Core Mechanics

The Turn

On a characters turn they can take: a Standard Action, a Move Action, and a Minor Action. The actions can be exchanged for action lower in the hierarchy of: Standard > Move > Minor.

Out of turn each character can make one Immediate Action every round and can make any number of Opportunity Actions as may apply in a round but no more then once during any given turn.

For what an action can accomplish in a round refer to 4e DnD. There are some important alterations to a few actions as opposed to what is found in 4e.

-Run: The Run action is a Move Action in which you move up to 1.5x your speed but can only turn at most 90° during this movement. You take a -2 penalty to attack rolls and Reflex for the round, these penalties are cumulative.

-Sprint: This action uses both your Standard Action and your Move Action for the turn and costs 1+Armour Check penalty in Stamina. Sprinting allows you to move up to 4x your speed in a straight line. You take a -6 penalty to attack rolls and Reflex for the round.

-Charge: The Charge action is a Standard Action. When you charge select an opponent that you can see and is at least 10ft away from you. You can then move 1.5x your speed in a straight line towards them and make either or normal attack or a charge maneuver against them. In order to be a valid target for a charge you must be able to reach a square from which you can threaten them with the charge movement.


Attacks generally work as standard for DnD. Will, Reflex, and Fortitude are handled as per 4e where they function as static defences and effects that would normally illicit a saving throw now call on the attacker to roll an attack against the appropriate defence.


An important new mechanic for consideration is the mechanic of Onslaught. This mechanic represents the difficulty of warding off numerous attackers. At the end of a character’s turn anyone they made an attack roll against that turn is marked with a point of Onslaught until the start of the attacker’s next turn. Anyone who attacks a creature effected by Onslaught receives a +1 bonus on attack rolls against the effected target for each point of Onslaught on them.

Stamina and Stamina Recovery

Stamina is organised into 3 pools that replenish at 3 different rates. The Breath Pool is the smallest of the pools and replenishes whenever the character can take 5 minutes to rest. The Energy Pool holds a moderate amount of stamina and replenishes when the character gets 8 hours of rest so long as the Body Pool is full. The largest of the pools is the Body Pool which replenishes at a rate of 1/2 HD per day.

Dying and Recovery

Serious Injury and Death

When a character is reduced to 0 Wounds their condition becomes Disabled. The attacker then rolls an attack against the character’s Fortitude defence replacing their normal attack bonuses with a +1 for every 2 points of damage past what was needed to reduce the target to 0 Wounds. If this secondary attack, called a Death Attack, succeeds then the target’s condition becomes Dying. The attack bonus of the Death Attack (or DAB) should be recorded by the Disabled or Dying character as it is likely to come up again.

While disabled a character can only take a single action every turn. If the character takes a strenuous action then the Death Attack is repeated with an additional +2 to hit against the Disabled character’s fortitude. Record this new DAB in place of the old and increase it again should the character take strenuous actions in later rounds. If a disabled character takes wound damage while disabled the DAB is increased by +1 for every 2 points of damage recieved and a new Death Attack is rolled.

When a character is dying they are unconscious. Every round a character is dying they lose 4 points from the body pool. If the body pool empties before they become Stable the character dies. Whenever a dying character takes damage reduce the body pool by 1 for every 5 points of damage received.


Whenever a disabled or dying character recovers wounds first reduce the DAB by the number of Wounds to be recovered. If this completely removes the DAB the remaining healing recovers wounds as normal. A character that regains wounds loses the disabled and dying conditions. If the DAB is reduced to 0 but the wounded character doesn’t recover any wounds then they are disabled but lose the dying status if they had it. If the healing isn’t enough to reduce the DAB to 0 then the character remains disabled but is set to stable if they were previously dying.

A dying character also be made stable via use of a DC 10+DAB Heal check. A stable character is treated exactly like a dying character except that they do not lose body stamina each round. If they take damage while stable a character’s status revert back to dying.

Every day a character recovers a number of wounds equal to 1/2 HD. If they were disabled or stable they first reduce DAB before recovering wounds. A stable character remains unconscious so long as their DAB remains higher then their Con Mod. The rate of this healing is double if the recovery character is tended to with a successful DC 15 Heal check.

Hero Points

Acquiring Hero Points

The a PC starts an adventure with a number of Hero Points equal to half there character level and can acquire more through roleplaying and good combat description over the course of a scene, with Hero Points generally be awarded at a scenes conclusion as opposed to mid stream. In this way consistently solid roleplaying or combat creativity can still result in Hero Point gain for players who might not find good cause for a heroic speech or crowning moment mid combat. Though such moments definitely don’t hurt and may result in an immediate reward instead of a reward at the scenes end if appropriate. It is worth noting that an action enabled by a Hero Point doesn’t reward a Hero Point.

Uses for Hero Points

With a hero point a PC can re-roll any die associated with the character (whether its a die being rolled by or against them), downgrade a critical hit against them into an ordinary hit, take an extra standard action within their turn, recover from dying, or allow an adhoc narrative benefit. That last clause tends to be deliberately open and the extent to what it can manage is fairly dependant on the narrative justification as well as sense of tension/drama or the good old fashion rule of cool. Spending a hero point to make a bridge snap under someone’s feet generally won’t fly while spending a hero point to have a PC discover that they have just drawn their last arrow and receive mechanical benefits for this last desperate shot is something that is likely to be strongly rewarded.

Core Mechanics

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