Game Rules

D&D 5e by default, except for:

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)