Canonically not used. Presented as an especially optional rule or for use in other settings.
In this variant, (almost) every die roll the DM would make is converted from rolling 1d20+Bonus to taking 12+Bonus, and the player rolls 1d20+Bonus instead of taking 10+Bonus. (The player always wins ties.) The two are otherwise compared as normal. A player rolling a 1 on a dodge check provokes a critical threat as if the opponent had rolled a natural 20; larger critical threat ranges are similarly inverted.
The DM may still make rolls for the players in secret. Such rolls might be performed on a "silent" application, such as on a smartphone, when utter secrecy is desired.
Canonically not used. Presented as an especially optional rule or for use in other settings.
A spellcaster or manifester may only apply one metamagic or metapsionic feat to each spell or power they cast or manifest, and may only cast one spell or manifest one power per round.
Canonically not used. Presented as an especially optional rule or for use in other settings.
When determining the DC of a spell, do not add the level of the spell. Instead, the caster adds 1/2 of their caster class level. For example, a 5th level Cleric/10th level Wizard would add +2 to their Cleric spells and +5 to their Wizard spells.
Canonically not used. Presented as an especially optional rule or for use in other settings.
Attack rolls that come up as a "natural 20" on attacks with a critical threat range automatically hit, threaten, and automatically confirm.
This does not affect attacks without a critical threat range, like the rays from a scorching ray. It also does not affect lower rolls made by characters with a wider threat range (such as a "natural 19" on a weapon with a threat range of 19-20/x2), which must be confirmed as normal.
Canonically not used. Presented as an especially optional rule or for use in other settings.
Attack rolls provoke critical threats as normal. However, rolling a 20 is not an automatic success on attack rolls. Instead, the roll is treated as a 25. In addition, a 1 is not an automatic miss when fumbles are used. Instead, a 1 is counted as a -4.
Canonically not used. Presented as an especially optional rule or for use in other settings.
Classes with access to 9th level spells or 9th level powers except the Wilder by Dreamscarred Press, the Vitalist by Dreamscarred Press, and the Death Mage by Super Genius Games are not allowed for player characters.
Canonically not used. Presented as an especially optional rule or for use in other settings.
Characters possess one item, such as a sword infused with the blessing of Arbiter Destiny in a secret ritual performed by Destiny's initiates, a wizard's stave crafted from the leg of a fallen Seed who was a powerful magician in life, or an intelligent gauntlet connected to the brio of Reverie. This item consumes all magical item slots of the character.
Instead of buying new magic items, the gold cost of any items may be instead spent on enhancing their artefact. (This gold cost can be represented through other medium than wealth if appropriate.)
Although most characters of power equip themselves solely via their soulbound artefact, other magic items may also be present. These would be items of interest to any uninfused, as it would represent a way to feel similar effects to the blessings of the Gods. Likewise, Loyalists to the faction supporting the infused might even find their use distasteful.
Canonically not used. Presented as an especially optional rule or for use in other settings.
Wounds and Vigor is an alternative means of recording hit points. It's very similar to the traditional hit point system.
Sustaining Damage
Each player begins the game with:
A Wound Threshold equal to their Constitution score.
A wound point total equal to twice their Constitution score.
A vigor point total calculated as would be hit points, except not adding CON modifier at each level.
Whenever a character is damaged, the damage is first applied to her vigor points as with hit points, although vigor points cannot go below 0. Excess, if any, is then applied to her wound points.
In addition, whenever a character receives a critical hit, she receives the multiplied damage as normal. In addition, she takes the critical multiplier minus 1 in damage directly to her wound points. Thus, a critical blow from a weapon with an x2 critical multiplier which dealt a total damage of 11 would deal 11 damage as normal and also deal an additional 1 damage directly to her wound points.
Whenever a character's wound points are equal to or less than her Wound Threshold, she acquires the disabled condition. Any strenuous action causes her to take 1 point of damage and begin dying. Whenever a character's wound points are reduced to less than her Wound Threshold, she becomes unconscious and begins dying.
Healing and Dissonant Energy
Healing magic applied to vigor points heals as normal. Healing magic applied to wound points instead heals 1 point for each die which would be rolled.
Healing magic can only be applied to either wound or vigor points, and does not "overflow" in either direction (excess healing is wasted). Each recipient of the healing magic chooses to have wound or vigor points restored at the time of healing. Unconscious characters default to wound points until full. In addition, complete or dissonant energy used to harm can either be directly applied to wound points (in which case it deals 1 point of wound damage for each 5 normal damage which would be dealt, rounded down (minimum 1)) or treated as normal damage.
Characters regain all vigor points and heal 1 wound point with a full night's rest.