||Damage pool perk
||The perks that increase
damage pools, Tough, Endurance, and Mana, are awarded once
per character level.
||To earn another skill
point, a PC must roll 20 on a contest in combat, and the
subsequent progress/damage die must roll a number higher
than the character’s current number of skill points for
the skill used. For a non-combat contest, a 19 or 20 is
required. Taking half disqualifies a roll.
||Characters take a -4
physical penalty when they carry weight in excess of their
Physical score times ten, or body armor along with a
number of any items equal to their Physical score.
||A character’s level is
equal to the square root of his earned skill points,
||A character has a level
that acts as a general measure of his influence. Each
level grants a damage pool perk, standard perk, and
attribute point. A character’s first standard perk must be
||Sprinting & Climbing
||Strenuous actions, like
sprinting and climbing, cause d8 mental (stamina) damage.
damage ignores armor. 103, 105, 206, 210, 309, 316
||A character that suffers
an attack Pro by a diseased opponent may make a defense
contest after combat to resist the disease’s effect. On a
Con, the disease takes effect, and must be removed by
potion or healer.
||A helmet that is one
step better or worse than a character’s body armor grants
+1 or -1 to the protection roll. A helmet two steps away
(or missing) changes the protection die by one type.
Wearing d4 armor without a helmet reduces protection to
||A paralysis attack
allows the victim to make a non-action to defend. If the
result is a Con, the victim can use actions only to defend
against the paralysis. A Pro ends the paralysis effect.
||Poison damage ignores
physical protection and begins in the same action as the
attack Pro that causes it. Poison does one point of damage
per round for a number of rounds equal to its rating, at
the beginning of the round.
reduces the number of rounds over which a poison attack
deals damage. Poison damage can be reduced to zero in this
||All characters can use
the Special Move perk, but must add the amount of
additional damage to their Stamina pool. Characters cannot
make power attacks that are greater than their remaining
amount of Stamina.
||Natural healing of one
point of damage accelerates in steps: daily, hourly, per
four minutes, per minute, per round, and per action. 105,
106, 107, 309, 310, 311, 314, 315
||A character may use a
physical non-action to resist being staggered. On a Con,
the character loses one action. A character without
actions remaining in the round cannot be staggered.
||Weapons add a bonus to
initiative contests as follows: Tiny/Unarmed +3, Light +2,
Medium +1. A magic staff is a light weapon for this
||Characters track the
damage that they collect in damage pools by attribute:
Health for Physical, Stamina for Mental, and Magicka for
||When a character takes
more physical damage than the damage pool can store, he
becomes Mostly Dead. This character is severely limited in
his activities and generally cannot take Physical actions.
If the character performs an action that causes more
damage than the character has Stamina or Magicka, that
action is automatically a Con. 103, 105, 106, 107, 206,
207, 312, 313
||A character with a magic
resistance rating reduces the damage of each magic attack
by the rating, or adds the rating to defense contests made
||All power effects are
instantaneous unless the power is marked as Maintainable
(M). A maintainable power lasts until the indicated amount
of time passes, from the following scale: action, round,
minute, four minutes, hour, day.