negotiator a character nominating all

    dice of the same color for a social encounter

    gains a +1 bonus on the result of each dice.

    Effective Negotiator - a character nominating all

    white dice for a social encounter may eliminate

    penalties incurred by another character.

    Teamwork (X) While class tokens belong to

    the player that placed them, a character with

    this feat may place a token of (X) class for

    another player. When spending a class token,

    you may elect to consider any players tokens of

    class (X) as though they were placed by you.

    Forewarning prerequisite; 1 heavy melee dice.

    Forewarning Advantage TAb 4

    An enemy tries to slip past your guard, but you

    interfere with them - and prepare your

    companions.

    Triggered

    Target: you

    successfully make an

    Opportunity Attack on

    an adjacent opponent.

    Close - Weapon

    Icons: N/A

    Cost: N/A

    Effect: choose an ally to receive a +2 bonus to

    AC and defenses until the end of your next turn.

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    Dragon DiceMany different icons are found on dragon dice.

    The most prevalent are normal icons. Normal

    icons come in 5 different varieties. The text in

    parenthesis indicates the icons description in

    the base Dragon Dice game for reference.

    Power (melee) - power icons are a measure of

    strength--the ability to do damage--and martial

    prowess.

    Agility (missile) - agility icons are associated

    with quickness and speed - ability to cause

    damage at a distance - be accurate - and

    sometimes include acrobatic or tactical

    maneuvers

    Skill (movement) - skill icons unlock the most

    difficult tactical maneuvers - are used to make

    skill checks (and provide bonuses to most non-

    combat tasks)

    Arcane (magic) - arcane icons represent magical

    prowess, including divinely sourced power

    Defense (save) - defense icons function as a

    means to avoid damage - to boost AC or otherdefenses - provide HP - and mediate fatigue

    Selecting your dice

    Initial creation of a first level character entitles

    you to pick four dice. See the table on

    character pools. Two dice will be chosen of a

    type specified by your race, another will be

    specified by your class, and your final selection

    may be from any dice you choose. The size of

    these dice is dictated by the character pooltablefor a first level character, they are all

    common dice.

    Your Character Pool

    These are the dice which you use to take

    actions, perform reactions to an opponent, or

    to execute skills and other sundry. The entire

    amount of dice possessed by your character

    form the character pool. These dice will

    originate from different sources, namely those

    you choose, those specified by your class or by

    your race. When you level up, you may select

    additional dice from one of the listed sources,

    or upgrade dice already present in your pool to

    larger sizes. The character pool table specifies

    when this occurs and which dice are involved.

    Your characters total pool of dice is referred to

    as the Character Pool. Only very rarely will all

    the dice in your Character Pool be available for

    any given action. You will typically pick a

    selection of these dice to roll in order to

    determine the success of your action. Mostactions require dice to exist in your Action Pool

    (AP), while some require the dice to be in your

    Reaction Pool (RP). Further, actions often

    require dice to be spent from the AP into the RP

    where they are not available for subsequent

    actions until restored to the AP. The game

    mechanics that determine these processes are

    found throughout the following sections as

    applicable skills, feats, combat, and

    adventuring. You will want to focus onrecruiting a selection of dice into your character

    pool that will contribute the abilities you desire

    that your character use. For the types of

    actions you will undertake most repeatedly, it is

    advisable to create some redundancy in the

    available dice. Certain taxing situations will

    result in some dice being unavailable, while the

    more strenuous actions will require the

    spending of dicesimilarly rendering these dice

    unavailable when they might otherwise be

    needed.

    Dragon Dice these come in varying color

    combinations, sizes (called health from

    common to monster), and types.

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    Color - the color of a die is the combination of

    colors it is formed of. Amazon and Undead dice

    are considered to be a single color (ivory and

    black respectively) while other die are

    composed of two colors.

    Health Dice come in 4 denominations three

    6 sided (d6) and one 10 sided d10)

    the smallest die is a common (C) (1health) and has six sides

    the medium size is an uncommon (U) (2health) and has six sides

    the largest six sided dice is a rare (R) (3health)

    while the 10 sided die is a monster (Mon)(4 health).

    Type the glossary lists the type of each die. A

    given set of color combinations (called a race in

    the dragon dice game) has 5 types. The most

    typical distribution of types for one color set is,

    heavy melee, light melee, missile, cavalry, and

    magic.

    Racial Dice (X) each race has an accompanying

    color of die. When you recruit a racial die, you

    may recruit a die of the listed health (X) from

    among any dice specified by your race.

    Class Dice (X) - each class has an accompanying

    type of die. When you recruit a class die, you

    may recruit a die of the listed health (X) from

    among any dice specified by your current class.

    Promote (X) When you promote a dice you

    must preserve both its color and its type.

    Character Pool Advancement

    Table 2-1 Level C U R CP

    Size

    Racial Die x2 (C),

    Class Die (C),

    Recruit (C) Level 1 4 4

    Level 2 4 4

    Class Die (C) Level 3 5 5

    Promote (C) Level 4 4 1 5

    Racial Die (U) Level 5 4 2 6

    Level 6 4 2 6

    Promote (C) Level 7 3 3 6Recruit (C) Level 8 4 3 7

    Promote (C) Level 9 3 4 7

    Level 10 3 4 7

    Racial Dice (R) Level 11 3 4 1 8

    Level 12 3 4 1 8

    Promote (U) Level 13 3 3 2 8

    Level 14 3 3 2 8

    Class Die (U) Level 15 3 4 2 9

    Level 16 3 4 2 9

    Promote (U) Level 17 3 3 3 9

    Class Die (C) Level 18 4 3 3 10

    Promote (C) Level 19 3 4 3 10

    Level 20 3 4 3 10

    Modifiers based on the CP

    Review your character pool initially at character

    creation and each time the number, size, or

    type change. One dice may be nominated for

    each of five different types of bonus. The same

    dice may be chosen multiple times. Determinethe number of icons of a given type on the

    chosen dice. Divide this number by 2--this

    calculation will yield the modifier or bonus.

    Power - choose one dice in your CP - the # of

    power icons/2 is added to your power score.

    Agility - choose one dice in your CP - the # of

    agility icons/2 is added to your agility score.

    Skill - choose one dice in your CP - the # of skillicons/2 is added, divided as you choose, among

    the defense(s) of your choice (example a +3

    bonus means you could add +2 to FORT and +1

    to REF)

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    Arcane - choose one dice in your CP - the # of

    arcane icons/2 is added to your choice of either

    your Insight or your Intelligence score.

    Defense - choose one dice in your CP - the # of

    save icons/2 is added to your AC.

    Defense choose one dice in your CP the # of

    defense icons is added to your pool of HP.

    Using Dragon Dice

    Critical Miss: When you roll 3 or more dragon

    dice, if all results showing are Icon results, a

    critical miss has occurred! Re-roll the dice,

    continuing to re-roll any dice that show an Icon

    result until no Icon results are obtained.

    Determine which category of result is greatest

    and consult the Critical Miss table. Example,

    when rolling for damage, 2 icons are obtained.

    These dice are rolled again, and 3 power and 1

    Icon result are obtained. The Icon result is re-

    rolled and obtains 2 agility. 3 power is the

    greatest category, so the Critical Miss result for

    3 power is applied.

    Critical Success: When you roll 3 or more

    dragon dice and obtain the same normal result

    on all dice, add one to the result of each dice.

    Note: SAIs are not normal results and so would

    only count as a critical success if the SAI

    specified that it counted as normal results, or if

    all dice were showing SAIs.

    Special Action Icons:

    Flaming Shield the shields possessed by the

    Firewalker racial dice count both as normal

    Shield icons or, during a reaction roll against an

    adjacent target, as normal Melee icons.

    Fly Fly icons count as either movement or

    saves

    Scorching Shield/Wings Save icons possessed

    by Scalder racial dice count as saves or instead

    may generate 1 point of damage per icon to the

    attacker when the attacker is adjacent. All

    icons obtained must be counted either as saves

    or as icons of no type that generate damage.

    This damage only occurs when the scorching

    icons are obtained during a reaction ability.

    Rend Rend generates melee results. If the

    target has already taken damage or is bloodied,

    count the results obtained and roll this dice

    again.

    Smite Smite generates melee results. Smite

    also lowers the AC and Reflex defense of the

    target by the half number of smite icons

    obtained. This effect is ongoing and requires a

    save to end. New smite results replace prior

    smite results only if the value obtained is higher

    or if the previous effect has ended.

    Trample Trample generates melee results or

    movement results.

    Cantrip Cantrip generates magic results.

    During an attack roll, Cantrip counts as magicresults and increases the users MP by 1. This

    increase is not cumulative, and a maximum of 1

    MP may be obtained per turn. When either 3

    die or all die obtain a Cantrip icon, determine

    the magic overload by consulting the Magic

    Overload section of the relevant class.

    Counter Counter generates save results.

    During a damage roll, Counter adds an

    additional +2 damage and adds +2 to yourchoice of AC or reflex until the beginning of

    your next turn. This damage is cumulative, the

    +2 bonus to AC or reflex is not cumulative &

    may only be applied to one of the two defenses

    at a given time.

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    Bullseye Bullseye generates missile results.

    During an attack roll, Bullseye counts as missile

    results and subtracts 1 from the targeted

    defense.

    Double Strike Choose 1: Roll this die twice andcount both results (further Double Strike results

    have no effect), or roll any die in your action

    pool and double the number of normal results

    generated by that die.

    Volley Volley icons count as either missile or

    saves.

    Flaming Arrow Flaming Arrow generates

    missile results. During an attack roll, Flaming

    arrow counts as missile results and adds +2

    damage to the damage of that attack.

    Poison Poison generates missile or melee

    results

    Coil (cavalry) Coil generates melee or

    movement results, and may also generate 4

    points of immediate damage against an enemy

    who is grappled.

    Wild Growth (light melee) Wild Growth

    generates melee results. During an attack roll it

    may instead add +2 to the attack and increase

    the damage die by 1 step (maximum d12) for

    the characters next damage roll. Add +2

    damage if increasing the size of the damage die

    is not possible; this increase is cumulative.

    Scare Scare generates normal melee results

    and may also give a creature within 3 spaces of

    the target the Frightened condition.

    Vanish Vanish generates normal save results,

    and also gives +1 to all defenses until the

    beginning of the characters next turn.

    Wither Wither generates melee results, or

    may instead give the target (or originator of the

    attack, if rolled as a reaction) the Sickened

    condition.

    Convert (light magic) if this action reduces an

    enemy to 0 or fewer HP, regain your choice of 5

    HP or 2 MP.

    TAbs

    Several varieties of TAbs are available to you.

    Most TAbs are general TAbs. In the rulebook, a

    TAb without a subtype is considered to be a

    general TAb as the default type. There are also

    advantage TAbs, and mastery TAbs. When

    reading the advancement table, a character

    with 3/2/1 TAbs known would know three

    general TAbs, two advantage TAbs, and one

    mastery TAb.

    General TAbs represent attacks and other

    simple actions your character can undertake.

    While there is no restriction on using a TAb

    outside of combat, most general TAbs have no

    effect. For example, breaking a structural

    object may happen either in - or out - of combat

    and does require a means to determine

    whether your character does sufficient damage

    to cause an effect. However, breaking such an

    object carries its own rules, and therefore, even

    a character with such a colorfully worded TAb

    as Break Asunder would use the standard

    object breaking rules and not this TAb.

    As another example, a character wants to cross

    a chasm reviews their arsenal and asks their GM

    about Float Softly. This TAb generates a

    temporary bonus to acrobatics. The one round

    duration does not pose a problem, since thechasm can be crossed in one movement

    (although the adventuring party is currently not

    acting in initiative). However, the target of this

    TAb is one opponent, and as there are none it

    cannot be used in this situation. Further, the

    bonus is granted as a secondary effect from a

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    hit. Again, as there are no opponents - this TAb

    cannot function in this situation.

    Push TAbs function nearly identically to general

    tabs but almost always require the expendature

    of resources - usually by spending a dice. TheseTAbs may be viewed as your character

    accessing resources above their level, which -

    while truly awesome - comes at a cost.

    Bonuses that the a character may find a use for

    at any given time, often in or out of combat, are

    typically found in advantage TAbs. These use

    the same structure as a general TAb, but

    typically do not involve an attack or any kind of

    damage. Also, most advantage TAbs do not

    require a standard action, and serve primarily to

    modify a characters other abilities or as part of

    the resolution of another TAb.

    Mastery TAb represent the accumulation of

    experience and acumen over the course of a

    long and dangerous career. At the pinnacle of

    your abilities a new layers of talents is revealed

    for you to explore. A mastery TAb is a special

    action that often unfolds over multiple rounds

    of combat and is truly devastating - making you

    a force to be reckoned with.

    A sample TAb follows - each TAb is labeled with

    its name, class, and level.

    Weapon Strike Warrior TAb 1

    You turn to your enemy and attack them with

    your weapon.

    Standard Action

    Target: 1 Opponent

    Melee Weapon

    Icons: 3 Power / 1 SkillAttack: POW vs. AC 1 [W] + POW

    Weapon Strike is a tab from the Warrior class,

    and it a level 1 TAb (available to first level

    characters.

    Requirements for the TAb are listed - it takes 1

    standard action, targets one creature with a

    melee weapon (adjacent creature unless the

    weapon has reach). No dice are specified, so

    roll the default amount of 4. The primary value

    is 3, and there is a single secondary value of 1.

    In order to successfully use the TAb, roll up to 4

    dice, needing 3 power icons and 1 skill icon on

    the active dice. Because there is no miss

    effect, failing to obtain these icons ends the

    action.

    If sufficient primary and secondary icons are

    obtained to satisfy each primary and secondary

    value, determine the actions quality. To do so,

    add the number of primary icons (power)

    obtained on your AR to your POW and 1/2 lvl,

    compare to AC of the target opponent anddetermine the quality on the standard table.

    Using the required quality modifier, roll for

    damage. A good quality on this TAb would

    allow you to roll 1 weapon damage and add

    your POW modifier to the damage roll. A

    warrior with a +3 POW and a longsword would

    roll 1d8+3 damage in this example.

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    Advancement

    XP LvlTAbs

    KnownFeats Character Pool C U R Total Dice

    0 1 3 1 Racial Die x2 (C), Class Die (C),Recruit (C)

    4 4

    1000 2 3 1 4 4

    2250 3 3 1 Class Die (C) 5 5

    3750 4 3 2 Promote (C) 4 1 5

    5750 5 3 2 Racial Die (U) 4 2 6

    8250 6* 3 2 4 2 6

    11500 7 4 3 Promote (C) 3 3 6

    15500 8 4 3 Recruit (C) 4 3 7

    20500 9 4 3 4 3 7

    26750 10 4 4 Racial Dice (R) 4 3 1 8

    34550 11 4 4 4 3 1 844300 12* 4 4 Promote (C) 3 4 1 8

    56500 13 4 5 Promote (U) 4 3 2 9

    71750 14 4 5 4 3 2 9

    90750 15 4 5 4 3 2 9

    114500 16 4 6 Class Die (U) 4 4 2 10

    144500 17 4+1 6 Promote (U) 4 3 3 10

    182000 18 4+1 6 4 3 3 10

    228500 19 4+1 6 Promote (C) 3 4 3 10

    286500 20 4+1 6 3 4 3 10

    *Levels at which skills are trained.

    The +1 denotes a mastery TAb.

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    Combat

    Game Round

    A round consists of the turns of each player,

    and their enemies. Each creatures turn is taken

    in descending order of initiative. When all

    creatures have acted or passed their turn, the

    round ends and a new round begins.

    Initiative and surprise are handled

    simultaneously during the Initiative Roll. At the

    beginning of an encounter, perform an Initiative

    Roll & determine which combatants are

    surprised. Once these factors have been

    determined, conduct a surprise round if

    needed. Following the surprise round, beginnormal combat rounds. Each normal combat

    round use the following structure, which

    continues for the duration of the encounter.

    Start of Roundo Roll Monster Dieo Save for ongoing effectso Recovery Roll

    Turn(s) - in initiative order End of Round

    TAbs

    A threshold ability is the engine for most

    combat actions. Roll the specified number of

    dice from your action pool; the default number

    of dice is four. Other ability may specify an

    alternate value. Only dice from the action pool

    can be selected.

    Determine whether or not the Threshold ability

    succeeds by rolling the nominated dice if a

    number of icons the requires type(s) are

    obtained that is equal or greater than the

    values listed in the TAb description, then the

    TAb succeeds. If the TAb succeeds, determine

    the quality of the action.

    Action Quality

    In combat, the ability is compared to the target

    defense. Add lvl + relevant ability modifier +

    number of primary icons and compare to target

    defense. This determines the quality of the

    action.

    There are 4 qualities, abysmal, poor, good, andfantastic. The quality is based on the relative

    comparison of your results with the target.

    Failure is often up to you, therefore, the

    difference between a slight failure (poor

    quality) and abject failure (abysmal quality)

    is based on your own relevant statistics. The

    higher your statistics, the less chance you have

    of failing miserablythis is due to your training.

    Similarly, when you exceed the target value,

    you may hope to do exceptionally well (afantastic quality instead of the default good

    quality), and the better your training; the more

    likely it is for this to occur. Some abilities that

    cause no damage will specify alternate results

    for varying qualities.

    Abysmal Poor Good Fantastic

    RangeEqual to or less than:

    Target 2X Ability

    Less than

    Target

    Target or

    greater

    Equal to or more than:

    Target + #Health rolled

    Result

    Minimum Damage

    No secondary effects, spend

    an additional die

    damageNormal

    effects

    Maximum Damage

    May refresh a Reaction Die

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    An abysmal quality requires an additional die to

    be spent in the event that game effects

    require more dice to be spent than a character

    is able, all available dice are spent AND any

    other effects that would cause the character to

    regain dice on that turn have no effect.

    Saves

    Saves are allowed for ongoing effects without a

    specified duration. Roll the dice in your

    reaction pool before determining which dice are

    refreshed. You may cancel a number of

    ongoing effects of equal to (or less) than the

    number of ID icons obtained. The save roll is

    entirely separate from the refresh roll, no dice

    may be refreshed during a save roll regardless

    of the results of the save roll, all dice can be

    rolled normally in the refresh roll.

    Opportunity Attack

    Opportunity Attacks are made when the

    circumstances present themselves. These

    attacks do not deal damage, but rather sap the

    resources of the target. When an Opportunity

    Attack occurs, from the time it is triggered, to

    the time it is resolved, the figure provoking theattack becomes the reacting (or defending)

    figure, and the figure making the Opportunity

    Attack (OA) becomes the attacking figure. To

    make an Opportunity Attack, make an opposed

    roll with one die from the attackers action pool

    vs. one die from the reaction pool of the target

    provoking the attack. The roll is melee vs.

    defense (other OAs are possible and specified in

    certain abilities or feats). If the action roll

    meets or exceeds the reaction roll, the OA is a

    success. To resolve the attack, the target

    provoking the attack spends one dice from their

    action pool into their reaction pool. If this is not

    possible, they exhaust one die from their

    reaction pool.

    Recovery Roll

    The recovery roll allows dice to be refreshed

    from the reaction pool to the action pool. At

    the beginning of your turn, after an optional

    save against ongoing effects, make a recovery

    roll. Roll all the dice in the RP, any that obtain

    an ID icon may be returned to the AP.

    Additionally, you may nominate a lower health

    die to be returned to the AP instead of a dice

    that rolled an ID icon. Example: you roll 2

    commons, 1 uncommon and 1 rare die in your

    RP. The rare die and one common roll ID

    iconsyou elect to return the uncommon die

    instead of the rare die along with the common

    dice that rolled an ID.

    Also, forfeit of movement allows dice in the RP

    to be used as though they were in the AP (they

    return to the RP following any action), while

    forfeiting an action allows 1 die to be recovered

    automatically, and a recovery roll may be made

    if any dice remain in the RP.

    Initiative Roll

    Roll one die from your action pool and add your

    initiative bonus to the number of Agility/Skillicons obtained.

    If your initiative result is lower than a non-

    minion Monster, make an Insight check vs. the

    highest Passive Perception of Monsters whose

    initiative result is greater than yours. Should

    this check fail, you are surprised. If there are 3

    or more monsters in the combat and your

    initiative result is lower than all of them, you

    are automatically surprised; do not make anopposed Insight check.

    If your initiative result is higher than all

    monsters, you gain a surprise round where you

    can take one single action prior to the beginning

    of the first normal round of combat.

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    Creatures who are surprised cannot voluntarily

    place dice in their reaction pool at the

    beginning of combat, and grant combat

    advantage to all enemies until you take a turn.

    MovementCharacters move on a 1 grid, where each

    square represents 5. On each movement you

    may move a number of squares equal to your

    speed. Every diagonal movement alternates

    between 5 and 10 of move--the first diagonal

    counts as 5. Difficult terrain adds an additional

    5 to each square of movement.

    Movement actions can be conducted as part of

    a move action at the expense to a charactersspeed. Note that being incapacitated prevents

    both movements and actions from being taken

    by the affected creature.

    Drink a potion - 3 squares Open an unlocked door - 2 squares Disengage (first move of turn; only

    when engaged already) 4 squares

    Stand from prone 4 squares

    Perform a movement skill - varies; seeskill descriptions

    Example, a character with a movement of 7

    squares wants to drink a potion knows they can

    move a maximum of 4 squares and still

    complete this movement action. If they move 4

    squares and any other effect reduces their

    remaining movement before they drink the

    potion - they will not have enough movement

    remaining to do so.

    Gaining extra movement

    At the end of your movement, you may attempt

    to obtain extra squares of movement. This

    additional movement may only be used to

    move in single square increments, cannot be

    used to perform any other movement actions.

    Roll up to 4 dice from your AP. This check uses

    skill icons, and the difficulty is set at 1/2 current

    speed + 2 for each square (cumulative). After

    the second square, spend 1 dice for each

    attempt. A character with a speed of 7 would

    need to obtain 5 skill icons for their first square

    of movement, and perform a separate check at

    a difficulty of 7 if they wished to move an

    additional square. If they succeed on both

    these checks and wish to attempt to move a 3rd

    additional square, the difficulty becomes 9 skill

    icons and costs 1 dice whether the attempt is a

    success or failure.

    ActionsYou may take one standard action on your turn.

    Standard actions include TAbs (most require a

    standard action), skills - where noted.

    Some actions - notably mastery TAbs - may

    replace your entire turn. This is noted in the

    description of the ability. There are also

    combat actions available to all creatures.

    Grab

    Push

    Reactions

    The number of actions you can take is

    unlimited, however, you will be using dice (and

    occasionally exhausting them) from your RP.

    This means that whenever you have no dice in

    your RP - you cannot make any reactions that

    requires a reaction roll. Almost all reactions

    require use of dice in this way.

    When you are targeted with an action, you may

    make a reaction roll to influence that action.

    The basic reaction is called an Avoidance Check.

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    Threatened Squares

    A character threatens all adjacent squares

    unless they are incapacitated or prone. See

    grappling.

    Fleeing

    If the party wishes to flee an encounter, add up

    the total athletics modifier of the party (or of

    the party members fleeing), and the total

    modifier of the opponents in the encounter.

    Each player fleeing, and each opponent,

    nominates a die - roll and add skill icons of each

    group to their modifier. The players

    successfully flee if the equal or exceed their

    opponents result.

    Fleeing immediately ends the encounter (if only

    a portion of the party flees, continue the

    encounter for the remaining members). After

    successfully fleeing, each character makes a

    check to avoid becoming winded. A character

    who is already winded automatically becomes

    fatigued and a character who is already fatigued

    becomes exhausted.

    Fleeing creatures that are not characters drop

    any carried items when they flee. If the

    monsters flee and the players want to pursue

    them again, the GM will specify an amount of

    time required for the task, and the difficulty

    value of an endurance check (should be set at a

    level appropriate DC - assuming the fleeing

    parties are monsters near the players level). In

    this event, the encounter can start again where

    it ended with the same HP and dice pools. The

    fleeing party and the pursuers may all have to

    make depletion checks to determine if they

    have tired further.

    Avoidance Check: After an action roll has

    been made which targets you, roll the dice in

    your RP. If you obtain a number of Reaction

    Icons equal or greater than the primary value

    of the action you are reacting to, raise the

    primary value by one. Actions with multiple

    targets may only have their primary value

    increased by one reacting target.

    Reaction Icons by action type:

    Close - Defense

    Ranged - Defense / Agility

    Blast - Arcane / Skill

    Other - Skill

    Icons from multiple categories are not

    combined. Pick one category of your choice

    after the roll has been made.

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    AdventuringA powerful warrior can slay a dragon. Magic

    can cause rocks too heavy to lift to fly through

    the air, or allow the dying to fight on past their

    last strength. However, nothing can make you

    push you past the limits of yourself. Characters

    who repeatedly reach to their core for their last

    reserves need some time to recuperate and

    recover their poise and skill. As you adventure,

    you may find yourself being pushed to your

    limits and see how this impacts your overall

    effectiveness.

    GMs should strive to create an environment

    where players clearly understand their

    objectives, and the consequences for delay or

    failure. This allows them to make choices that

    are meaningful to the narrative regarding how

    far and how fast they need to push their

    characters. In absence of such consequences,

    any written roleplaying system allows or

    possibly even encourages players to rest after

    every encounter. Since death is the end of any

    narrative, but lack of consequence creates one

    just about as boring as being dead...good

    consequences that encourage and contextualize

    risk taking without resulting merely in physical

    death are vital mechanical elements of this

    rules-set and also of the adventures created

    using it.

    As you adventure, you will find not only your

    consumable resources (potions, ammunition,

    food) dwindle, but your personal reserve may

    do so as well. In an encounter, any time the

    majority (more dice than not) of your dice are inyour RP, make a depletion check. This may

    happen multiple, or even many, times per

    encounter. The GM may also require such a

    check at narrative checkpoints, as you move

    across a desert, spend time on another plane,

    or even if youre negotiating with a blacksmith

    during the creation of a special magical

    weaponand the venue for that negotiation is a

    blisteringly hot forge. These examples involve

    some type of environmental duress, but since

    these states also involve the expenditure of

    resources, a depletion check may be called for

    any time whenever circumstances are not in

    your favor or your group is unprepared for their

    current endeavor (not to mention magical

    causes, like a field of enchanted flower or the

    magical defenses surrounding a dragons lair).

    Your character starts with a natural unaffected

    state. As they spend resources, certain effects

    occur. These affects are detailed below. When

    your characters state worsens, they progress

    along a continuum from: normal (default), to

    winded, then fatigued, and finally exhausted.

    Be mindful of the state of your character. Notonly are there penalties which accompany each

    state, but lingering in the worst carries the

    chance of an actual death for your character

    and the accompanying end of their narrative.

    Windeda condition that affects a characters

    capabilities. It is temporary in nature and lasts

    for the duration of an encounter. If you start an

    encounter with the Winded condition, place at

    least two dice in your reaction pool. When youmake an action roll, increase the value of the

    primary ability of a TAb by one. If the action is

    not a TAb, subtract 1 from your result following

    the roll.

    Fatigueda condition that affects a characters

    capabilities. It is temporary in nature and lasts

    Depletion Check: Roll the dice in your RP. If

    the majority show an icon result, your state

    worsens one category. If all dice show an icon

    result, spend a die from your AP (if possible)

    in addition to any other effects.

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    for the duration of an encounter. If you start an

    encounter with the Fatigued condition, place

    at least half your CP dice in your reaction pool.

    When you make an action roll, increase the

    value of the primary ability of a TAb by 2. If the

    action is not a TAb, subtract 2 from your result

    following the roll.

    Exhausted a condition that affects a

    characters capabilities. It is temporary in

    nature and lasts for the duration of an

    encounter. If you start an encounter with the

    Exhausted condition, place all but one dice in

    your reaction pool. When you make an action

    roll, the maximum amount of dice allowed for

    the roll is reduced by one (always to a minimumof one), and the value of the primary ability of a

    TAb increase by 2. If the action is not a TAb,

    subtract 2 from your result following the roll.

    Death: An exhausted character that finishes an

    encounter with no remaining HP is dead. In an

    initiative based encounter, additional rounds

    may be added to the end of the encounter as

    long as the revival process was initiated prior to

    the end of the encounter (the GM should endencounters involving initiative when the

    challenge is complete i.e. all enemies are

    slain, a puzzle is solved, trap disarmed or

    triggered, negotiations concluded, etc.)

    When you are out of HP, you become

    exhausted automatically.

    Although there are other ways to revive a fallen

    comrade, at least one option is available to all

    characters. Reviving the fallen is an action

    requiring a minimum of two rounds. First,

    move adjacent to the fallen player, spend two

    dice, and make a heal check. If you succeed on

    this check, the fallen player will then make a

    depletion check. Each attempt requires two

    dice to be spent by the player attempting the

    revival. On a successful heal check and the

    fallen player not failing their depletion check,

    the second stage can begin. In the second

    phase, the reviving player and player being

    revived each make a depletion check. If both

    checks pass, the player being revived

    immediately is considered prone, exhausted,

    and regains HP to their starting amount.

    Other effects may modify the amount of HP

    regained.

    Not-Death: after becoming exhausted, your rest

    can restore your balance - but at a lowered HP

    making it more likely that without extended

    rests that youre falling into a cycle of

    ineffectuality. This is easier to incorporate intothe story. If it takes 2 or more days to get it ALL

    back once youve pushed to the brink of

    disaster, even the least creative DM can tell

    how thats affected the story. Provide

    guidelines in the DM section, even if your

    players want something simple like a weapon -

    the shop keeper is gone right then. Or

    otherwise something without a surplus of Deus

    ex Machina.

    Traps & Machinery - non-combatant challenges

    Skill challenges - see the skill section

    Social challenges

    Sometime a sword or a spell is simply not what

    is called for. On numerous occasions, you and

    your adventuring companions should expect to

    influence your opposition with the force of your

    words and wit. When you engage in a social

    encounter, you will do your best to sway the

    existing opinions or preconceptions of your

    opponent in your favor.

    A social encounter involves each player

    nominating dice placing them on the social

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    wheel and 1 or more rounds of resolution to

    determine the outcome.

    To conduct a social encounter, each player

    nominates 1 or 2 dice from their CP and places

    them on an Aspect (a color) of the social wheel.The dice chosen do not need to share a color,

    however, the color chosen must correspond to

    a color present in one the nominated dice. All

    of a players dice are placed on the same Aspect.

    Players simultaneously choose and place their

    dice first, followed by NPCs.

    You should choose an Aspect that matches your

    characters spirit or the type of rhetoric they

    will employ. In addition, each Aspect is

    associated with a type of icon as noted on the

    social wheel. If your dice obtains normal icons

    that match the icon associated with your

    chosen Aspect chosen, you gain a bonus to your

    roll equal to the number of health of dice

    obtaining that icon type. Example: a character

    chooses to place their dice on the Arcane, blue,

    Aspect; when they roll their dice, a common die

    obtains an Arcane result granting a +1 bonus to