Five Cataclysms Core Rules
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From publisher blurb: A set of rules that should be at least vaguely familiar to anyone who's played The World's Original Fantasy Role-Playing Game, this is the set of tweaks, extra systems, and rulings that have made up the authors' home games for the past five years. Product includes: Lightweight core rules Fighters that don't suck Extra Classes for people who like options The three core classes for people who want a purer experience An optional skill system that will make you say "Hey, it's an okay skill system" (for once) System for improving the backwater frontier starting town Hallow and Corruption as an alternate to alignment Summoning rules for Angels, Demons, and more Unique Magic Item creation rules, proven to create statues of pie-loving celebrities that kill everyone in a 120 foot radius A Fey Demense Generator that creates fantastical realms to travel through, such as: The realm of one elf fighting a dwarf over three eggs The much beloved spell "Might" The less beloved spell "Mystical Flan" Trust in you; the Player/Referee Printable Handouts for Classes, Core Rules, Spellbooks, and Character Sheets