Game Master Rules

## **Environmental Rules**

### **Fall Speed and Actions**

Creatures and objects (unless otherwise noted due to other factors) fall at a rate of 750ft per round. A swift action may be taken during any fall distance. A creature may only take a either a standard or movement action during a fall if the fall is 375ft or greater, and may take a full round action if the fall is 750ft or greater.

### **Fall Damage**

Creatures and objects that fall a distance greater than 20ft (this distance increases for larger size categories and decreases for smaller ones) sustain damage to both themselves and what the land on. This damage begins at 1d6, and increases by 1d6 for every 20ft to a maximum of 75d6 at 1,500 feet.

### **Terminal Velocity**

After falling for 2 or more rounds or 1,500 feet or greater the creature reaches terminal velocity. This means that the falling damage they take is suffered by those around them. For every 5 points of falling damage, all objects and creatures within 1ft of the creature that impacted take half the fall damage as well, known as their terminal velocity ratio, 5:1. This damage can not exceed 1.5 times the objects or creatures own hit points, or (the amount of mana per spell circle) times the amount of mana used to *conjure* an object.

## **Character Rules**

### **Vision Rules**

In an area of bright light, all characters can see clearly. Some creatures, such as those with light sensitivity and light blindness, take penalties while in areas of bright light. A creature can’t use Stealth in an area of bright light unless it is invisible or has cover. Areas of bright light include outside in direct sunshine and inside the area of a daylight spell.

Normal light functions just like bright light, but characters with light sensitivity and light blindness do not take penalties. Areas of normal light include underneath a forest canopy during the day, within 20 feet of a torch, and inside the area of a light spell.

In an area of dim light, a character can see somewhat. Creatures within this area have concealment (20% miss chance in combat) from those without darkvision or the ability to see in darkness. A creature within an area of dim light can make a Stealth check to conceal itself. Areas of dim light include outside at night with a moon in the sky, bright starlight, and the area between 20 and 40 feet from a torch.

In areas of darkness, creatures without darkvision are effectively blinded. In addition to the obvious effects, a blinded creature has a 50% miss chance in combat (all opponents have total concealment), loses any Dexterity bonus to AC, takes a –2 penalty to AC, and takes a –4 penalty on Perception checks that rely on sight and most Strength– and Dexterity-based skill checks. Areas of darkness include an unlit dungeon chamber, most caverns, and outside on a cloudy, moonless night.

## Hardness Rules

Hardness rules are dependent on whether it is a being or object, or a pure source or expression of energy.

### **Hardness of a Being or Creature**

If an object or hardness is double the attacking object, energy or being's hardness, what is being attacked is immune to any damage caused. This is bypassed if the attacking force deals more than 81% of the targets hit points in a single attack. If the hardness is triple the attacking hardness, the attacking object can take damage and the object being attacked takes no damage regardless of the amount dealt by the attacking object. An object or being is immune to energy below their hardness unless they willing choose to be affected or the resulting amount of energy triggers massive damage, mana shock or similar effects.

A beings hardness is equal to their (Constitution Score + largest source of damage resistance or hardness if existent) divided by 4. Damage Resistance is applied to attacks that bypass this hardness. This hardness is only for determining immunity.

### **Energy Hardness**

Energy is directly immune to effects that do not have an equal or greater hardness. This hardness is only for determining immunity. Additionally, energy effects can only affect other effects of a lower hardness. Energy can not damage nor effect, and can be damaged and affected by other energy effects of a greater hardness. Energy can damage objects and beings of a greater hardness following object hardness rules. Some materials have special attributes: These effects hace energy hardness equal to half the hardness of the matieral.

#### **Magic**

-Magic and spells have a hardness equal to 18 +(the Mana Spent/Circle). This applies to all forms of magic, magik, magick and even Spellfire.

#### **Psychic Force**

-Psychic Force has a hardness equal to 18 + half the total cairns of the psychic.

#### **Qi**

-Qi has a hardness equal to 21 + half the total cairns of the user.

#### **Transcendence**

-The hardness of transcendent effects is equal to the number of domains generating the effect, with a minimum of 4. Spells and other effects enhanced this way receive this bonus at the end of their calculations. This number is multiplied by 11 to achieve the hardness of solely transcendent effects.

## Massive Damage

If a being or object suffers from massive damage (81% or more of their hit points) they must make a Massive Damage (MD) save. This save begins at 1 at 81% and increases by 1 for every percent above 81% that the attack dealt. In order to beat the save, a being or object must roll a single d20 with no modifiers and either equal or beat the DC of the MD Save. If they fail, they as though they suffered enough hit point damage to reach double their Constitution modifier.

## Party Progression

While party progression should generally be tied to the growth of the players and group as a whole, there are certain "power ups" that drastically affect the way the game is played. The first of these is Transcendence, or Mythic Power and the second is known as Gestalt through Source Blood.

Here are three outlines for party progression that can act as "guidelines" for various Echoes power growth.