The Fall of Brekhan
Optional Rules and House Rules
Optional Rules from the Basic Set
- Accumulated Limb Injury
- Damage to Shields
- +Damage converts to +Dice
- Maintaining Skills
- Changing Posture in Armour
Optional Rules from Low Tech
- All armour is from Low Tech
- Blunt Trauma and Edged Weapons
- Broken Bones and Bone Setting.
Optional Rules from Martial Arts
- Extreme Dismemberment
- New Hit Locations
- Severe Bleeding (May be replaced)
- Lasting and Permanent Injuries
- Improved two handed parries
Optional Rules from Pyramid
- The Last Gasp (Pyramid #3/44) – long term FP loss only.
Healing is too slow for an adventure focused game, and it is strange that wounds do not heal at all without total bed rest. Instead, a full nights rest grants an HT roll to recover 1 HP as normal, and a full day of bed rest grants a second one. Bonuses from a physician still apply, and they make their rolls at the normal rate.
Magic is controlled by words, as described in these wiki articles
The Rules of Magic
New Magic Advantages and Improvements
Included as a branch of magic are Psionics
New and Modified Skills
and Word Magic
List of Sorcery Spells
- Damage to Armour
Armour that is used and abused in the field slowly deteriorates, and requires repairs and replacement. The rules that follow are based on the 3rd edition pyramid rule here: http://www.sjgames.com/pyramid/sample.html?id=2406. The full rules we are using are detailed here: Damage to Armour
- Character Replacements
A player who dies or retires unexpectedly returns with a character with 50% of the character points of the previous one. Instead of suffering this setback in power, a player may instead decide on a replacement before hand, and spend either time or points training them. These replacements may be taken as an ally and trained, at half cost if they are only an ally for training purposes, or given 1CP for every 4CP you wish to raise their capabilities by. Full details are listed on the character creation page: Character Creation Rules.
- Limited Word Magic
Spells with a duration longer than 3 minutes lock out the FP used to cast the spell until the effect ends. Improvised spells are limited to effects that last 3 minutes or less, and cannot be used to conduct any form of divination magic. Divination magic is defined as any spell that provides information for a distant source or time. Mind reading is not divination.
- Harmonized Severe Bleeding
Bleeding as written in the basic set has several problems. It fails to differentiate between multiple small wounds and one large one, making it impossible to stop the bleeding from a thousand individual paper cuts. Bleeding damage is not scaled to the targets HP, so a 300HP dragon may bleed at -50 to their HT roll, but only lose 1 HP a minute and eventually succeed on a critical. These rules change the penalty to first aid and HT rolls into a bonus to bleeding damage, and have first aid and HT reduce the bleeding damage slowly over time.
- Modified Link Version
Link (Single Projectile) +20%
You can use two or more abilities together as long as they have identical Malf, 1/2D, Max, Acc, ROF, Shots, and Recoil. This attack represents a single indivisible unit, and all linked abilities use the same attack roll. On a hit, divide the targets DR by the number of total dice and resolve each hit against the divided DR*dice of damage rounded up. If the target has DR that would apply only to one damage type, divide it between valid damages only.
For example a linked attack that does 1d of burning, 2d of cutting, 2d of crushing, and 1d of toxic hits 7DR. The attack is resolved as 4 separate damage rolls:
1d burning vs 2DR,
2d cutting vs 3DR,
2d crushing vs 3DR,
1d toxic vs 2DR.
- Mass Combat Logistics
A more detailed version of the rules in Mass Combat for providing supply to an army on the march.
Mass Combat Logistics
- Parrying Blade Damage (NO LONGER IN USE):
Parrying with a bladed weapon comes with the risk of damaging the edge, and in extreme cases destroying the blade entirely. Details are provided here: Parrying Blade Damage
- Long Term Magic Healing (NO LONGER IN USE):
The longer a wound is left alone, the more difficult it becomes for a healer to treat it. Healthy tissue merges with damaged, wounds scab instead of healing fully, and so on. All attempts to heal a wound are at a penalty equal to the “Range”, with yards replaced with hours. If two wounds have different ages, the penalty is used for the younger one, and when it is healed the penalty is applied for the older one. If the original roll is still a success, the healing continues, otherwise it is stopped. An hour of study and preparation lowers the penalties by 1, and can be extended using the extra time rules. A successful body reading casting doubles the penalties removed. This never provides a bonus to casting.