Remember:
It's not a good idea.
It's just the law.

Have you slapped your Norn to death today?

 

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
Non-mages move Thread Weaving to 2nd Circle and add a talent* at 4th. (*Archer: Climbing/Beastmaster: Missile Weapon/Cavalry: Animal Training/Swordmaster: Resist Taunt/Warrior: Fireblood).

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)