Additions:
Retargets / alternate moves must be listed in IMs as contingency moves when IMs are called for. Without a contingency, your character will be stuck with their original plan. You are, however, permitted to cancel an action. Holding Back in any form, needs to be declared before damage is rolled.
Blood loss damage will occur on an init of 0. Characters who will need to make an End save versus death will be informed at the beginning of the round, but will not need to make an Init roll.
Blood loss damage will occur on an init of 0. Characters who will need to make an End save versus death will be informed at the beginning of the round, but will not need to make an Init roll.
Deletions:
Retargets / alternate moves need to be listed in your IMs as contingency moves and sent in when IMs are called for and before you roll your Init. If it's not there, then your character didn't thought that far ahead and will be left without a move, or stuck with their original plan. You are, however, permitted to cancel an action. Holding Back in any form, needs to be declared before damage is rolled.
Characters who hit bleeding will suffer blood loss damage each following round on an init of 0. Characters who will reach End saves versus death will be informed at the beginning of the round, but will not need to make Init rolls.
Revision [3810]
Edited on 2007-10-22 15:18:04 by NimeaSylvanosAdditions:
Retargets / alternate moves need to be listed in your IMs as contingency moves and sent in when IMs are called for and before you roll your Init. If it's not there, then your character didn't thought that far ahead and will be left without a move, or stuck with their original plan. You are, however, permitted to cancel an action. Holding Back in any form, needs to be declared before damage is rolled.
Characters who hit bleeding will suffer blood loss damage each following round on an init of 0. Characters who will reach End saves versus death will be informed at the beginning of the round, but will not need to make Init rolls.
Characters who hit bleeding will suffer blood loss damage each following round on an init of 0. Characters who will reach End saves versus death will be informed at the beginning of the round, but will not need to make Init rolls.
Deletions:
If it's noon on the East Coast, it's noon in the Couer d'Ennui. This applies for all room events. Tourneys and cellar adventures are not bound by this rule. Though it will be EST whenever someone comes to the Couer looking for help, travel time allows tourneys to take place at non-EST times. (Do not whine or harass me about this. I will ignore you.)
Retargets / alternate moves need to be listed in your IMs as contingency moves and sent in when IMs are called for and before you roll your Init. If it's not there, your character hadn't thought that far ahead, and will be left without a move, or stuck with their original plan. You are, however, permitted to cancel an action.
Characters who hit bleeding will suffer blood loss damage at the end of each round. Characters who will reach End saves versus death will be informed at the beginning of the round, but will not need to make Init rolls. (As per PGM Anshar)
Additions:
Characters who hit bleeding will suffer blood loss damage at the end of each round. Characters who will reach End saves versus death will be informed at the beginning of the round, but will not need to make Init rolls. (As per PGM Anshar)
**Stamina and Power Recovery On the Road:**
Characters need to have adequate food, water, and shelter to recover Stamina and Power on my games. This is assumed if you're in a civilized area or there's an inn/hospitable home nearby where the characters can stay. If you're in the wilderness, however, this becomes a much more dicey proposition.
In temperate conditions, characters can camp outdoors with little gear. A sleeping bag or tent will be sufficient for Power and Stamina recovery, provided the characters have rations, can forage for food, or are otherwise not going hungry. In harsher conditions, sturdier shelters may be necessary.
A character who lacks shelter or supplies does not regain any Power or Stamina from resting. A character who is adequately provisioned will regain all Power and Stamina equal to 1/5 of the character's Endurance (fractions rounded down) after eight hours' rest. (As per PGM Velkaiva)
**Stamina and Power Recovery On the Road:**
Characters need to have adequate food, water, and shelter to recover Stamina and Power on my games. This is assumed if you're in a civilized area or there's an inn/hospitable home nearby where the characters can stay. If you're in the wilderness, however, this becomes a much more dicey proposition.
In temperate conditions, characters can camp outdoors with little gear. A sleeping bag or tent will be sufficient for Power and Stamina recovery, provided the characters have rations, can forage for food, or are otherwise not going hungry. In harsher conditions, sturdier shelters may be necessary.
A character who lacks shelter or supplies does not regain any Power or Stamina from resting. A character who is adequately provisioned will regain all Power and Stamina equal to 1/5 of the character's Endurance (fractions rounded down) after eight hours' rest. (As per PGM Velkaiva)
Deletions:
Revision [2133]
Edited on 2007-06-30 03:59:50 by NimeaSylvanosAdditions:
Characters who hit bleeding will suffer blood loss damage at the end of each round. Characters who will reach End saves versus death will be informed at the beginning of the round, but will not need to make Init rolls.
Revision [2129]
Edited on 2007-06-30 03:53:10 by NimeaSylvanosAdditions:
*Note: House Rules subject to change.
**Time in the Couer**
If it's noon on the East Coast, it's noon in the Couer d'Ennui. This applies for all room events. Tourneys and cellar adventures are not bound by this rule. Though it will be EST whenever someone comes to the Couer looking for help, travel time allows tourneys to take place at non-EST times. (Do not whine or harass me about this. I will ignore you.)
**Redirecting a Move**
Retargets / alternate moves need to be listed in your IMs as contingency moves and sent in when IMs are called for and before you roll your Init. If it's not there, your character hadn't thought that far ahead, and will be left without a move, or stuck with their original plan. You are, however, permitted to cancel an action.
**Bleeding Rules**
**Time in the Couer**
If it's noon on the East Coast, it's noon in the Couer d'Ennui. This applies for all room events. Tourneys and cellar adventures are not bound by this rule. Though it will be EST whenever someone comes to the Couer looking for help, travel time allows tourneys to take place at non-EST times. (Do not whine or harass me about this. I will ignore you.)
**Redirecting a Move**
Retargets / alternate moves need to be listed in your IMs as contingency moves and sent in when IMs are called for and before you roll your Init. If it's not there, your character hadn't thought that far ahead, and will be left without a move, or stuck with their original plan. You are, however, permitted to cancel an action.
**Bleeding Rules**
Deletions:
Revision [1319]
Edited on 2007-05-25 18:31:07 by NimeaSylvanosDeletions:
Revision [1317]
Edited on 2007-05-25 18:26:29 by NimeaSylvanosAdditions:
[[ReferenceMaterial Reference Material]]