Additional rules
ESCALATION AND COMBAT: HEROIC AND DEADLY!
Starting on the second round of combat, an escalation die (D6) begins to turn, representing a bonus to the Critical Threshold of all combatants taking part in combat. All enemies and players begin to critically strike on a progressively lower number as the combat continues. IE: On the third round of combat, the Escalation die is a 3. Players and monsters now land critical strikes on a roll of 17-20.
HEALING & FATIGUE
Characters who rest at a sanctuary, heal a number of hit points equal to their hit die x 2. In addition, roll 1D6 and remove that many fatigue points. This can only occur once per week in game.
DEATH & DYING
When a character is reduced to zero hit points, every point of damage they take afterward reduces their attributes. If an attribute is reduced to zero, the character gains 2 fatigue points. If at any time, two of a character’s attributes are reduced to zero, the character immediately begins to die. When a character is dying, they are unconscious and gain 1 (one) fatigue point every round. If at any point an unconscious character is at 10 fatigue points, they are dead. Roll a new character. Allies can attempt to pull allies back from the brink by making a successful mind save while attending to them. If the save is a success, the character is no longer dying, but is still unconscious until the end of the encounter.
HEROICS
STRAIN & FATIGUE
Some attacks, spells, or other features can cause characters to gain strain. For every 10 strain a character has, they gain one fatigue mark. Fatigue reduces a character’s effective carrying capacity by 1.
ARMOR CLASS & DEFENSE
CARRY SLOTS & EQUIPMENT
All players can carry up to a weight of 12. All items (within reason) cost 1 weight to carry. Weapons and armor have different weight values based on their defenses, features, etc.
WEAPON SLOTS:
ARMOR SLOTS:
Starting on the second round of combat, an escalation die (D6) begins to turn, representing a bonus to the Critical Threshold of all combatants taking part in combat. All enemies and players begin to critically strike on a progressively lower number as the combat continues. IE: On the third round of combat, the Escalation die is a 3. Players and monsters now land critical strikes on a roll of 17-20.
HEALING & FATIGUE
Characters who rest at a sanctuary, heal a number of hit points equal to their hit die x 2. In addition, roll 1D6 and remove that many fatigue points. This can only occur once per week in game.
DEATH & DYING
When a character is reduced to zero hit points, every point of damage they take afterward reduces their attributes. If an attribute is reduced to zero, the character gains 2 fatigue points. If at any time, two of a character’s attributes are reduced to zero, the character immediately begins to die. When a character is dying, they are unconscious and gain 1 (one) fatigue point every round. If at any point an unconscious character is at 10 fatigue points, they are dead. Roll a new character. Allies can attempt to pull allies back from the brink by making a successful mind save while attending to them. If the save is a success, the character is no longer dying, but is still unconscious until the end of the encounter.
HEROICS
- All players begin the game with a single heroic point, or ‘hero point’. Heroic points can be used to do one of the following things:
- Your saving throw is a success (even if failed).
- You heal for an amount of hit points equal to your Hit Die.
- You increase your AC by +2 for one round.
- You deal maximum damage on a successful attack.
STRAIN & FATIGUE
Some attacks, spells, or other features can cause characters to gain strain. For every 10 strain a character has, they gain one fatigue mark. Fatigue reduces a character’s effective carrying capacity by 1.
ARMOR CLASS & DEFENSE
- All players begin with a base armor class of 10. That number is further augmented by the type of armor worn, including helms and shields that provide a further bonus.
- Most armors also provide flat damage resistance vs. physical attacks, the amount is reduced and afterwards damage is calculated. IE: Heavy Chain armor provides a +4 to AC and has an Armor Defense of 2. If you are hit by an attack that deals 6 damage, you only take 4. -2 from the AD of the Heavy Chain.
CARRY SLOTS & EQUIPMENT
All players can carry up to a weight of 12. All items (within reason) cost 1 weight to carry. Weapons and armor have different weight values based on their defenses, features, etc.
WEAPON SLOTS:
- Light Weapons - 1 Slot.
- One-Handed Weapons - 1 Slot.
- Half-Handed Weapons - 2 Slots.
- Two-Handed Weapons - 2 Slots.
- Ranged Weapons - 2 Slots.
ARMOR SLOTS:
- Light Armor - 1 Slot.
- Medium Armor - 2 Slots.
- Heavy Armor - 2 Slots and 1 fatigue point.
- Shield - 1 Slot.
- Helm - 1 Slot.