- Max starting characteristic is 4. Humans start with 12 creation points and dwarves/elves start with 7 points.
- Each character gets only one stance piece in both directions at character creation. Stance pieces cost a number of advancements equal to their number. If a player buys the third red piece for instance it costs 3 advancements.
- Skills cost a number of advancements equal to their new rank.
- You can only get one fortune die for each stat.
- Reading the Challenge die (purple): Chaos star = chaos star + 2 challenges + roll one extra challenge die.
- Outside of combat players may only add blue dice to their dice pool. At GM discretion one stance die may be added if the player explains why.
- Bright wizards may add +1 damage for every extra power they spend on a spell. For each extra power they spend, they must roll a misfortune die. Each bane rolled with the pool of misfortune dice inflicts one wound on the wizard. For every three wounds the wizard suffers, one of the wounds is converted to a critical wound.
- Quick casting only adds 1 misfortune die instead of 1 challenge die.
- Ranged attacks get +1 challenge die if engaged by an enemy. Each range increment adds +1 misfortune die to the dice pool.
- In melee or ranged combat the attacker must add 1 misfortune die for each relevant skill advancement the defender has. Relevant skills are weapon skill (attacks that can be parried), resilience(attacks that can be blocked) or coordination(attacks that can be dodged). You can only use one skill as defense.
- Rapid Fire and Double Strike balancing: The basic recharge of Double Strike is 2, For each extra attack you add one recharge token to the card. Maximum number of attacks is 3 for both cards.
- Risking against recharge: GM kit rule
- Critical wounds can't be soaked. If someone with 11 soak receive 7 wounds and two of those are critical, the resulting damage will be one normal wound and two critical wounds. Critical wounds are always drawn as extra wounds and not just converted from wounds already dealt. For each success over the highest success line, the action inflicts +1 damage per success, up to a maximum amount equal to the level of training in the relevant skill.
- If two players are engaged with the same NPC one of them can assist the other allowing him to perform a parry or block for an attack against that player. This could lead to two blocks against one attack or even two blocks and two parries. The assisting player uses his free maneuver for this assist and he uses his reactive defense card(s) as well.
- GM A/C/E: NPC of the same type have their regular A/C/E pool but one is added to each of A/C/E for every extra NPC of that type in the encounter. All A/C/E is added together to one pool, but no NPC can ever use more from each than his maximum starting value in either A/C/E. At the end of every round the GM adds one to each pool for every second NPC active in the encounter (round down to minimum 1).
- GM NPC defence: NPCs have extra defence equal to their Expertise value (max 3).
- GM NPC Expertise usage: Using expertise allows a NPC to add a challenge die to a players pool as defence.
- GM NPC fatigue/stress: NPCs can remove one from each of the the A/C/E pools for every stress/fatigue they suffer instead of taking a wound.