Game Rules
D&D 5e by default, except for:
- only 4 races - and custom adaptations due to the weird influence of magic and metal in this barren world
- no classes - use homebrew feat trees to build your character instead
- no bonus actions - but your Dex and some feats give you an action point pool which recharges once per combat
- 2-action economy - lots of reactions like DC20 for unlimited tactical options
- homebrew magic items - magic is rare, powerful, and risky
- homebrew xp and level up - your clan carries on the fight if you fall
Core Mechanics
Two-Action Economy
Every character gets 2 actions per turn plus Action Points (AP) for additional actions. Actions reset at the start of your turn—use them or lose them! You can save actions for reactions on other turns.
Action Points
AP equals your Dex modifier (minimum 1). Your action pool refills at the start of each combat but not more than once per minute. Use AP to take extra actions, power up spells, or perform special maneuvers.
Multiple Attack Penalty
Multiple attacks on a turn suffer cumulative -2 penalty (-2, -4, -6...). Some feats can overcome this limitation.
Hit Points
HP = [Hit Dice] + [2 × CON modifier] + [Level]. You start with one d6 hit die and must train to gain more. Hit dice can be gained as a Pursuit every odd level starting at 3.
No Proficiency Bonus
This game doesn't use proficiency bonuses. Instead, skills and feats provide flat bonuses that stack with ability modifiers.
Quick Reference
- Combat Turn: 6 seconds, 2 actions + AP
- Dungeon Turn: 10 minutes for exploration
- Exploration Turn: 1 day for overland travel
- XP to Level: 10 × target level (not cumulative)
- Skill Ranks: Untrained (+0), Novice (+2), Apprentice (+4), Expert (+6), Master (+9)