Statistics
A new statistic has been introduced which is appearance. This represents
how attractive the character looks. Under appearance is a reaction adjustment
table and the number there is the same as the equivalent of the table
under charisma. A character will use the two reaction tables in different
circumstances. For example a character trying to influence someone purely
on their looks will use the appearance reaction adjustment table, whereas
someone trying to influence someone through their speech and persuasive
abilities roll on the charisma reaction adjustment table. The charisma
alters the appearance statistic in the following way:
1-3 -3
4-6 -2
7-8 -1
9-12 0
13-14 +1
15-16 +2
17-18 +3
19+ +5
Each character roll their statistics in the following way.
They roll 7 sets of stat on 4d6 and record each of the 4 numbers in
each set. They then choose three of the sets in which to re-roll the 1s
in and then do so. Once they have done this they re-roll the lowest set
re-rolling 1s and if it is higher than the last number it replaces it.
I find this method means that the players character always turn out to
be decent.
Speed Factor
The characters initiative speed is the weapon speed - dex reaction
adjustment - the bonus from magical quality weapon - 1 for specialisation
to a minimum of zero.
Unconsciousness
Each character dies at minus ten.
If a character goes beyond -10 s/he can be brought back if they are
got to within 1d6 rounds. The character need’s to be brought to -9 or better
and can only be done with natural healing or a heal spell (the sixth level
priest spell).
A heal spell will bring the character to zero hitpoints.
When a character falls unconscious through hitpoint damage s/he will
gain a minus to all physical actions, thaco, damage, dex AC etc.
The minus is as follows:
0 - 3 -1
4 - 5 -2
6 - 7 -3
8 - 9 -4
10 or beyond -5
A character loses his/her penalties once s/he has got a full nights
rest.
These minuses are also dispelled with a Cure Critical Wounds or higher
healing magics. The character needs a further healing spell if went beyond
- 9.
System Shock
System shock failure results in unconsciousness when received damage
from melee and magic. When brought around the character is at -5 to all
physical actions until had full rest. If poisoned or takes more than fifty
points of damage from one attack system shock is as normal.
Hitpoints
Each character starts with their con as hitpoints.
When a character rolls hitpoints if rolls below average they get average.
Criticals and Fumbles
A character criticals on a natural 20 in which s/he causes double the
damage of the roll and the bonuses. A character can also critical on a
18 or 19 but must succeed the opponents AC by 5. When this critical is
caused they double the dice rolled damage but not the bonus. They also
refer to the critical effect tables in the combat and tactics book.
A character fumbles on a natural 1 and should refer to the fumble table.
Melee Fumble Table
1 Hit Self
2-3 Hit Nearest Friend
4-5 Break Weapon (Magical Weapons receive
a save)
6-8 Throw Weapon Away
9-12 Lose Next Rounds Attacks
13-14 Fall Over
15-16 -3 penalty to next attack, opponents gain a +3 bonus to
their next attack.
17-18 Opponents gains a +3 bonus to their next attacks.
19-20 Character has a -3 penalty to his/her next attack.
Parry Fumble Table
1 Expose vital area,
opponent does double damage
2-4 Hitself (shields do a D3 damage)
5-7 Hitfriend (shields do a D3 damage)
8-10 Wrist Sprain, -3 to all actions with that arm
until healed
11-13 Weapon or Shield broke (Magic receive a save)
14-16 Fall Over
17-19 Weapon or Shield Thrown away.
20 Unable to defend next round
Bows and Crossbows Fumble Table
1 Hit friend for critical
damage
2-4 Hit friend for double damage
5-8 Hit friend
9-12 Bow or Crossbow broken (Magic receive a save)
13-16 String Broken
17-20 Hand injured, -3 penalty to thaco for d3 rounds
Thrown Weapons Fumble Table
1 Hit friend for Critical
damage
2-4 Hit friend for double damage
5-8 Hit friend
9-12 Arm sprain, -3 to attack until healed
13-16 Ammo dropped, must spend rest of this round and all of
next picking up
17-20 Strain self for d6 damage
Armour Class
There is a slight change to the AC armour provides and a few added
armours.
Soft Leather AC9 (Costs 5 gold/commons)
Studded Leather AC8
Leather Armour (hardboiled) AC7 (Costs 25 gold/commons)
Reinforced Leather AC6 (Reinforced in key parts with copper,
costs 30 gold/commons)
Scale Mail AC5
Gothic Plate AC0 (Costs 1200+ Arlof Sovereigns.
2000 Royals+ in Garaleyer)
Hero Points
Each character has 3 hero points at first level and gains one each
level. These can be used to re-roll dice rolls.
Combat
Each character receives a free parry. This parry can be used to counter
the attack of any melee weapon. A D.M. may allow this to used against another
kind of attack under certain circumstances.
If firing a missile weapon into melee combat the character must take
a -4 penalty to their roll or who they hit is random.
A character may use his/her off hand weapon to parry or call upon their
second attack to parry.
Each character is at -8 to hit in his main weapon and at -6 to
hit with his off hand weapon if using two weapons in combat. Dex reaction
adjustment comes off this and the ambidexterity proficiency and two weapon
style take 2 points of the penalty each. Two weapon style can be bought
more than once. A character can never gain a bonus to hit with ambidexterity
and 2 weapon style.
A buckler shield gives +1 AC and can be used with an off hand weapon.
It can only be used against one opponent. A small shield gives +1 to AC,
a medium shield gives +2 to AC, a large shield gives +3 to AC and a tower
shield gives +4 to AC. Medium shields and above can be used for AC against
missile weapons.
A character may use their shield as a parry however they must declare
this at the beginning of the round and do not get the AC bonus from the
shield. If they do not have weapon and shield style they get a -2 penalty
to do this.
Punching rules only apply in a proper match. In proper combat punching
does a d3 damage.
If a character has more than one attack in a round he/she may use this
other attack against a other opponent who is combat with him or her. He/she
may not however use this other attack against someone who is not in combat
with them and further away.
Healing Magics
A character performing healing magic gains a bonus of 2 to each dice
roll as long as they roleplay appropriately.
A Heal spell is capable of removing all scarring and can also regenerate
minor losses such as fingers, toes, ears, nose etc.
Class
Fighters
Fighters gain a free slot in punching and a free slot in wrestling.
Fighters are allowed to get mastery, high mastery and Weapon Mastery
in a weapon.
They also are allowed to to specialise in another weapon.
Rangers
Rangers receive a free slot in either punching or wrestling.
Rangers gain a specialisation in short bow or light crossbow.
Rangers gain a damage bonus with short bows and light crossbows equal
to their dexterity missile adjustment.
Rangers are allowed to specialise in another weapon at 9th level.
Rangers gain an additional attack at seventh level with the shortbow
if they are specialised.
Rangers may no longer use two weapons.
Paladins
Paladins receive a free slot in either punching or wrestling.
Paladins may specialise in a weapon at 9th level.
Thief
Recieve Priest thaco and hitpoints.