For the North Brilend Campaign we will be making the following changes to the 2E rules as written:
Tumbling Evasion – Player must make a moving maneuver skill check with difficulty based on number of attackers and other circumstances. If successful the whole skill bonus is applied to the DB for that round. A partial success indicates the percentage of the skill bonus that is to be applied.
The character may not parry, attack, or use a shield during this maneuver and the maneuver must be used to move away from a threat.
“Lore” Skills – All families of skills get rolled up into their respective “lore” skill which becomes a blanket skill that covers all aspects of that area. For example: “Set Traps”, “Trap Building”, “Disarm Trap”, “Detect Traps” all get rolled up into “Trap Lore”. This might create some stat bonus wierdness when some skills are physical skills, others are knowledge skills and others are subterfuge skills, but we will adjust for that on a case by case basis.
Talent Law – We will be using background options from all of the 2E Companions plus the 3E Talent Law book. Since the rule systems don’t quite line up, mechanics-wise, we will modify options on a case-by-case basis.
Spell Points – We will be using the “Level Block” Power Point System:
Instead of requiring 1 PP per level of spell, spells now cost a specific amount depending on what level block they are in:
Spell level 1-5 requires 1 PP
Spell level 6-10 requires 3 PP
Spell level 11-15 requires 6 PP
Spell level 16-20 requires 10 PP
Spell level 25 requires 25 PP
Spell level 30 requires 30 PP
Spell level 50 requires 50 PP
Gambling – Gambling is a maneuver / movement executed in two phases. The first phase is to identify the “difficulty of the table” by rolling against the gambling skill. Breaking a hundred indicates a successful search for easy marks (if there are multiple gaming tables) or identifying the difficulty of the single table. This corresponds to the difficulty of the gambling maneuver and the column used for the actual gambling roll.
Next the player identifies the stake they will use in play and makes a roll on the appropriate column, the number being returned is a percentage of the player’s stake returned at the end of the night’s gambling.
Spell Casting – Every spell cast from memory has a 2% chance of spell failure.
Counterspell – A magic-user who sees a spell being cast can optionally cast a counterspell if they are in the same realm, using PP equal to the incoming spell to potentially negate the incoming spell. Both casters roll Elemental Attack Roll / Base Spell Attack Roll and who ever is highest wins (i.e. either the spell succeeds or is blocked).
The only spells you can not attempt to counter is one in a surprise round or one in the first round where the opposing spell caster had a better initiative. After that, you can declare a ready action to counterspell the opposing caster’s spells every round.
Magical Languages
Ihyama – Healing, Purification, Body Renewal, Self Healing.
When spells are cast in this language, adds 1 point per die to heal concussion hits (d10+1, 3d10+3, etc) and adds a 10% bonus to recovery times for wounds (bone/muscle/nerve/etc).
Knowledge – +10% bonus to chance to learn abilities of something when spell has a percentage chance.