
Races:
Each race has a starting attribute amount. The player then has 12 points to distribute amongst the attributes as they see fit. However, no attribute may exceed 18 base. There are attribute bonuses:
| Strength | Dexterity | Constitution | Wisdom | Intelligence |
| 16 = +1 dmg | 16 = +1 to hit | 16 = +2hp gain | 16 = +1 to Tap | 16 = +1 to Tap |
| 17 = +2 dmg | 17 = +2 to hit | 17 = +4hp gain | 17 = +2 to Tap | 17 = +2 to Tap |
| 18 = +3 dmg | 18 = +3 to hit | 18 = +6hp gain | 18 = +3 to Tap | 18 = +3 to Tap |
| Stealth | Speed |
| 16 = +1 to hide/pick | 16 = +1 to dodge |
| 17 = +2 to hide/pick | 17 = +2 to dodge, +1 Attack |
| 18 = +3 to hide/pick | 18 = +3 to dodge |
Humans - Str:12 Dex:10 Con:10 Wis:10 Intel:10 Stealth:10 Speed:11
Elves - Str:10 Dex:12 Con:12 Wis:11 Intel:11 Stealth:8 Speed:10
Half Elf- Str:12 Dex:11 Con:11 Wis:11 Intel:11Stealth:9 Speed:11
Dwarf - Str:13 Dex:7 Con:13 Wis:8 Intel:8 Stealth:8 Speed:8
Dark Elf - Str:10 Dex:12 Con:12 Wis:11 Intel:11 Stealth:10 Speed:10
Goblin - Str:7 Dex:10 Con:7 Wis:6Intel:6 Stealth:8 Speed:14
Halfling - Str:9 Dex:11 Con:10 Wis:10 Intel:10 Stealth:12 Speed:12
Gnome - Str:8 Dex:8 Con:14 Wis:13 Intel:13 Stealth:7 Speed:6
Minotaur - Str:14 Dex:13 Con:10 Wis:9 Intel:9 Stealth:6 Speed:6
---- Classes ----
Warrior - 100hp - 1d10 hp gain
Subclass: Knight - 70hp gain - Knights Ring (heals 70hp per day)
Archer - +1 stealth, +3 to hit on called shot with a missile weapon
Wizard - 60hp - 1d6 hp gain
Subclass: Psionicist - cannot cast regular spells
| Lv 3 | One way telepathy | Lv 15 | Immunity to Weapons (nonmagic), TK Lv3 |
| Lv 6 | Full Telepathy | ||
| Lv 9 | Telekinesis Lv1 | ||
| Lv 12 | Absorb 1 attack and release it, TK Lv2 |
Illusionist - cannot cast regular spells
| Lv 3 | 3 Images | Lv 12 | Minor teleportation |
| Lv 6 | 6 Images, Momentary invisibility | Lv 15 | Perfect invisibility |
| Lv 9 | 7 images, fade |
Necromancer - Can have up to 2 black spells
| Lv 3 | Raise Skeleton | Lv 12 | Raise Mass Skeleton |
| Lv 6 | Call Spirit | Lv 15 | Raise Mass Zombie |
| Lv 9 | Raise Zombie |
Jordani - 100hp - 1d9+1 hp gain - Cannot use any form of magic
| Lv 3 | 20% resist magic | Lv 12 | 80% resist magic |
| Lv 6 | 40% resist magic | Lv 15 | Immunity to magic and magical weapons |
| Lv 9 | 60% resist magic |
Priest - 90hp - 1d9 hp gain - only white spells - Lv6 can cast Resurrection
Subclass: Paladin - +10hp - Can Cast -Lay on Hands- once per day, cannot use Resurrection
Thaumaturge - 90hp - 1d9 hp gain - only black spells - Lv6 can cast Raise Dead
Thief - 40hp - 1d15 hp gain
| Hide | Pass a stealth check (2 tries) |
| Pick Lock | Pass a stealth check (3 tries) |
| Steal | Pass level check and Level to Level check |
| Detect Traps | Pass level check |
| Backstab | Once a thief is hidden, they may attack with a BS that does +4 damage |
Ranger - 110hp - 1d7+3 hp gain
| Befriend Animal | Pass Lv check (1d25, must roll level or lower) (3 tries) |
| Track | Pass Wisdom and Intelligence check |
Martial Artist - 120hp/8 stamina - 1d12 hp gain
Styles: Crane, Dragon, Tiger, Serpent, Monkey, Bear, kick boxing, boxing, kempo
Subclass: Ninja - +2 Stealth, +1 Speed
| -Sneak- | 1d25 Stealth check |
| -Nerve- | 1d25 dex check |
| -Strike- | Must be sneaking, x2 damage |
Main
Making a Character
Combat
Magic
Experience