Tag: rules

Results

  • Chase Rules

    After two or more characters begin chasing one another, or after a character has attempts to flee combat, the game will enter a narrative mode of pursuit. In combat, this usually occurs at the end of the round, after everyone involved has taken the Run …

  • Altered Skills

    h4. Haggle Skill When dealing with day-to-day affairs, a Skill Test is not necessary - simply buy items at listed price and sell them at half listed price. However, for important or expensive deals, you may make an Opposed Haggle Test against the …

  • Insanity

    Characters automatically suffer a Minor Trauma after gaining 5 Insanity Points, and a Major Disorder (core rulebook insanities) after gaining 10 Insanity Points. After gaining a Trauma, players are expected to show generally minor symptoms and …

  • Fear

    After failing a Fear Test, you suffer an effect from the following table equal to the degrees of failure. Terror Tests are made with a -20% penalty and you must compare the Degrees of Failure with a 1d10 roll and use the highest result. Every round …

  • Fate Points

    Fate Points can be used to remove any negative effect you wish, such as corruption, insanity, poison, disease, mutations, maiming or limb loss. Even the plot can be modified with Fate Points, such as avoiding jail time or the executioner's axe. With GM …

  • Combat

    h4. Swift Attack Swift attack no longer exists, you are allowed to make a number of Attacks equal to your Attacks Characteristic. h4. Criticals A result of 01% on an attack roll bypasses Toughness and Ulric's Fury is automatically triggered if …