Rules Addendum 4-22-2004
Racial Changes:
Aviana
Boon: Flee. Basically the Aviana are skilled in the art of ‘Tactical Withdrawal’. They know how to pullout of a bad situation, with the least amount of risk. You can spend a life point to Flee. When you use this skill, you must call “flee” run away from combat for 5 seconds. You cannot enter combat while using this skill, nor can you return to combat before finishing your flee. While fleeing you are immune to all damaging melee attacks to the rear (Stacks with other Flee effects, medium armor restriction)
Dwarf
Boon: Poison Resistance. The Dwarves are a hardy folk. Used to a hard days work, and a hard night of revelry. Due to the carousing nature of the short folk they have built up a bit of a tolerance for the drinks and toxins they expose their systems to nightly. In terms of game mechanics, this means that should a Dwarf find himself exposed to a poison he may spend a life point to ignore the effect.
Elf
Boon: Lesser Channel. The Elf can summon forth the energy around them and fling it at a target doing damage to them. It takes an uninterrupted 10 seconds to charge this skill. While charging, you must hold the spell packet in the air so others can see what you are doing-it is hard to hide a big ball of energy! Once the spell is charged you can use no skill nor perform any actions except walking, talking, or running until the spell is used. This is a packet driven skill and you must call ‘3 magic.’ (Still stacks with other Booms, Restricted to Light Armor )
Orc
Boon: Press. Orcs may initiate a press maneuver (one per target). This allows the player to “press” or push back a person one time by spending a life point.
Valkyn’Vi
Boon: Backstab. This skill allows you to call ‘three’ damage when you hit your target in the back. It takes an uninterrupted 5 count to use this skill. While counting you must chose a target and your backstab can only be used against that target. Once the count is made your next offensive damage call must be the backstab. If you attack someone other than your target or make another offensive move or use another skill, the back stab is wasted. (Still stacks with other Backstabs)
Gnomes
Gnomes will no longer be considered a playable PC race.
Racial Variants
As with any racial variant, they are playable by GM approval only. They will follow all standard rules in accordance with the standard race. This means all Elves follow the rules listed for Elves. Any change is strictly a RPing one, i.e. High Elf, Dark Elf, Wood Elf. In addition, Half-Breeds are limited to GM approval. The player picks which Boon, and which Appearance they want. Keep in mind In-Game reactions to your differences will be encouraged.
Path Changes
Warrior
Basic
Determination
This skill allows you to not fall unconscious when you go below one hit point (see combat section). Instead, you can crawl and drink potions. You cannot wield a weapon, use any skills, or defend against any killing blows
Utilize Armor
A warrior knows how to take blows better than others, thus making him/herself tougher to take down. This gives the warrior one point of Harden Skin. Additionally, if the warrior is wearing medium armor, he or she gains 1 extra armor point. If the warrior is wearing heavy armor, he or she gains 2 extra armor points. Note: The extra armor points do not stack with one another (so max per level is 1 harden skin plus 2 armor points).
Hold Ground
While holding ground you cannot move. When you initiate hold ground you gain 10LP, and all effects that deal damage to the front of you are reduced to 1 point. This damage is taken off your armor first. In addition, fear, sleep and press do not effect you; instead you take one damage, which is also taken off your armor first. Note that attacks from the rear affect you as they normally would. At the end of hold ground, you are reduced to zero life points.
Advanced
Endurance
This skill increases the time a warrior can be in negatives before dying by one additional minute.
Utilize Armor
See above
Defensive Matrix
A warrior may spend 1 life point to enter defensive matrix. While in defensive matrix, a warrior will swing 0 damage and can use no other skills, but all incoming frontal melee damage is reduced by 1 point.
Master
Utilize Armor
See Above
Parry
You can now spend a LP to reduce any frontal melee damage to 0. You cannot parry crush attacks, however. In addition, you may also parry disarm attacks delivered from a melee weapon.
Rage
No Changes
Berserk - removed
Healer
Surgery
This skill only works to heal someone critically injured (i.e. below zero life points). You can heal up to 10 points in negatives with this skill (your choice as long as the total does not push the person beyond 0). It takes one minute to use this skill. While performing surgery the person does not bleed to death. You only need to heal a person to negative what their racial plus lifestyle positive life starts at. For example, a privileged elf starts with 3 life; thus you need to heal them up to negative three to keep them from dying. At that point, the player is unconscious until healed to positives, either naturally or through other healing methods. Also, a surgeon can heal an additional 9 points using chips. Chips are taken from a bag with 10 chips at a rate of one per minute. The bag must contain at least one red chip and at least one white chip. A white chip heals 1 damage while a red chip instantly kills the wounded patient with no hope of resuscitation. Up to 3 additional surgeons can assist. When a surgeon assists they can offer their bag to the injured person. The injured subject must pick the chips from the bag offered to him. The bags of chips are meant to simulate the effects of a very critical and delicate surgery. Once a chip is drawn, it is not returned to the bag until the surgery is completed. For each chip drawn a surgeon may also administer one additional potion to the dying player. Finally, if the surgeon can reach an individual within 15 seconds of that person dying, they can attempt to resuscitate them. The victim will be at –15 life or the total they were at when they died, whichever is lower. This is true even for those who were given a killing blow. This skill is restricted to medium armor.
Sage
Exploit Weakness
This skill takes an uninterrupted fifteen minutes to use. It works by you explaining the weaknesses enemies may have. You can effect up to as many people who can hear your voice. Everyone must listen to you for 15 minutes to gain one 5 damage melee attack. This bonus lasts until used. Exploit weakness gives one 5 damage melee attack . This skill can be used in conjunction with Tactics and Defiance.
Discipline Changes
Assassin
Level 1: Disguise
You can use disguise. The disguise must be of the same race and of a non-specific person. While in disguise, no one can recognize you except upon close inspection, i.e. a body search. It takes one hour to perform. After this time, you must report to NPC camp and NPC for 1 to 5 hours. You talk to the marshal to decide when you will come in as your disguised PC. During this time an NPC marker must be worn.
Level 3: Pass Wall
This skill allows you to pass through a wall. It takes an uninterrupted 60 count to pass through a wall. You cannot wear any armor while using this skill. This skill essentially makes you ethereal for two seconds, allowing you to pass through anything during that time, including the interrogator’s inescapable bonds. During the two seconds, the user may only move horizontally but will move through any barrier, magic or otherwise.
Level 4: Touch of Death
No Change to description
Archer
Level 1: Use Bow
You can use any kind of bow or crossbow. The damage you call is “1 vorpal.” Heavy crossbows do +1 damage, but it takes 15 seconds to cock. You can choose to role play the 15 second count while you actually cock your crossbow or if you choose not to RP the cocking of the crossbow, the count begins after the bow is loaded. In addition you can always make and repair arrows. It takes you no time to create arrows and you are always considered to have them.
Level 2: Magic Arrow
You may choose to inflict Magic Damage, instead of standard. Magic damage can be used to affect certain creatures. The call is ‘# magic vorpal’ when using this skill.
Level 3: True Shot
With true shot you can hold off shooting your bow to do more damage. Every 5 count increases the damage by 1 with a maximum increase of 2 (a 10 count).
Level 4: Critical Shot
This skill takes 30 seconds to charge but multiplies your base damage by three. (multiplied after True Shot) A normal bow can do a max of 9 and a heavy crossbow can do a max of 12.
Barbarian
Level 4: Crush
Due to the barbarian’s huge strength they can swing crush with a blunt weapon. A player may spend a life point to begin swinging crush. This combat style makes all attacks done against the barbarian vorpal damage The only skill you can use while swinging crush is the rage skill.
Beast hunter
Level 1: Wilderness Survival
Allows more rapid travel through the wilderness (1/2 time), the finding of food, and a lower chance of dangerous encounters in-between events. Get one free food token, and one free hide token per event. These tokens can be traded as normal tokens.
Craftsman
Level 1:
Repair as normal
Level 2:
Make basic items Armor/weapons 3 hrs per location (enchantable One Shot)
Level 3:
Make advanced items armor/weapons 2 hrs per location (enchantable Charged)
Level 4:
Make quality armor that gives +1/-1 armor per location. Make master items armor/weapons 1 hr per location. (enchantable Permanent)
Craftsman may field repair armor to half it’s current maximum value (rounded down). Each time this is done, the maximum value drops to that amount. Armor may never go below 1 point, however.
In order for items to be enchantable they must be Masterworks (+10 hrs to creation time)
Weapon creation times/resources
Small = 2 per hr, 2 per 1 steel
Short = 1 per 1 hr, 1 steel
Long = 1 per 2 hr, 2 steel
Two-handed = 1 per 3 hr, 3 steel
Shields
Light = 1 hr, 2 hide
Med = 2 hr, 2 hide and 1 steel
Heavy = 3 hr, 2 steel and 1 hide
Druid
Level 1: Wilderness Survival
Allows more rapid travel through the wilderness (1/2 time), the finding of food, and a lower chance of dangerous encounters in-between events. Get one free food token, and one free hide token per event. These tokens can be traded as normal tokens.
Level 4: Emulate Totem
The druid can take on the characteristics of his designated animal. He should declare that animal at first level. (effect equals a natural attack, claws, tail etc. And one specialized attack, poison, bite, etc. Subject to GM approval) If you’re a druid see us in-game.
Fence
Fence was removed as a player Discipline
Knight
Level 3: Utilize Armor
This skill gives a knight 1 additional armor point if he or she is wearing light armor or 2 additional armor points if he or she is wearing medium or heavy armor.
Man at Arms
Level 1: Press
A man at arms can now press offensively and defensively by spending a life point. Please see changes to press below.
Monk
Level 1: Ambidexterity
A monk can fight with two fists for 1 damage. Monks are unable to block with their fists.
Level 2: Iron fists
The monk can now block melee weapons with his fists (as a weapon). You can also dual wield a short sized weapon and a fist.
Level 3: Ranged block
The monk is immune to damage from arrows and bolts.
Level 4: Meditate
This ability allows the monk to heal himself and to go into suspended animation. While in suspended animation the monk cannot bleed to death. The monk can heal a life point every 15 minutes as long as they stay still and meditate. While meditating you stop taking poison damage. Monks in meditation are aware of their surroundings, will be detected as dead by all means of detection, and can choose to speak, but cant move. Poisons not healed while the Monk is meditating will begin affecting the monk when he or she comes out of meditation.
Pike Man
Level 1: Press
A pike man now can press offensively and defensively by spending a life point. Please see changes to press skill below.
Scout
Level 1: Wilderness Survival
Allows more rapid travel through the wilderness (1/2 time), the finding of food, and a lower chance of dangerous encounters in-between events. Get one free food token, and one free hide token per event. These tokens can be traded as normal tokens.
Level 3: Haven
Given enough time you can hide a tent, making it out of game. Once in the tent you are free from attack. You cannot fight while standing in the tent. Concealing a tent takes fifteen minutes and can be incorporated into the time it takes to set the tent up. For game purposes no matter what the size of the tent, it may only hide the scout and his/or her immediate gear.
Level 4: Flee
You can spend a life point to Flee. When you use this skill, you must call “flee” run away from combat for 10 seconds. You cannot enter combat while using this skill, nor can you return to combat before finishing your flee. While fleeing you are immune to all damaging melee attacks to the rear. In addition, the scout is also immune to the effects of fear and root.
Spy
Level 1: Escape Artist
You can escape bonds (except for the inescapable bonds of the interrogator). To escape from bonds takes three minutes.
Level 2: Disguise
You can use disguise. The disguise must be of the same race and of a non-specific person. While in disguise, no one can recognize you except upon close inspection, i.e. a body search. It takes one hour to perform. After this time, you must report to NPC camp and NPC for 1 to 5 hours. You talk to the marshal to decide when you will come in as your disguised PC. During this time an NPC marker must be worn.
Swashbuckler
Level 1: Taunt
This skill makes a person attack you if they have a weapon. If they do not have a weapon they run away as if they were hit with a fear (though it is not resistable via resist fear). An affected target may drop their weapon if they so choose. To use this ability, you must hit the person with a weapon or packet and yell “taunt.” There is no armor restriction for this skill.
Level 3: Disarm
A player may spend a life point to attempt to disarm an opponent’s weapon. You must hit your opponent (this attack is considered crush) and yell “disarm.”
Level 4: Vorpal
A player may spend a life point to begin swinging vorpal. When swinging vorpal, and all incoming attacks are considered crush. The only skill you can use while in the vorpal form is the rage skill.
Warlord
Level 2: Warcry
A 1-minute rallying speech or song gives the group, anyone who can hear your rousing speech, one resist fear for the next combat.
Witch Hunter
Level 3: Disenchant
The witch hunter can disenchant all enchantments on a person by striking them with their weapon. This skill takes an uninterrupted 15 count to charge. Once your weapon is charged your next swing must be disenchant. This has no effect on magic items the person may be carrying.
Level 4: Resist Magic
The witch hunter can spend a life point to ignore any magical effect, including magic damage.
Trap Changes
Pit trap
1 point of vorpal for first 10 feet and then 2 points of vorpal for each 5 feet after that.
Bomb Trap
This should read as "Alchemical trap" Poison gas (as per Potion), X lash for simple, or 3x’s X lash for a complex
Bucket
Bucket on door should read "Direct action"
Spikes
Spikes can be added to a wall or a pit trap. Takes 1 minute per square foot of surface to add spikes. Spikes add 15 points of damage if entire surface is covered, or 7 points of damage if only half is covered. (1 per square foot.) If less than half the area is covered the victim takes no additional damage. Spikes have no material cost.
Trap Tags
Kind of Trap: Description of the device
Level: The level of the trap: Simple, or Complex. The PC setting the trap must have the Path, or Discipline ability equal to or greater than the level of the trap.
Effect: What the trap does after being triggered, including damage.
Trigger/Disarm Time: How long it takes to set and/or disarm said trap.
Building Materials: The materials that are needed to create the trap. Most materials will be considered ‘on hand’ but the trap builder should role-play collecting them when they have the opportunity. Some materials may need to be found ‘in-game’.
Upkeep: Cumulative costs when applicable.
Additional Notes: Additional details that may be specific to this trap.
Guild Changes
Guilds no longer get skills instead guilds can bring in resources. The way this works is there will be trade routes. For example Final Haven can bring in 25 food per event. Now without a guild to tap that then there is no 25 food coming in. A guild may use this source as their food route. Once it is used it may not be used a second time by that guild or any other. If a guild can find multiple sources, it may have multiple routes of the same type. A guild can increase the number brought in as follows.
1) Base value
2) 15%
3) 30%
4) 75%
5) 150%
You can only have five levels of trade routes so you can have say one 5th level route or say one 4th and one 1st.
House Changes
House heads will now be granted the option when they take office and wish any upgrades in office to choose a list of skills that they can hand out or take away to anyone they wish. They amount they get to hand out depends on the level of the house.
1) House head gets one 2nd level power and one 1st level power
2) House head gets one 2nd level power and two 1st level powers
3) House head gets one 2nd level power and two 1st level powers
4) House head gets one 3rd level power, two 2nd level powers, and three 1st level powers
Thanes, Barons, dukes, and kings will be covered later.
General Changes
Armor
Armor points are given based upon type represented and number of locations on the body covered. There are three locations on the body (arms, legs, and a chest). Each location gives between 1 and 3 armor points based on the type of armor worn. Examples are: leather would give 1 point, studded leather or chain would give 2, and plate would give 3. Head protection gives 1 additional point no matter what type it is.
Total armor category is determined by how many armor points you are wearing. This is important to know when attempting to use certain skills. The numbers are as follows (Note: The points gained from quality do not count in this number):
1-4 Light
5-7 Medium
8-10 Heavy
Press
There is no physical contact in the game but at times you will need to get someone out of your way. We simulate this by doing a press maneuver. Those whose racial boons, and or disciplines allow, may make one press per person per scene. Hit any part of the person with a weapon including sword or shield, and yell “Press.” The person you are pressing can counter your press by expending his or her press, if he or she has one. If a person counters then you must continue fighting, but if the person chooses not to counter then they must step to the side and let you pass. They cannot jump back in front of you before you pass. Please note you can counter any presses that are called against you as long as you are standing.
Harden Skin
This is a clarification. Harden skin works exactly like armor but is healed by the healer. This means that vorpal attacks bypass Harden Skin. You cannot use Harden Skin to fuel life based skills.
Charge Abilities
Backstab, nerve pinch, touch of death, Channel, empath's fear and sleep are all skills that take time and then can be held and used. If you are hit by a weapon, or pressed then you loose the skill and must recount. Any skill that states that you must perform a count for example healers, arcanes, sages and the before mentioned skills. While counting you cannot move and any type of physical interruption like damage, non damage, a press breaks the skill and you must recount.
Death and Dying
When you are in negatives you may only be given a maximum of two healing potions.
Peasants
You will no longer have to worry about feeding peasant since they will feed themselves.
Research vs Experimentation
This is for those using Alchemy and/or Arcane. Research is not guaranteed to learn anything, but will get info to complete what you are attempting. Experimentation, put spells/potions in a hat and the victim tries whatever it is, accepting any complications.
Resources
Are now limited to Food, Cloth, Hide, Steel, and Shelter. All others are considered items. Worked stone, Milled wood etc.
Magic items
Each magic item will be assigned a base value. Each PC can have up to 100 points of magic items.
Buffing
You can only ever raise your armor by 3 points and your life by 3 points no matter what. Armor buffs cannot be augmented by the utilize armor skill. Only exception is of course an arcane spell.
OO here are the rule Updates Final
Moderator: Admin
OO here are the rule Updates Final
Chris
I be one of the gamemasters so e-mail me questions if you have them
I be one of the gamemasters so e-mail me questions if you have them