Sick and tired of games that do not have rules to back up 'what ifs', forcing you, the Game Master, to spend time making up rules that should have been included in the game in the first place? Or a player that likes to spend time outside of the gaming session plotting your character's future advancement and options? Dunamis is a Fantasy Role-Playing Game that is tailored to those that like detailed character creation and advancement. Dunamis is a game for serious campaigners who want a system and world that can last more than an adventure or two before the characters are 'god-like', while still providing opportunity and advancement within each gaming session. Warning: Dunamis is a system that require a bit more math than most other systems in order to get the proper skill/ability percent. This is because each person's ability to do something is based on different factors from physical/mental, racial, and cultural attributes, so Dunamis is not a system that will be liked by everyone, but if you have wanted a system that provides the following, Dunamis might be the system for you.
Examples for all rules. And not just an example that covers the most mundane use of a rule. Dunamis provides examples that illustrate how the rules work when various rules might be used together, or when players actually use their imagination to think of something different.
Multiplier based system. Different skills and abilities have different costs to acquire and raise based on how difficult they are. Paper folding is different from brain surgery, they both should not cost '2 points' to go from a 'level 1' to a 'level 2'.
Different Fantasy genres in the same game world. There is a difference between high, middle, and low fantasy. Dunamis provides rules on how the Game Master and players can determine the game they want to play. And if minds are changed later, the Game Master can easily change the genre without needing to change or adjust rules.
Hate when your character dies in an established campaign and feel like your new character is worthless? Or hate when the other guy's character dies and you feel cheated because the Game Master allowed him to make an 'advanced' character because a new 'level 1' character would not be able to survive? The advancement system in Dunamis makes both new characters have worth as well as allowing more experienced characters to have an advantage.
A Mystical system that has Magic, Divine, and Psi powers which are separate and distinct from each other, but still fully compatible within the rule system.
A combat system in which a character is not proven worthless by the rules if his player does not chose 'weapon X + skill Y' and forced to advance in a linear fashion or be laughed at by his peers.
Multiple paths to the same end. Tired of seeing only one or two viable options when acquiring abilities even if there are a hundred choices? In Dunamis, you do not have to play the same character to have the same result. Dunamis offers actual viable options and alternatives.
Among other things, Dunamis includes:
32 Character Classes, including fantasy standards such as warrior, wizard, priest, and thief, as well as unique classes such as the servitor, enchanter, mind twister, and healer. Also included is a balanced rule-set for players to create their own character class from scratch.
A vast array of skills both mystical and mundane.
An illustration for every weapon and armour type, based upon actual historical references. There is no guessing to what any weapon/armour actually looks like.
A three fold Mystical system that includes: over 200 Magical spells and abilities, over 190 Divine prayers and grants, and over 50 Psi and mental powers.
A full chapter devoted to making products ranging from armour and weapons to herbalism and alchemy.
6 different game worlds for 6 different types of fantasy settings that can be used separately or part of the same campaign. Both the Game Master and Players will determine what type of setting they wish to play in.