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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.
Format: Hardback |
Full color covers |
Black and white interior |
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Size:
7.5 X 10.5 in |
256 pages |
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Price:
$24.95 + Shipping & handling |
Transactions
Handled by PayPal® |
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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Transactions
Handled by PayPal® |
After receiving the Core Rules
from the Printers there is an important issue that all potential buyers of the Ember
Twilight Core Rules should be aware of,
Click here.
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Ember Twilight®
and EmberWorld®
are registered
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trademarks of Twilight Press Inc. |
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