Our races have been designed specifically for this setting and game style. No other races may be played – they’d likely be underpowered, anyway. Sorry.
Similarly, custom classes are also in use. While the classes are also exclusive, there’s built-in flexibility in the form of archetypes. If there’s a concept you can’t quite make with the existing classes and archetypes, let us know and we’ll design an archetype for you.
Skills have been reworked. It’s extremely important that you read the page and understand how they work.
Feats should be drawn from the list on this page; feats from other sources can be used with GM permission, but we tried to cover all the useful ones.
Non-core spells and powers, martial maneuvers, and any other special subsystem that a class or archetype gains access to can be found here.
A number of other house rules are in effect. It’s a good idea to look these over, but it’s not vital that you memorize them.
- Ryan Stoughton’s e6 advancement rules form the mechanical backbone of this game.
- Classes are based off an older version of Gnorman’s e6 base classes
- Skills are from Tarkisflux and contributors’ Tome of Prowess, used here with minor-to-moderate alterations.
- Crafting rules are likewise borrowed and modified from Tarkisflux’s work-in-progress crafting revision and Ghostwheel’s masterwork variant.