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Ayslish Honor and Corruption

To gain the first add in honour/corruption (abbr: h/c), a character must perform an act deemed appropriate (as per H/C Bonus Chart in the Aysle SB) during an adventure. At the adventure's end, the character generates an h/c check. The DN is 20, as it is for all later checks as well. The value is the character's Spirit + H/C Bonus + Rolled Bonus. No cards or p-points may be spent. If the DN is achieved or exceeded, the character gains a new SPI-based skill, with one add.

EXAMPLE: A Paladin with SPI 9, after his first adventure, achieves an honour bonus of +2. That gives him SPI 9 + 2 (Honour Bonus), and he rolls a 26 for a +9. The value is 9 + 2 + 9 = 20. Since the DN is 20, this succeeds, and he now has the SPI based skill 'Honour' at one add.

There are two ways to gain additional adds. First, an automatic check is made at the end of an adventure in which the character performs a sufficiently h/c action. Sufficient is defined as being awarded a GM bonus for the act greater than the current number of adds. The character generates an add check using his current skill + Rolled Bonus. The H/C Bonus is included if it exceeds the current current H/C category of the character.

EXAMPLE: The Paladin has Honour 11, or 2 adds. On the Honour Table, he falls into the 1-3 adds category. At the end of an adventure, the GM assign a bonus of +3 for an honourable deed. The Paladin has Honour 11, and can try for a new add, but without the bonus number. He rolls a 19 (+7) for a total of 18, which fails. After another adventure, the GM assigns a +6 for a very honourable act. This time, the Paladin has Honour 11 + 6 because the action was very honourable indeed (greater than +3, where 3 is the maximum adds in the present 1-3 category). With a roll of 17 (+4), he gets a total of 11 + 6 + 4 or 21, and gains his third add.

The second method is as follows. When a character performs honourable or corrupt deeds which do not warrant an add check, the bonus number is recorded on the character sheet. All such bonuses are tallied. When the sum is greater than twice the current adds, a roll may be made for a new add, using the current skill + Rolled Bonus. No H/C Bonus is added to this roll.

EXAMPLE: During the next five adventures, the Paladin performs some honourable deeds, to which the GM assigns bonuses of +2,+1,+2,+2 (he didn't do anything worth a bonus in one of the adventures). This is a total of +7, which is greater than twice his current three adds. He rolls a bonus onto his Honour 12, and gets lucky. +10 gives a total of 22, and his fourth add.

A character may lose adds by performing a deed contrary to his alignment. If, at the end of an adventure, the GM assigns a bonus for Honourable action to a Corrupt character, or vice versa, the character checks for an add loss. The DN is, as usual, 20. The total is current skill value + Rolled Bonus + H/C Bonus. Once your reputation and character are set, they can be marred by the slightest misstep.

EXAMPLE: After a time adventuring, the Paladin has five adds, and Honour 14. But he is badly taunted in one adventure, and, in a fit of rage, lays into his opponent without mercy, killing him. The GM decides that the villain needed to be defeated anyway, but that the behaviour was dishonourable. A Corruption bonus of +2 is assigned. At the adventure's end, the Paladin checks to see if he has lost an add. He rolls a 19 (+6). This gives him a total of 14 + 2 + 6, or 22, and he drops to four honour adds. Oh, well.

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