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1. The training rules have been eliminated. When you acquire enough Experience Point (EP) to level, you do so. each time you level, roll an honor die for each skill you possess and increase the skill by that much. You must still seek training to acquire new skills and you may increase old skills by acquiring training. Classes which by the book, do not need to train to level, have their EP requirement to level halved.

2. The character can, through training, convert gold to EP, at a rate of 1 Gold Piece (GP) per Level per EP. So 1 EP costs a 2nd level Player Character (PC) 2 GP, 3 GP for a 3rd level PC, etc etc. It takes 1 week to train for each 10% of the PC's total EP, for instance it would take a 5th level fighter with 20,000 EP, 1 week and 10,000 GP to train up 2000 EP.

3. A PC may change targets in the middle of a round, but the old target must be dead and the new target must be within 10 feet of the character. Samurai's may change targets even if the old opponent is still alive and fighting and may attack opponents further away by taking a +1 penalty to initiative for each 10 feet he has to travel to engage the opponent.

4. Coins are about the size of dimes and weigh 1/100th of a pound.

5. Spell components are easily available as pre made pouches. Unless the spell states it requires a more expensive component, these pre made pouches cost 10 CP and weigh 1/10th of a pound.

6. If firing a missile weapon into melee, if the character hits, he hit his intended target, if he misses, he misses, no further action required.

7. 1 Segment = 1 Second, 1 Round = 10 Seconds, 1 Turn = 60 Seconds. When rolling for initiative you are determining what segment your action takes place within the Round. All initiative rolls which exceed 10, occur in segment 10. All initiative rolls, after modification which are lower than 1, take place in segment 1.

8. The damage cap rule has been eliminated.

9. Magic Resistance as defined on page 129 of the GM Guide, is only rolled against spells that directly target the character, monster or NPC with Magic Resistance. For example, Magic Missile and Charm are targeted spells and Magic Resistance would apply, however Fireball and Sleep are area effect rather than targeted and Magic Resistance would not apply.

10. Applying First Aid to a character requires 30 minutes and a skill roll. If the roll is successful, the character receiving First Aid will be healed 1d4 Hit Points. If the roll is failed, no Hit Points are returned, but the character will stop bleeding. Additionally, first aid kits can be purchased for 10 GP, if a character with a First Aid skill also has a First Aid Kit, a successful skill roll will restore 2d4 Hit Points.

11. Character Generation rules: Attributes are rolled using the standard 3d6, however, players are allowed to assign the rolls to attributes as they please. Beginning characters attributes are capped at 18 plus Racial Bonus.

12. When attacked with energy draining effects such as wraiths, ghosts or swords of life stealing, characters get a saving throw roll against death magic to avoid the effects of the energy drain.

13. All racial level caps are eliminated.

14. Quirks and Flaws are no longer used in the game, nor do characters get any Building Points for taking Quirks or Flaws. If during character generation the game assigns you a Quirk or Flaw, that result is ignored. In exchange the character gets an additional 8 Building Points to spend as the player sees fit.

15. The Critical Hit and Fumble Roll tables are eliminated from the game. On a roll of a natural 20, the player may roll 1 extra dice for damage inflicted. On the roll of a natural 1, the characters opponent will receive a +1 to hit on their next attack roll against that character.

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Page last modified on August 28, 2016, at 12:28 PM