Point distribution
Giving 3 points to spead within 4 attributes allows the 
greatest variety of permutations with minimum restrictions. 
Usually starting thangies will not take any perception points 
because they can earn them at 2:1 later on,  (besides - 
weapons cost money). For the fastest advancing, easy to use 
but least versatile, just take all 3 as physique. If money is 
no object, take all 3 as agility.  For versatility, take 
magic; amber is what makes it powerful but it won't pay for 
itself until you are really  high level. 
 
THE TEST SYSTEM 
 
This is just a simple way to define rolling dice. The 
adventure pages contain the real info on skill attempts. 
 
THE CHALLENGE SYSTEM 
 
All combat is to the death. There is no honor or 
sportsmanship. It is so rare for heroes or monsters to turn 
tail and run that I ignored the option. Specific adventure 
pages may state otherwise. In game terms it is not an 
important distinction. Thus the one roll system was born - 
it's fast flexible and functional. 
 
DAMAGE 
 
Agility reservoir is analogous to winning/losing it represents
a tactical edge instead of physical damage.  Physique 
reservoir represents cuts, bruises, broken bones, infection, 
etcetera. 
 
ABILITIES 
 
There is little combination of point values but in roleplay there should be some compensation.
Zurg has Physique=0 Agility=3 Perception=0 Mentality=0
Zurgina has  Physique=0 Agility=3 Perception=3 Mentality=0 
Mathematically their agilities are the same but Zurg moves faster and Zurgina reacts faster. 
 
SPELLS 
 
The magic system is pretty standard, aside from the lack of 
spell names and categories. It adds directly to combat very 
nicely too. Amber is like a catchall phrase for magic 
ingredients  only it is intended to be taken as a literal 
truth in the setting. 
 
BOWS 
 
Note that higher ranges give a greater effect. This simulates 
the fact that several shots will be fired as the combatants 
close range. Since all the shots are combined into one roll, 
this is like saying: 10%Long) + 15%(med) + 20%(short) = 45%. 
If you have a knowledge of statistics you can see what I 
actually did. It works pretty well.
 Your thangie can shoot a bow OR cast spells in 
each combat... 
Without having to make the choice, all monsters begin looking 
the same.
 
 
LEARNING 
 
The 2 point rule for perception is simply for play balance. 
Bows are deadly weapons after all. I like to call the hand 
weapon replacement rule, the "wear out" rule. One of my 
friends equates it with "training" or honing ideas into 
skills- he has the idea that weapons never wear out. 
It may be of interest that when the number of monsters in an 
encounter is over 1,  the actual number of creatures 
symbolized is the number cubed.
 
 
CARRYING ITEMS 
 
This is an easy way to represent encumbrance and no more 
abstract than pure weight points. 
 
TREASURE VALUE 
 
Actually Eldar treasures should wear out too, but their 
intrinsic value is too great. There may be a way to destroy 
Eldar magic, possibly with dragon flame. 
  
GROUPS
My assumption is that most monsters would like to treat 
warriors like we treat chickens. Just go up to one and lop 
it's head off while the rest ignore you. 
Thangies are not great strategists, but know enough to keep 
each other alive if necessary. 
One bow shot used as desired simply makes sense.
 
PATRONS 
 
One person can't hope to come up with enough ideas for 
everyone. As Innkeepers gain followings, they will gain 
riches, giving great DM's rewards just like great players. 
Hopefully a community or communities will develop, along with 
sects and warlords.