I think I covered everything that needs to be in the rules here. This, obviously, doesn’t include the Lists (spells, perks…). Do you see anything that needs tweaking?
Rule | Name | Description and Dependencies |
100 | Damage pool perk | The perks that increase damage pools, Tough, Endurance, and Mana, are awarded once per character level. |
100 | Earned Skills | 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. |
100 | Encumbered | 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. |
100 | Level Determination | A character’s level is equal to the square root of his earned skill points, rounded down. |
111 | Locked Skill | (removed) |
113 | Character Level | 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 racial perk. |
200 | Sprinting & Climbing | Strenuous actions, like sprinting and climbing, cause d8 mental (stamina) damage. |
300 | Damage, elemental | Elemental (physical) damage ignores armor. 103, 105, 206, 210, 309, 316 |
300 | Disease | 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. |
300 | Helmet modifier | 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 d4-1. |
300 | Paralysis | 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. |
300 | Poison damage | 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. |
300 | Poison resistance | Poison resistance reduces the number of rounds over which a poison attack deals damage. Poison damage can be reduced to zero in this way. |
300 | Power attack | 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. |
300 | Regeneration | 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 |
300 | Stagger | 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. |
300 | Weapon speed | 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 purpose. |
312 | Damage pool | Characters track the damage that they collect in damage pools by attribute: Health for Physical, Stamina for Mental, and Magicka for Metaphysical. |
314 | Disabled | 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 |
400 | Magic resistance | 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 against magic. |
411 | Power duration | 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. |
Comments