Ember Twilight Core Rules of Fantasy Role Playing


 

 
 
 

Get to the Core of the Matter  

     The Core Rules of Fantasy Role Playing is the product of over seven years and thousands of hours of work.  This book contains all the information you need in order to create and design your own characters, adventures, and fantasy worlds.  It provides a set of rules that not only provide depth and realism to your role playing experience, but are also easy to learn and use.

Product Specifications
Format: Hardback
               Full color covers
               Black and white interior
Size:      7.5 X 10.5 in 
               256 pages
Price:     $24.95 + Shipping & handling

 

      

 

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Product Description

     The Core Rules character creation uses percentile dice for statistics, and utilizes an innovative system whereby attribute scores translate directly into percentage bonuses, making adding them to skills a snap.  Where this system really comes to shine is when player race comes into question.  For instance, dwarves as a whole are stronger than gnomes, and to reflect that, dwarves gain a bonus that caries over to all characteristics influenced by strength.  Thus, a dwarf, with the same raw number in strength as a gnome, will actually be stronger, reflecting well the true diversity of races in a fantasy world.

   Character creation focuses on skills.  Each profession, such as paladin, archer, scout, essence bender, and intercessor has different abilities but the heart of  character creation are the skills he or she chooses to train in.  There great flexibility in character abilities and character concepts because, players are free to choose most any skills they like for their characters or even create their own. Characters progress by going up in levels.  Whenever they level up, they gain points which they can utilize to gain skills, hit points, more magic power, and other advantages.  For those so inclined, there is system conversions to change Ember Twilight to a Leveless or Classless system.

   A great deal of time and effort was spent on the combat system, attempting to create a realistic system that is also quick and easy to use.  Combat is fast and furious and the hit location system makes for vividly brilliant combat.  The hit location system also allows for the chaotic nature of fighting; it is possible to drop a foe in one shot, or to have to literally hack him apart before he goes down.  It also allows characters to make called shots to particular locations to quickly dispatch their foes.

   Also provided are detailed lists of plants, animals, monsters, equipment, and treasures along with two chapters devoted to creating a campaign setting and running campaigns to assist narrators in creating an engrossing gaming experience for himself and his players.

   We will be continuously supporting our game, with new products and with web updates, so please check back frequently!  Input is welcome!
 

Ember Twilight Core Rules of Fantasy Role Playing contains:
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An attribute system that combines simplicity with realism.

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A large number of fantasy races from which to choose from.

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Multiple and diverse professions.

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A skills system that allows for flexibility and for you to easily make the character you want.

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A combat system that is both realistic and easy to learn and use.

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A guide on how to create your own fantasy setting.

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A list of monsters, treasures, and other things necessary for an enjoyable campaign

 

  

 

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Copyright © 2003 Twilight Press Inc. All Rights Reserved

Ember Twilight® and EmberWorld® are registered

trademarks of Twilight Press Inc.

 
 
 

 

Front Cover

Back Cover

Sample Pages

(Require Adobe Acrobat®)

Table of Contents

Sample of Play

Races

Professions

Stats

Narrator's Guide

Spells