is a fun, accessible fantasy roleplaying game that combines the best of the d20 fantasy gaming tradition with new mechanics inspired by indie gaming innovations.
- Icon relationships and One Unique Things offer exciting storytelling possibilities - you can be the secret child of a powerful wizard and a transformed dragon, hunted by the Diabolist and under the protection of the High Druid; or you could be the only halfling paladin in the Empire, pledged to the ideals and the Great Gold Wyrm but tempted by the scorched-earth style of the demon-hunting Crusader.
- Backgrounds provide a simple, flexible skill system drawn from characters’ free-form personal histories. With 8 points to spend on skill check bonuses, you can decide that before becoming a paladin you were a simple farmer (+1), then a starving street thief in Glitterhaegen (+2), then first mate on the most notorious pirate ship that preyed off the coast of Shadow Port (+4), then a penitent monk who transcribed ancient scrolls in the library of the Cathedral in Santa Cora (+1) - and your story shapes the campaign. (Maybe you discovered a terrible secret in those scrolls, one that your former shipmates would like to possess...)
- Escalation dice enable fun, fast-moving, freestyle combat - the longer the battle goes on the better your chances to hit, so fights don't drag on and get boring. Plus, mook rules let you hack or blast through hordes of enemies like the big damn hero you are.
- The rules offer a solid framework for GM improvisation, on-the-fly battle building, and easy monster creation and customization. Monster abilities trigger on die rolls, so they do fun (for you) and surprising (for everyone) things in battle without you having to keep track of them all.