Seasons Rule A campaign is run in several segments with a short break in between. These segments are called seasons. The option of whether a campaign is “renewed” for another season is left up to the players. Bench Rule Players have an option of benching a character in order to bring in another character for a little while. This may be done at anytime before or during a session, as long as the GM is informed ahead of time. This may only be done when the party is at their home base, however. Any player may only play one character at a time, but may have an unlimited number of characters. Retirement Rule Players also have the option to “retire” their character, as in have the character leave for good, in order to bring in a new character full time or to leave the game. That player is obligated to inform the GM at least 1 month ahead of time. 0th Amendment Rule Players have the right to be careful of what they wish for. In the event they forfeit this right, their wishes may be used against them a hundred fold. Players also have the right to not give the GM ideas. In the event they forfeit this right, anything they say can and will be used against them in the game. I.e. don't wish to fight a dragon, you might find yourself facing all of the Dragon Lords. :wink: Roleplay Rule Players are encouraged to roleplay and remain in character throughout the session. They are also encouraged to give their character quirks which make them unique. In the event they do so, and entertain the party and the GM well through their roleplaying, they may be rewarded Action Dice/extra XP. GM Fiat Rule Once in a while, a mistake may be found in the core rulebook. But we shall not dwell on the matter and bring down the game over one silly ruling question. To avoid this, in the event something like this occurs in the game, the ruling in the book will stand, or the GM will make a ruling on the spot, and it will stand as is until the end of the session. After that, the ruling may be discussed at length and any errata needed may be made. Mistakes are inevitable. Take 1 A player may at any time take 1 for any roll voluntarily. Also, if a player steps away from the table at a time when an Initiative roll is needed from them, it will be considered that they took 1. Amnesia Rule This rule has been introduced to help those players who feel they may have screwed up with their character, and wish to remake him/her entirely. With this house rule, a player has an option of changing their character's classes, background, and/or name. The character's ancestry and gender, as well as all other physical characteristics remain the same however. This may only be done once per season. 50% Rule All loot sold to merchants is done so at 50% of the listed value. Epic Rule There come times when you are inspired by epic circumstance. Upon your birthday, you are rewarded 2 Epic Points which must be spent in the next session thereafter, or are otherwise lost. These Epic Points can be used to manipulate the game to a far greater degree than Hero Points. The following are an example of the ways in which these points can be spent. * Epic Success! Spend 1 Epic Point to make any roll of yours or your ally's an automatic 20. Critical success rules apply. * Epic Fail! Spend 1 Epic Point to make any roll of an opposing creature's an automatic 1. Critical failure rules apply. * Epic Allies: Spend 2 Epic Points to call upon a Legendary Mystimon to assist you 1 single time. The creature remains for up to 5 minutes then may not be called in this way again for 1 year. Mystimon Saga Lore Fiat Rule When there is a conflict between Mystimon Saga Lore and the mechanics of the game system, Mystimon Saga Lore takes precedence.