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 Post subject: Campaign Rules
PostPosted: Mon Jan 25, 2010 5:33 am 
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Joined: Wed Mar 18, 2009 6:54 am
Posts: 191
Location: Perth, Australia
Generally speaking we will be using the Core Rules:

Skill System is as per the Core.

Proficencies as per the core. New proficencies from TFOB are acceptable with general consenus

Manuevers: Because of the play on the internet. We won't be using manuevers.

Poison If it comes up as per TFOB

Missile: As per TFOB

Armour As per TFOB

Weapon Schools: Not availiable

Weapons As per Core, TFOB weapons with general consenus.

Damage House Rule: 1/2 St - 1/2 To, rounded up / Size Modifier (of target) * [Size modifer of Assailant (if applicable)]

Terrain Rolls As per TFOB.
House Rule: Timing Roll: terrain roll can be used to match timing with another character in combat.

Magic As per core. Vagaries may be restricted by setting and creature.

SAs As per core (including Luck)

Drama: Used for signicant plot changes for character. SAs can be converted into drama points.

Improvement. Attributes start a little higher than Core because they won't improve

Knight against chaos

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