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Have you slapped your Norn to death
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Dalmurran Campaign House Rules Previous Experience 70 points for buying Attributes, 2 skill points (players choice) Equipment: A weapon (damage step +5 or less), hardened leather armour, riding horse with tack and saddle, standard adventurers pack (w/ tent), 2 weeks trail rations, and 20 SP. Races: humans, elves, dwarves, windlings Additional disciplines: Priest Changes to Standard Disciplines Mages add an additional Matrix at 2nd level. Elementalists: Switch Fireblood for Fireheal. Rule Changes and Additions Round shield: +2 physical armour, no initiative penalty. Cost 10, wt. 7. Fine quality armour and shields can be purchased at 3x cost. The initiative penalty is reduced by 1. Weapons: STR min for short bow and spear has been changed to 8. Crossbows: Light damage step is 10, 1 phase reload action. Medium damage is 12, 2 phases reload action. Combat movement is 25% of Full Move. Talent maximum is Circle + 2. Healing spells cannot heal more than an individuals DR in a day. +1 in a Defense of choice every even level, max +3. All Defenses must be raised +1 before any can go to +2, etc. Learning spells from a teacher: Circles 1-4: 1 day, 5-8: 2 days, 9-12: 3 days, 13-16: 4 days. Learning spells from a book/scroll: Circles 1-4: 1 week, 5-8: 2 weeks, 9-12: 3 weeks, 13-16: 4 weeks. The mage must make a successful Thread Weaving test vs. the re-attunement number of the spell. Holy Blade and Flame Blade do not stack. Mages cannot Spellcast or Thread Weave the round they were knocked down. Spell Attack or Spell Defense do not suffer any penalty when the character is knocked to the ground. Steel Thought adds ranks to Mystic Armour. Avoid Blow: if this talent fails the character does not fall down. Optional Rules in Use Combat and Movement: Initiative Difference (ED Companion p.115) Advantages: Rule of Three (EDC p. 115) Wounds: Wound Effects (ED p. 203) |