Rules: New or Modified

Attack Speed

Slow Slow attack for someone with two attacks comes off at the second attack.
Fast Goes of at initiative 15 minus any dexterity subtractions.

Rule Revision: Run

Adopted 11/15/2007

Presumed base speed is a 5 minute mile short sprint. This means a 105.6 feet / melee as an average. Based on this, we use the following chart.

Maximum run at this speed is one minute.

To calculate run, roll 3d6 (natural speed). Then (2x"Natural Speed" + height)/3 for effective run.

Speed Feet/melee
3 54
4-5 70
6 84
7-8 96
9-12 105.6
13-14 116
15 128
16-17 142
18 156

Speed can be increased by 50% each round (not cumulative) with a successful 4d6 saving throw verus Fitness. Difficulty of the roll increase by two after the first melee.

A character can start running at 10 initiative even if their initiative roll is lower than that, but they can not attack or act until their initiative roll.

Encumbrance will modify run speed, but it will be a thumb on the scale at the discretion of the GM and based on reminders from the players.

Rule Revision: Spell Initiative

Adopted 11/28/2007

Fast Spells +5 initiative
Medium Spells +0 initiative
Slow Spells -5 initiative

Except monks, someone using a bow, or an individual with a trait that allows more than 2 actions/melee, a PC gets no more than two actions, i.e., 2 fast spells; 1 fast 1 slow; 1 fast 1 medium; 1 fast 1 fast attack (obviously depending on initiative).

No action can be within 5 initiative of the fast action, e.g.,

PC rolls init of 9 and with bonuses has an initiative of 11. PC casts a fast spell and then will attack with a sword.

Fast spell initiative is 15 (11 + 5 = 16, but initiative can't be higher than 15 except for monks). So, he casts the spell at 15. Normally his hand to hand attack would be at 11, but since it can't be closer than 5 to the fast spell, the hand to hand attack would be at 10 (15-5=10), leaving no further attack.After his attack at 10.

Rule Revision: Sidhe Visors

Due to Sidhe light sensitivity, they must wear either slitted goggles or colored glass goggles when outside in daylight (otherwise they are blind). Sidhe start with slitted goggles. Glass goggles cost 10-20 s.p. and are subject to damage due to head hits (save vs. crushing blow when taking HP to the head or falling or large impacts [avalanche]).

Slitted goggles effect peripheral vision and sight in general. When wearing slitted goggles, the sidhe is -20% spot hidden, +1 to be surprised, 2 worse on all agility rolls, +1 to be hit by side or back attacks, +5% critical side and back attacks.

Unique Weapon Effects on Initiative

Bows and throwing daggers Do not automatically get two shots per melee. Shots are calculated. First shot occurs at initiative (maximum 15). Each subsequent shot occurs at –5 initiative cumulative (e.g., 15, 10, 5). Therefore, a maximum of 3 shots.
Crossbows Never get more shots per melee than the strength table will allow except if it has a dwarven cocking device, in which case increase the rate of fire by one class. Maximum rate of speed listed cannot be exceeded by mechanical aids.
Two-Sword If two attacks rolled due to initiative, the primary weapon is used on the second attack, e.g., initiative 13 two attacks; initiative 3 one attack with the primary weapon. When the off-hand weapon is not used for an attack, it is used defensively reducing AC by one.

Spell Initiative

see new rules

Loss of Hit Point Effects on Evasion Points

H.P. Loss E.P. Loss
<25% 10% of full
<50% 25% of full
<75% 50% of full
>75% All

Blood Loss & First Aid

Blood loss occurs when a location is negative in HP.

One blood point is lost every 3 melee after the injury. A person can go negative on total hit points from blood loss without dying. For every point negative, roll 3d6 less than Resistance with the Resistance reduced by the blood point (s) negative and every time another blood point is lost. For example, a persons with a Resistance of 14 goes -1 on hitpoints due to blood loss, they would have to roll 3d6 less than or equal to 13 (Resistance 14 -1). If hit points are taken that would take total hit points negative, the person would die.

First Aid to halt blood loss may only be tried twice per location. Further, if the location is negative it requires sutures to stop blood loss.

If the First Aid attempts are unsuccessful, tourniquets can be applied to stop blood flow.

Chance of success 1st Aid x4
Benefit Blood loss slowed to 1 blood point per 30 minutes

Reattaching a Lost Limb

Unusable for 30 days - Health

Two-sword Fighting

Levels Experienced Dominant Hand Off Hand
1 -1 -4
2 -1 -3
3 0 -2
4+ 0 -1

Riding Horses

If the ride skill is <50%, the rider must roll every melee to stay on the horse while fighting. First failure means they attack at –4 to hit and –1 on damage. Second failure in the same melee means they fall off.

If the ride skill is >51%, the roll only needs to be made once every 5 melees. If the skill is greater than >74%, the roll only needs to be made once.

If riding a cavalry or war horse, 20% is effectively added to the rider’s skill, and rolls only need to be made every 5 melees.

Attacking an opponent on foot from horseback adds +4 to hit and +1 on damage. The footman is –2 to hit and –1 on damage.

New Critical Hit System

If the player does nothing, works the way a standard critic works - i.e., goes directly to hit points even if there are still evasion points or double damage if on hit points already.

If a player chooses, they can pick how the critical works at the time of the critical, e.g., disarm an opponent; trip one; cut their forehead to cause blood to flow into their eyes; knock them backwards (maybe over a stone or a cliff); slit skin over undead creature's eyes so it folds over blinding them.

The person decides at the time of the critical.

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