The following below sections are considered 'genera' rules. For custom or modified content of campaign ssytems, please see the Campaign Content page.

Experience Points

The XP system follows the 'medum'advancement track. All characters are awarded the same experience points per session. Extended lateness or absence can modify this.

D20 Pro Rules

The following rules alterations are in place mostly due to the limitations of d20 pro:

Companion Initiative Order– Familiars, Animal Companions or other such creatures go on the initiative present in the initiative window, not automatically at the same time as their owner. The companion or PC may delay if desired to move closer to their connecting partner’s initiative count.

House Rules

The following are house rules used for both flavor and to allow the campaign to move more smoothly.

Situational Fear – The DM may declare certain monsters, situations or actions as particularly frightening. In such cases, all characters must roll a Will save (DC varies according to the situation) and be shaken or frightened (depending on the effect). A natural 1 rolled during this save gives the character the panicked condition for three rounds.

Standing from Prone – A creature can stand from prone without provoking an attack of opportunity if rolling between 1-40 on a d100.

Teleport/Greater Teleport – This spell is modified. It can be used as normal to teleport to any place you can physically see with your own eyes (not through scrying spells or the like). It can also be used to teleport to distant locals, but the spell takes 10 minutes to cast in this fashion, and you can only go where you have been before.

Animal Companions and Familiars As in pathfinder, with the following additional rule. As a standard action, the master of a familiar or animal companion can transform their companion into a miniature clay replica sculpted from coloured stone. Only creatures bound to a character via the animal companion, familiar, or mount class feature can be affected. As a standard action, the master can toss down the figurine and speak a command word, causing the creature to return to its natural state and size. At any time while the creature is in its natural form, the creature's owner can speak the figurine's command word and cause the creature to transform back into a miniature. While in figurine form, a creature does not age, perceive the passage of time, or need to breathe, eat, or drink, and can be kept in this form indefinitely.

Channel Energy Channeling positive and negative energy is modified. If a character is capable of channeling positive energy, they can heal the living and damage undead, however they must choose which effect they wish to undertake each time they channel. If a character is capable of channeling negative energy, they can damage the living and heal undead, however they must choose which effect they wish to undertake each time they chanel.


If you have a prepared spell list (like wizard or cleric) you MUST submit to me your spell-list at the start of the session. If one is not shown to me (ie, linked, copy-pasted, etc) then you will use your standard list, which cannot be changed once the session begins.


Regular, non-magical ammunition for ranged weapons does not need to be tracked. Specialized ammunition, such as bullets that count as a particular type of material, magical arrows, etc, must be tracked and are expendable as normal.


Not all items a creature has are obtainable. Irrelevant, mundane items such as non-magical weapons (even some masterwork weapons), armor or basic equipment is generally non-obtainable. To compensate, players are awarded more unique treasure based on the adventure at hand. For example, if fighting several basic thugs (regardless of level) armed with masterwork weapons and basic armor, this gear is non-lootable and “glossed” over. The next encounter, the ruffian’s boss, may have magical equipment or a large amount of booty stored in a nearby room that in total, roughly equals the amount the thugs and boss would have per their encounter ratings.

Game Pace

To keep the game moving, you have 2 minutes to conduct your turn. If you are idle during this two minutes, the GM reserves the right to either take control of your character and act on your behalf, or end your current turn. There is to be no complaining if this happens, since the pace must keep moving.


If you need to step away from the game, that’s fine. Please let us know you’re going AFK and for approximately how long, and if you want the GM to control your character or not during your absence. You will be considered AFK until you announce your return, and should you not stipulate you want your character controlled, your turn may be skipped until you return.

Judgement Calls

Sometimes during the course of a session, the GM has to make a judgement call which may not seem fair or break the rules. Please realize that this is not meant to screw you over or play on your heart strings in any way. It is simply a “call on the fly” or used to propel the story forward.

Comments and Complaints

The GM is not infalliable. You are more than welcome to discuss any issues you have. However, this must be done with respect and over private conversation such as Skype. The discussion may reverse the decision into something else, or it may result in it leaving it as is.

GM’s Decision is Final

The GM’s decision is final in all respects. This is non-negotiable if discussion fails.

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