All of the following text is Open Gaming Content.
INTRODUCTION
What Is Roleplaying?
The Basics of the Game
The Core System
The Narrator
The Heroes
Game Play
Die Rolls
Checks
Difficulty
Opposed Checks
Trying Again
Circumstance Modifiers
Time and Checks
Tools
Checks without Rolls
Aiding Another
Types of Checks
Attack Rolls
Saving Throws
The Combat Round
Conviction
Important Terms
CHAPTER 1: HERO CREATION
Abilities
Choosing Ability Scores
The Abilities
Altering Ability Scores
Nonexistent Abilities
Roles
Level-Dependent Benefits
Role Descriptions
Adept
Expert
Warrior
Level Advancement
Mixed-Role Heroes
Characteristics
Details
Nature
Conviction
Reputation
CHAPTER 2: SKILLS
Skill Basics
Acquiring Skills
How Skills Work
Skill Descriptions
Skill Name
CHAPTER 3: FEATS
Acquiring Feats
Types of Feats
Prerequisites
Feat Descriptions
CHAPTER 4: SUPERNATURAL POWERS
Learning Powers
Using Powers
Action
Power Checks
Attack Rolls
Saving Throws
Range
Multiple Subjects
Fatigue
Maintaining Powers
Power Descriptions
CHAPTER 5: EQUIPMENT
Wealth
Wealth Score
The Wealth Check
Losing Wealth
Gaining Wealth
Selling Things
Weapons
Weapon Categories
Weapon Qualities
Weapon Descriptions
Masterwork Weapons
Armor
Armor Qualities
Armor Descriptions
Masterwork Armor
Goods and Services
Adventuring Gear
Tools and Skill Kits
Clothing
Food, Drink, and Lodging
Mounts and Related Gear
Transportation
Services
Supernatural Equipment
CHAPTER 6: PLAYING THE GAME
Physical Actions
Moving
Carrying
Throwing
Extra Effort
Social Actions
Influencing Attitudes
Social Interaction
Fighting
Combat Sequence
Combat Statistics
Actions
Action Descriptions
Miscellaneous Actions
Combat Modifiers
Damage and Recovery
Hazards and the Environment
Acid
Cold
Darkness
Falling
Heat
Starvation and Dehydration
Suffocation
Water
CHAPTER 7: NARRATING THE GAME
Running the Game
Assigning Difficulties
Secret Checks
Altering the Outcome of Die Rolls
Faking It
Saying Yes to Your Players
Making Mistakes
Heroic Advancement
CHAPTER 8: ADVERSARIES
Minions
Creatures
APPENDIX I: MODERN SETTINGS
Modern Skills
Computers
Craft
Drive
Knowledge
Pilot
Modern Powers
Cyberkinesis
Electrokinesis
Modern Equipment
Weapons
Armor
APPENDIX II: SRD SYSTEM CONVERSION
Abilities
Damage and Injury
Toughness and Hit Points
Damage Bonus
Magical Healing
Damage to Objects
Feat Changes
Spell Changes
Converting Creatures
Open Game License