ABILITIES As in the video game, but divided by 4 Human standard 2, maximum 5 Racial and background modifiers all reduced to +/- 1 Hit points reduced to (Level + 2xStrength + Constitution) eg, lvl1 human = 8 hp Fatigue points = (level + Strength + 2xConstitution) Raising ability points costs 4 character points each. SKILLS As in the video game; no changes. Each skill point is worth 1 coin to flip in contested actions. Heads = success. 3+ heads = critical success, bonus damage. All tails = critical fail, hit self. Spell and tech points also equate to coins for contested/opposed actions. Each skill/spell/tech point costs 1 character point each. SPELLS AND TECHS As in the video game, with extra flexibility. Technicians can build anything within their level of expertise, without schematics. Magicians can expand the effects of their spells within the written description, so a conjurer can choose to have a familiar cat, for example, rather than Bloodclaw, or a Morph master could turn people into toads instead of sheep. Spell fatigue cost and effect/power is divided by 5. Eg, Harm costs 1 FP and does 8 x (MA/100) HP damage. Heal costs 1 FP and does 8 x (MA/100) HP healing. Magic and technical aptitude: out of 100% as in the video game. Each 20% is worth 1 coin in spell power or resistance respectively (max bonus 5). ARMOUR AND WEAPONS ST is added directly to damage in melee. Basic weapon damage = maximum in-game damage divided by 5. Eg, hand cannon = 7 hp damage, elephant gun = 12 1 nett success to hit = base damage, 3 successes = double damage 5 success = triple damage No other expert/mastery training bonuses apply. Armour ratings: Amour class (AC) divided by 20 = -1 success to hit. Damage resistance divided by 20 = -1 damage taken. ACTION POINTS Dexterity = actions per turn. Each 'action' = 4 'action points' in the video game. So, casting a spell costs one 'action'. A repeater rifle can fire twice per action. Etc.