Additional Rules
These are rules that, while not essential to running the game, will probably make it more enjoyable. It is recommended that the GM read them.
However, the most important additional rule is "never stop a game to look up the rules." The GM should just make something up and keep the game moving. You can always look up the rules afterward.
Double Weapons
A character wielding a double weapon takes - 10 to accuracy and, after making an attack with one head of the weapon, can make a second attack with the second head of the weapon for 3 less energy (for the extra action). Double weapons are marked with a ! at the end of there descriptions.
Wielding Two Weapons
A character wielding two weapons takes - 10 to accuracy and, after making an attack with one weapon, can make a second attack with the second weapon for 3 less energy (for the extra action).
Interrupting Turns
During combat a character may interrupt another character's turn. To do this the interrupting character must make a sequence check above that of the character being interrupted. The interrupting character may take one action during the interrupted character's turn each time she interrupts. Any actions taken in this way count as part of the interrupting character's next turn. So, if a character interrupts another character, if she wants to take an action on her own turn, she must spend 5 energy, 10 more for a second action and so on. The interrupted character's turn continues normally after the interrupting character takes her action.
If a character does something in combat that the GM thinks another character should be able to respond to, the GM can give the second character a bonus to sequence for the purpose of interrupting.
Over Land Travel
A character can travel up to 8 hours a day normally at character's speed lurks per hour. After that she must make a Fortitude check of 5 x the total number of hours spent traveling each hour to keep going.
Knocking Opponents Out
To knock out an opponent, a character must make a melee with a -10 to accuracy or unarmed attack. The attack does no damage but forces the opponent to make a fortitude check against the amount of damage that would be dealt. If the opponent fails, she falls unconscious for a number of rounds equal to the amount she failed the check by.
Some weapons have stunning abilities. These can be used without incurring the -10 to accuracy.
Falling
It is generally expected that, when a character falls a signifigent distance, there will be concequences. When this occurs, character must make an Athletics check with a difficulty equal to the number of lurks fallen x 20. The character takes damage equal to the amount that she fails by.
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