Ebon Fantasy Essence
What is Ebon Fantasy Essence?
This is a basic set/preview for the forthcoming Ebon Fantasy. It provides a full set of rules for levels 1-10 (of 1-20)¸ with a limited selection of class specializations¸ kindreds ("races" in other games)¸ and backgrounds. It still gives plenty of room to play¸ with 18 specializations in 6 classes¸ 5 kindreds¸ and 17 backgrounds!
Ebon Fantasy applies modern RPG concepts to a classic class-and-level system¸ creating a game that's new and familiar at the same time. Characters have the traditional attributes¸ along with "kindreds" (races)¸ classes¸ levels¸ and familiar mechanics. To these¸ however¸ we've added modern mechanics:
Traits : represent specific abilities within the games. Classes and Kindreds give characters bundles of traits¸ and then can gain advancements allowing them to gain additional traits as they level up. Backgrounds : in addition to Kindred¸ which represents their species¸ characters have backgrounds that represent things they learned as they grew up. Backgrounds can be specific to cultures ¸ allowing greater customization of the game world. Specialties : instead of subclasses or additional classes¸ Ebon Fantasy has specialties which grant additional traits extending your class. You can gain traits from other specialties as you advance - you're never locked into a particular path. Effects : outcomes of actions are represented in the game as effects¸ with a strength and a description. Mental and Social Combat : characters have Mental Defense and Mental Resilience¸ allowing the general combat rules to be applied to debates¸ arguments¸ persuasion attempts¸ and so forth. Expansions will be released with more kindreds¸ backgrounds¸ and specializations! We are hoping to be successful enough to do a full version; when that happens¸ purchasers of Essence will get a steep discount on it !
In the meantime though¸ Essence itself can support a full campaign! Give it a try - we think you'll like it!
Why Ebon Fantasy?
Why create yet another fantasy role-playing system? Aren't there enough already?
We love the concept of D&D¸ but the implementation has always left a lot to be desired. D&D often leaves GMs and players "in the lurch”¸ asking questions like: "Can I use magic missile to push a lever from a distance?” or "How much can control winds speed up a sailboat?”
Go to any Internet forum about D&D¸ and you'll find many such questions¸ with the same answer repeated over and over: "It's up to the DM.” That's not a problem itself-the benefit of a human gamemaster in tabletop RPGs is that they can be flexible in ways pre-written rules can't-but D&D offers no real support for this.
These are the important elements Ebon Fantasy adds:
Successful checks generate effect points ¸ which are used to create effects . These come in ranks ¸ and can be used to represent things in the game world. Failed checks can generate effect points for the target to use¸ sometimes called consequence points . A negative effect is a consequence . In combat¸ attacks generate consequences¸ which can be injuries¸ status effects such as being knocked down¸ or status changes such as moving your opponent back. Instead of hit points and hit dice¸ characters have limited consequence slots ¸ and Resilience they use to resist attacks or enhance their own checks. The concept of tiers of play is extended as scale ¸ with qualitative differences in play as characters advance.
These mechanics "give weight" to GM and player improvisation¸ making it easier to answer questions like the ones above!