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Two Handed Grip

When wielding a Large weapon, or a Medium weapon held in both hands, your effective Strength for dealing damage is equal to your current strength plus your current strength modifier.

Example : Normal strength is 12 (+1). Wielding a Greatsword, strength is still 12 +1, but for damage it is counted as being [12+1] = 13 (+1).

Example 2 : Normal strength is 17 (+3). Wielding a Morningstar in both hands, strength for damage is [17+3] = 20 (+5)


Armor helps protect the character from some damage, although with the advent of gunpowder and firearms, medieval-style armor is becoming obsolete.

Armor characteristics are:

Armor Block Bonus [Block] : provides a bonus to Block rolls.

Armor Damage Reduction [DR] : reduces the damage of mundane attacks. Critical hits ignore DR.

Armor Agility Penalty [AGP] : imposes a temporary penalty on the characters agility that remains until the armor is removed.

Armor Skill Penalty [SKP] : imposes a penalty to the Combat Skill Dodge and to the following General Skills : Acrobatics, Athletics, Stealth, Ride.


Runestones are extremely precious gems that have the ability to focus and direct magical essence. They are extremely sought-after by mages.

Physical Characteristics


A runestone's size determines the maximum Spell Level that the runestone can focus without shattering.

Number of Facets

The number of facets determines how much energy the crystal can contain safely. When a mage focuses spells through runestones, the stone filters out the deadly Entropy, keeping it from harming him.


The quality of the runestone affects how easily it channels magical energy. Impurity is a measure of that quality. It is added to the Spell Essence Cost of any spell Focused through it. Very blemished runestones have high impurity ( +5 or more ). Flawless stones have zero impurity.

Magical Characteristics

Affinity / Aversion

Resonance / Dissonance

Damaging Runestones

If the stored Entropy exceeds the number of facets, there is a chance the runestone will be damaged. If the Essence of a spell focused through the runestone, combined with the stored Entropy, exceeds the number of facets, there is a chance the runestone will be damaged.

Each time the energy in the runestone exceeds the number of facets, the character must roll on the Runestone Damage Table. If the excess is temporary (such as a spell that momentarily exceeds the limits), only one check needs to be made. If the excess is continuous (such as accruing an amount of Entropy that exceeds the limits), then one check must be made every round. If there is both ongoing damage, and further temporary damage, roll the ongoing damage once a round, on the character's turn, and the temporary damage every time it occurs.

Runestone Damage Table

Roll 1d20 + Excess, and consult the table:

  • 1-20 : No damage.
  • 21-25 : Cracked Facet. Reduce the number of Facets by one.
  • 26-30 : Fracture. Reduce the number of Facets by 1d2.
  • 31-35 : Deep Fracture. Reduce the number of Facets by 1d4. Add +1 Impurity.
  • 36-40 : Corruption. Add +1 Dissonance.
  • 41+ : Shatter. The runestone shatters into fragments. Depending on the number of Facets remaining, the shards may still be useable.



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