- When a character (or monster) takes ST damage, he/she/it immediately makes a 3/ST save or collapses for 1d6 rounds, unable to do anything except crawl and defend herself* (NB. non-humanoid monsters will, instead, attempt to flee the battlefield to lick their wounds).
* Available Defensive Reactions: all out defense; block; parry. NB: attacker will receive the 'attacking from a higher position' bonus of +2 to hit & damage.
- The ST bonus to damage is only applicable for weapons you are skilled in; and
- Daggers do 1d3 (therefore a skilled knife-fighter with a ST8 will do 1d3+3 on a hit)
- Your melee weapons skill affects your ability to parry as follows: 1/2 your weapons skill (rounded up) can be added to your attempt to parry with that weapons while you are using it.
ie.
+1 or +2 = +1 to parry
Fencing (as a skill using foils/rapiers/sabres) remains unchanged as does the possibility of those weapons breaking when being used to parry (6 on a d6).
+3 or +4 = +2 to parry
+5 or +6 = +3 to parry
- MUSCLE (3/ST) - used for tests to bend bars, lift gates, press weights etc Every +2 in the skill counts as an effective +1 to ST for the purposes on ST requirements for weapon use, armour wearing, encumberance etc This is bonus does NOT add to ST for the purposes of taking damage or more health-based ST checks (such as resisting poison).
- HARD DRINKER (3/ST) - a bonus to saves made using the drinking rules, also adds to the character's "alcohol level" and is a general bonus on any save versus poison.
- TOUGH GUY (3/ST) - a bonus to saves versus stunning, shock, losing consciousness etc and when making the Blooded check (see above)
- To increase a character's core statistic (e.g. ST, IQ, DX or EN) costs (100 x new stat) in XP. For example, for Kirchin to raise his ST from 9 to 10 would cost 10 x 100 = 1,000XP
LEARNING NEW SPELLS:
- New rules for learning new spells can be found here.
- A wizard may wear any armour, but the DX penalty it imposes is also a penalty on her IQ when it comes to checking if she has cast her spell correctly. As per the core rules (pg 36), she may carry and use a shield, but if she wishes to cast a spell, a turn must be spent discarding the shield.
- Gains +1 to hit in combat as there's no longer a sub-conscious concern about hitting the wrong person, getting in the way of colleagues etc
- Also gains a +3 IQ bonus on any skill checks that involve telling lies or any saving rolls against fear.
- Immune to supernatural attempts at draining life, causing fear, mind control, sleep, charm, or possession. Or any other magic that specifically or implicitly targets the soul.
- Becomes "evil" in alignment (as well a shift in attitude this will also play out in what magical items he can use, and depending on what class he is it could also strip him of some powers and abilities).
- Loses all empathy and emotional attachment to others - be they family, friends, cute puppies or mewling children. His only interest is in himself and will only act to further his own cause and fill the 'emptiness' they have inside (which is usually through self-gratification, sex, schadenfreude, power etc). Although soulless, he is not stupid and will stick with his team-mates as long as it serves his best interest. However, he will think nothing of selling them out if a better offer comes along.
- Devoid of conscience, a person without a soul is cruel, mean and vicious without concern for others' feelings, taking what he wants when wants it.
- Gives off an air of cold, detachment, that makes people uncomfortable around him. Animals will sense the lack of a soul and be particularly skittish in his presence.
GETTING DRUNK: