Appendix C
Optional Rules
This chapter describes a variety of optional rules that the GM can choose to use in their campaign. These rule changes change the tone of the game, making it more gritty or more tactical. They can also provide more detailed character customization options, increasing character uniqueness but potentially increasing the complexity of character creation.
C.1 Attributes
C.1.1 Other Methods of Attribute Generation
C.2 Epic Fates
C.2.1 Artificial Immortality
C.2.2 Ascendant
C.2.3 Deity
C.2.4 Hero of Legend
C.2.5 Mutant
C.2.6 Paradox
C.2.7 Slayer
C.3 Classes
C.3.1 Anointed
C.3.2 Bard
C.3.3 Blighter
C.3.4 Shaman
C.4 Alternate Play Styles
C.4.1 Being Surrounded
C.4.2 Complex Cover
C.4.3 Critical Failure
C.4.4 Easy Magic Item Reforging
C.4.5 Expanded Insight Points
C.4.6 Exploding Checks
C.4.7 Longer Rests
C.4.8 Obscure Magic Items
C.4.9 Rage Accuracy
C.4.10 Restricted Archetype Order
C.4.11 Sleeping While Encumbered
C.4.12 Tap Out
C.1.1 Other Methods of Attribute Generation
C.2 Epic Fates
C.2.1 Artificial Immortality
C.2.2 Ascendant
C.2.3 Deity
C.2.4 Hero of Legend
C.2.5 Mutant
C.2.6 Paradox
C.2.7 Slayer
C.3 Classes
C.3.1 Anointed
C.3.2 Bard
C.3.3 Blighter
C.3.4 Shaman
C.4 Alternate Play Styles
C.4.1 Being Surrounded
C.4.2 Complex Cover
C.4.3 Critical Failure
C.4.4 Easy Magic Item Reforging
C.4.5 Expanded Insight Points
C.4.6 Exploding Checks
C.4.7 Longer Rests
C.4.8 Obscure Magic Items
C.4.9 Rage Accuracy
C.4.10 Restricted Archetype Order
C.4.11 Sleeping While Encumbered
C.4.12 Tap Out