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This is the online reference and virtual tabletop environment for a tabletop roleplay system and setting that I've been working on pretty much forever. Everything here is written assuming the reader has some basic familiarities with tabletop roleplay and is familiar with the dice notation that goes with that. The system uses three six sided dice with modifiers added for checks. It has its roots in D20, but I prefer the clustering of results around the middle values you get with 3d6, and 3d6 vs 3d6 opposed checks make even a single point of advantage mean something. Points in a skill are capped at 6 for this reason, and an enterprising player with some bonuses and good gear should have difficulty getting modifiers much higher than 9 for checks. I've never really liked hit points, classes or levels. This iteration of the system is using levels because having gotten rid of them I ended up with the need to place a cap on skills, but characters don't have classes because I like players to have characters who "are also a..." without being too over or under powered. Playtesting has reminded me that too much choice can be paralysing so heritages and backgrounds exist to provide some basic but hopefully non-restrictive character templates for new or indecisive players. Hit points have always been tricky, currently, taking damage makes you less effective until eventually you take a big hit (or enough small hits) and fall over. This system has been built somewhat around the style in which I run games, because it would be impossible and counter productive not to. I expect maybe a combat every one or two sessions, occasionally two back to back with a focus on interaction, investigation and player led planning filling the rest of the time. I started trying to write a gritty, brutal combat system and at low skill and gear levels that's very much the case. As characters get more skilled and geared the game becomes more cinematic than gritty, a character fully armoured with a 4-6 point check advantage can wade into a pack of enemies and take them out using mainly counter-attacks with little danger of getting more than slightly hurt. These rules are strong guidelines more than rules. There need to be established precedents and boundaries for things but people brave enough to run a tabletop session need to be given some wiggle room. The reader will likely see turns of phrase such as "You can survive almost any fall without taking damage" throughout the rules. The "almost" is there to protect whoever is running the session from rules lawyers, and to remind players that there will be situations in game the rules simply haven't anticipated. The intent is to be able to avoid conversations like this: Player: I jump off the bridge and land on the lava. GM: ... Player: The rules say I don't take damage when I land. Now, with my next action... Fortunately, my players are both grown ups and adults. If your group isn't quite like that I'd advise doing some research on social contracts and making sure that everyone is on the same page before you get started.