Revision [6394]

Last edited on 2009-01-08 20:54:51 by LtClerans [Despam]
Deletions:
[[http://naceceli.qsh.eu/page969.html clip lingerie video]] [[http://fispruil.qsh.eu/news1509.html school movie]] [[http://bukgetert.0lx.net/article-82.htm movies kansas city plaza]] [[http://flheddin.qsh.eu/fokbrricw-258.html amateur cunt hairy movie]] [[http://flheddin.qsh.eu/cazcde-1638.html namco video games]]
[[http://vihencbr.0lx.net/i-am-canadian-rant.html i am canadian rant video]] [[http://ettaelt.strefa.pl/sitemap.html index]] [[http://sakonze.qsh.eu/cagetri-1226.html movie showtimes theater]] [[http://fispruil.qsh.eu/sitemap.html http]] [[http://sakonze.qsh.eu/ounrta-1921.html sholay movie]]


Revision [6380]

Edited on 2009-01-08 17:45:43 by VirelOucva [http://naceceli.qsh.eu/page969.html]
Additions:
[[http://naceceli.qsh.eu/page969.html clip lingerie video]] [[http://fispruil.qsh.eu/news1509.html school movie]] [[http://bukgetert.0lx.net/article-82.htm movies kansas city plaza]] [[http://flheddin.qsh.eu/fokbrricw-258.html amateur cunt hairy movie]] [[http://flheddin.qsh.eu/cazcde-1638.html namco video games]]


Revision [6336]

Edited on 2009-01-08 11:05:49 by VirelOucva [http://vihencbr.0lx.net/i-am-canadian-rant.html]
Additions:
[[http://vihencbr.0lx.net/i-am-canadian-rant.html i am canadian rant video]] [[http://ettaelt.strefa.pl/sitemap.html index]] [[http://sakonze.qsh.eu/cagetri-1226.html movie showtimes theater]] [[http://fispruil.qsh.eu/sitemap.html http]] [[http://sakonze.qsh.eu/ounrta-1921.html sholay movie]]


Revision [6315]

Edited on 2008-12-20 02:19:17 by LtClerans
Deletions:
allilac


Revision [6296]

Edited on 2008-12-19 22:10:05 by VirelOucva [c4teltdo]
Additions:
allilac


Revision [5995]

Edited on 2008-08-14 07:14:49 by PgmVelkaiva [Updated picture, removed PL section since that's up for revision anyway.]
Additions:
>>{{image url="http://i278.photobucket.com/albums/kk84/PGMMalchiara/Avatars/IggwilvFull.jpg"}}>>=====__**PGM Velkaiva House Rules**__=====
Deletions:
>>{{image url="http://img.photobucket.com/albums/v314/GarlickHamster/WikiMisc/NailHead.jpg"}}>>=====__**PGM Velkaiva House Rules**__=====
===__**Poison Lore**__===
1. If you have the skill, Poison Lore results in a critical failure (and self-poisoning) only on a roll of 100. You cannot poison yourself on an identification check. You can poison yourself when extracting, refining, or applying poisons.
1a. If you do not have the Poison Lore skill, you will always poison yourself trying to do anything with a poison other than identifying it.
2. Poisons harvested from a creature (as opposed to a plant or mineral source) must be done within one hour of the creature's death, unless it is Embalmed (via the Necro Level 2 spell or some other method) in that time. If the creature is neither Embalmed nor harvested within one hour of death, the poison deteriorates and cannot be extracted. This rule generally does not apply to unliving sources (golems, corporeal undead, etc.), although that will vary depending on exact creature type. Also, if the source is noted as having exceptionally perishable poison, that note takes precedence over this default rule.
3. Poisons do not affect undead, extraplanar creatures, or constructs unless they are either magical or specifically noted as applying to particular creature type.
4. Nonmagical poison damage does not crit. Magical poison damage does.
5. Nonmagical antidotes and Slow Venom have no effect on a poison after its onset time has elapsed. Magical antidotes, Purify, and items which specifically state that they can be used retroactively will undo poison effects that have already kicked in.
6. Attempting to work with a poison higher than your character level imposes a -25 penalty to the Poison Lore skill for every level's difference (same as the overcasting penalty for MA on spells). A failure on an attempt to work with an above-level poison will cause self-poisoning. This rule only applies to refinement and application of venoms. You may attempt to harvest raw materials without taking the above-level penalty.
7. Characters who have the Poison Lore skill may attempt to procure non-Apothecary venoms by two methods: a) Streetwise searches; b) going out to look for natural sources.
Streetwise searches require at least 50 Streetwise (the higher the skill, the better your results) plus two weeks' advance notice. The primary advantages of Streetwise searches are that you can look for specific effects (for example, "poisons that will affect undead," or "poisons that have very subtle onsets"), and that you can work in cooperation with another PC who has higher SW to find things. The primary disadvantages are that I do require two weeks' advance notice (that is a hard rule; I will not accept searches with shorter notice) and that poisons acquired by this method are likely to be expensive. Also, if I receive repeated requests from a character who does not follow up on his or her results, I am eventually going to regard that as wasted effort and cease replying to further requests from that PC.
Going out to look for poison requires that the character spend at least one regular Parthos day OOP and be present in the room on that day to do his or her own rolls. I need at least three or four days' advance notice to set up scheduling and work on results. Characters may make one attempt per week. The finding roll is based on Poison Lore, IQ, Perception, and Luck. If you have Foraging, you may add Foraging/10 as a bonus to the check. Assuming that you succeed in finding something, you must then make a Poison Lore check to harvest it. Failure indicates a wasted attempt, as the materials will then be lost.
The primary advantage of going out to look for poisons is that it doesn't cost anything (besides being OOP a day). The primary disadvantage is that what you find, if anything, will be totally random.


Revision [4269]

Edited on 2007-11-25 15:41:12 by LtClerans [Unspam]
Deletions:
taolodelvarr


Revision [4268]

Edited on 2007-11-25 04:53:23 by LieltTrocc
Additions:
taolodelvarr


Revision [3439]

Edited on 2007-08-25 07:51:59 by PgmVelkaiva [Disowned Mounted Combat and Underwater Combat sections.]
Deletions:
===__**Mounted Combat**__===
**I. Quality of Mount**
A. Untrained: This is the default for average horses and ponies, including those taken from the Parthenon's stables. These animals are not trained to withstand the shocks and distractions of combat and spook easily. They impose a -25 penalty to all Riding checks made while fighting on them. An untrained mount reduced to 25% or less of its Stamina will flee combat, regardless of its rider's wishes.
B. Average Warhorse: This covers warhorses and other mundane steeds that have been trained to handle combat. A PC can either purchase one through Daren or try training one himself (this requires a mundane steed capable of supporting that PC, the appropriate Riding and Animal Empathy skills to at least 50 each, and one week's OOP time plus 50 ss in materials per attempt. If the first training check fails, the PC can spend another 50 ss and another week OOP to try again). A trained war steed neither imposes any penalty nor grants any benefit to Riding checks for combat. A war steed reduced to 25% or less of its Stamina requires Riding checks to keep in combat.
The above numbers apply to horses and similar animals. Exotic and non-domesticated creatures require more time and money to train, and will be handled on a case-by-case basis at GM discretion. Exotic animals are likely to require higher AE stat levels.
C. Holy Steeds and Animal Companions: This covers magical mounts, including holy steeds and some animal companions, who are specifically oriented toward combat. These creatures typically share some telepathic connection with their riders and are able to respond more quickly and intelligently in combat situations. They grant a +25 bonus to Riding checks made in combat. Holy steeds will never flee combat against their riders' wishes, unless they believe the rider to be behaving irrationally.
**II. Basic Rules for Mounted Combat**
A. Steed: Self-explanatory. If you do not have a mount capable of supporting your weight and moving at its normal speed, you cannot engage in mounted combat.
B. Skill: A character who wishes to engage in mounted combat must have the appropriate Riding skill to at least 50. A character who has Riding: Airborne may opt to use this skill in lieu of Riding: Landbased for earthbound mounts, since the more expensive skill encompasses the same basic principles. The reverse is not true.
C. Space: If the steed does not have room to manuever, mounted combat is not possible. The amount of space required will vary according to the size of the mount and its rider. Generally speaking, mounted combat is not possible indoors except in very large stadium spaces. The Parthenon's sparring rings can normally accomodate mounted combat, although this may not be true for special event rings.
D. Weapons: The following weapons may be used in mounted combat: Medium Blades (BC8 and larger only), Large Blades, Axes (BC8 and larger only), Bludgeons (BC8 and larger only), Great Bludgeons, Lashes, Bows, Crossbows, Javelins, and Thrown Weapons. Chain weapons and slings are also allowed.
If a character is using one hand for combat and the other to guide the steed, there is no penalty to either CA or Riding checks. If a character is using both hands for combat (weapon plus shield, two-handed weapon, or TWU), there is a -25 penalty to Riding checks made in any round with the two-handed combination in play.
E. Spells and Powers: There is no penalty to initiating Powers while mounted. For spellcasts (including scroll casts), the rider must make a Riding check at the beginning of the round. If the check succeeds, there is no casting penalty. If the check fails, there is a -25 MA penalty for jarred concentration for the remainder of that round. The caster must reroll Riding checks at the beginning of every round in which a cast is attempted.
**III. Mounted Combat Manuevers**
A. Charge: Requires a lance and at least 50' of charge space toward the target. Rider must make a Riding check followed by a CA check to strike the target. If successful, the lance deals an additional Riding/10 (fractions rounded down) damage on impact, or the steed's Str bonus, whichever is higher. The target, if AEsir size or smaller, must also roll vs (Agil+Str)/2 to avoid being knocked over. Targets who are knocked over must spend a combat action getting back to their feet.
If the target was mounted, then the target must instead make a Riding check to avoid being dismounted by the blow's impact.
B. Ride-By Attack: Requires at least 25' of clear charge space before and after the target. The mount must spend a combat action to rush past the target. The rider loses melee WS but may use missile WS subject to the rules outlined below. If the rider is making a melee attack, that attack occurs at 25 init points before the mount's advance/retreat move is completed. The rider does not roll separate init for a melee attack.
At the beginning of the round, the rider must make a Riding check. If successful, the rider does not lose WS (if using a missile weapon), gains +10 CA/+1 damage (if using a melee weapon against a target on foot), or simply suffers no attack penalty (if using a melee weapon against another rider). If the Riding check fails, then the rider loses WS and takes a -15 CA penalty if using a missile weapon, loses the melee attack bonuses against a target on foot, or suffers a penalty of -10 CA and -1 damage (minimum 1 damage per hit) on melee attacks made against a mounted opponent.
The target of a ride-by attack may hold back a combat move to retaliate when the rider goes past. There is a -15 CA penalty for attacking mounted opponents from the ground if they are rushing past. A character who is holding back an attack for a ride-by opponent loses WS and Parry. He misses his attack opportunity if his init indicates that his move does not come up until after the mount has completed its rush, since by then the steed and its rider would be out of melee range.
This manuever is primarily useful against targets with melee attacks, since it does little to deter missile attacks or spellcasts.
C. Steed as Cover: With a successful Riding check, the rider may use his mount as partial cover. Half the damage from a missile or melee weapon hit is transferred to the steed instead. This manuever can also be attempted with AoE physical-damage spells and attacks (in which case the unlucky steed may end up taking 150% damage -- its own plus half the rider's), but not spells or magical attacks which specifically target the rider, or AoE magical-damage effects.
D. Dismounting: A rider may be dismounted by taking (Str+Agil)/10 + 10 points of damage in a single blow (i.e., a rider with 55 Agil and 25 Str requires (25+55)/10 + 10 = 18 points of damage in a single blow to be in danger of unseating). The rider must make a Riding check with a penalty equal to the amount of damage sustained. If successful, the rider keeps his saddle. If failed, the rider is dismounted.
A rider is also dismounted if the steed is killed or knocked unconscious.
When dismounted, the rider must make a Riding check or sustain BC10 damage from the fall and be knocked off his feet (requires one combat move to get back up). If the steed is unconscious or dead, and the rider fails this check, then there is a 25% chance that the steed falls atop the rider, causing another 2BC10 damage. Obviously, these rules apply only to landbased steeds. Airborne mounts that are knocked unconscious typically have worse consequences for their riders.
Very strong characters (Str 50+) may try to pull riders off their steeds. This requires at least 50' of rope fashioned into a lasso (based on IQ + Climbing, for lack of a more specific Rope Use skill in Parth), then a roll vs. (Agil+CA)/2 to ensnare the rider. The target's Riding/2 operates as Defense to dodge the lasso; the target's actual Defense does not apply. If the target is ensnared, the lassoer and target must roll contested Str checks to see whether the target keeps his saddle or is dismounted. Both characters should roll d100 and add their base Str to the result. The higher total wins.
E. Meeting a Charge: This manuever requires a polearm with a bladed tip (i.e., not a quarterstaff). A character on foot may set the polearm to meet an incoming charge, aiming for either the mount or its rider. This is a full-round action, although it is always assumed to take place before the charge is completed. If the character is hit with a successful charge (see section A above), he can make a CA check with a +10 bonus. If this hits past the target's Defense, it inflicts the base damage for that weapon type plus the charging steed's Str bonus.
For purposes of small-scale combat, only the target of a charge can meet it with a polearm. The rules may vary for large-scale combat featuring walls of defenders with polearms set against charges.
F. Unconscious Riders: A rider who is knocked unconscious in the saddle is dependent on the quality of his steed. An unconscious rider on an untrained animal will always be thrown, taking BC10 damage from the fall. An unconscious rider on a war steed has a 50% chance of falling from the saddle (with the accompanying BC10 damage) and a 50% chance of staying in as the steed attempts to flee combat. This chance must be rerolled at the beginning of every subsequent round until the rider falls off or regains consciousness. An unconscious rider on a holy steed or animal companion will never fall off unless the steed is also knocked unconscious.
=====__**Underwater Combat Rules (Draft One):**__=====
1. Slings, throwing knives, and shuriken cannot be used underwater.
2. Bows, crossbows, and thrown spears (including javelins) are reduced to 1/20 their normal range, plus 1' for every point of Strength or magical bonus damage that would normally apply. Magical bonus damage still applies, but Strength bonus damage does not.
3. Melee attacks made with slashing and bludgeoning weapons suffer a -50 CA penalty and get half damage (fractions rounded down).
4. Melee attacks made with piercing weapons suffer a -20 CA penalty but get full damage.
5. Weapon Speed (both melee and missile) is lost when fighting in water.
6. A successful Swimming check is required for every attack or spellcast attempted underwater, unless the character has a solid surface to stand or rest against. If the character has no such stabilization and the Swimming check fails, the attack or spellcast also automatically fails. At GM discretion (depending primarily on environmental conditions and angle of attack), a Swimming check may be required even when the character is stabilized.
7. Spells that function by flinging a physical missile from the caster to the target (ex. Ball of Ice) have their range and damage halved.
8. Fire- and acid-based spells and effects cause an immediate exothermic reaction upon being released into water. This creates a cloud of steam bubbles and heated water in a cone before the caster (size of cone depends on level and AoE of the original effect), inflicting damage on the caster and everything within the cone equal to what the original effect would have done. Additionally, creatures caught in the cloud suffer -20 MA and CA due to obscured vision, unless they have some ability mitigating that penalty.
9. Electricity (reserved)
10. Visible range underwater is 50' horizontally in shallow depths with the sun overhead. A diving mask used in relative shallows doubles this range. At depths greater than 100', in cloudy water, and/or when there is not strong sunlight available, visibility may be even more restricted and, at GM discretion, may require magical assistance to be possible at all.
11. The AoE of magical light effects is halved underwater, and may be further reduced by impurities in the water.
12. Maximum safe depth for air-breathing creatures is 100' plus (End/10) x 10'. Beyond that point, divers risk getting the bends and suffering other adverse effects of water pressure.
13. Characters who do not have Swimming will be considered encumbered with any equipment or armor, including loose and entangling clothing (robes, cloaks, etc). Characters who do have Swimming can carry moderate amounts of equipment (one backpack or equivalent) and wear up to leather armor without suffering skill penalties. More equipment or heavier armor will impose skill penalties at GM discretion. It is not possible to swim in metal armor or while carrying heavy equipment (esp. large shields, helms, and other metal objects) without magical aid, regardless of one's skill level.
14. A character can hold his breath for 10 rounds plus (End/10) rounds and then must save vs. End every round thereafter or lose consciousness. Starting 10 rounds after the initial duration runs out, the End saves get penalized by -10 per round (because even a character with 100 End cannot go for hours without breath).
A character who has lost consciousness due to drowning can be revived via First Aid or Medicine, with bonuses to the skill check if the character is speedily retrieved (which usually means within 2-3 minutes of blacking out). The character will not regain consciousness on his own. After 2 + (End/10) minutes, a character suffers brain damage, which can be remedied by Minor Miracle, Restore Psyche, or higher-level healing magic. After 10 + (End/10) minutes, the character dies.
15. There's no risk to metal objects unless they're left exposed for prolonged periods and could corrode or rust. Nonmagical bowstrings (and crossbow strings) will be damaged by seawater exposure. Magical ones will usually not be damaged.
16. Scrolls cannot be used underwater. Potions and wands should be fine, although wands may be limited in some respects based on their effects (for example, a wand of fireballs would be subject to the rules on fire effects used underwater).


Revision [2803]

Edited on 2007-07-14 15:04:49 by PgmVelkaiva [Illustrated my general mood.]
Additions:
>>{{image url="http://img.photobucket.com/albums/v314/GarlickHamster/WikiMisc/NailHead.jpg"}}>>=====__**PGM Velkaiva House Rules**__=====
B. Average Warhorse: This covers warhorses and other mundane steeds that have been trained to handle combat. A PC can either purchase one through Daren or try training one himself (this requires a mundane steed capable of supporting that PC, the appropriate Riding and Animal Empathy skills to at least 50 each, and one week's OOP time plus 50 ss in materials per attempt. If the first training check fails, the PC can spend another 50 ss and another week OOP to try again). A trained war steed neither imposes any penalty nor grants any benefit to Riding checks for combat. A war steed reduced to 25% or less of its Stamina requires Riding checks to keep in combat.
Deletions:
=====__**PGM Velkaiva House Rules**__=====
B. Average Warhorse: This covers warhorses and other mundane steeds that have been trained to handle combat. A PC can either purchase one through Daren or try training one himself (this requires a mundane steed capable of supporting that PC, the appropriate Riding and Animal Empathy skills to at least 50 each, and one week's OOP time plus 50 gp in materials per attempt. If the first training check fails, the PC can spend another 50 gp and another week OOP to try again). A trained war steed neither imposes any penalty nor grants any benefit to Riding checks for combat. A war steed reduced to 25% or less of its Stamina requires Riding checks to keep in combat.


Revision [2134]

Edited on 2007-06-30 04:01:37 by NimeaSylvanos [Removed Monster Lore]
Deletions:
===__**Monster Lore**__===
Bards can roll vs. Level + IQ to determine whether any part of a slain monster is useful, and what needs to be done to preserve the part so that it can be used. For example, a bard might know whether a troll's blood could be turned into healing ointments by an alchemist, and would know how to preserve that blood for later use. The bard might not be able to do those processes himself, but he could tell his group that the troll's blood would be worth saving as loot, and what they needed to do if they wanted to save it.
Beastmasters can roll vs. Level + IQ for the same effect, but only if the slain monster is a magical beast (i.e., a BM would get a roll for displacer beasts but not for crystal golems). NBs can roll vs. Poison Lore to determine whether there are any poisonous parts they could take.
If your PC already knows that a monster's parts are useful based on past encounters under me, that PC's knowledge is still good and you do not lose it based on this rules change. Similarly, once a PC has learned from another source what monster parts are useful, that PC presumably does not need to be told again unless he has forgotten what he used to know (if you don't remember OOC, your PC doesn't remember IC either). If the PC's knowledge is based on a past encounter under another GM, then unless I've already incorporated that rule into my games, it doesn't apply.


Revision [1145]

Edited on 2007-05-04 22:25:16 by NimeaSylvanos
Additions:
{{image url="http://i144.photobucket.com/albums/r172/Nimea/ParthosBanner4.jpg"}}
__**[[HomePage Home]]**__, __**[[Rules Rules]]**__, __**[[http://www.parthosrpg.com/mboard/ Message Boards]]**__, __**[[www.parthosrpg.com/aim.php The Parthenon (AIM)]]__, __[[www.parthosrpg.com/aol.php The Parthenon (AOL)]]**__
__**[[pgms Back to PGMs]]**__
Deletions:
__**[[HomePage Home]]**__, __**[[Rules Rules]]**__, __**[[http://www.parthosrpg.com/mboard/ Message Boards]]**__, __**[[www.parthosrpg.com/aim.php The Parthenon (AIM)]]__, __[[www.parthosrpg.com/aol.php The Parthenon (AOL)]]**__ __**[[pgms PGMs]]**__


Revision [839]

Edited on 2007-02-23 17:50:53 by NimeaSylvanos
Additions:
__**[[HomePage Home]]**__, __**[[Rules Rules]]**__, __**[[http://www.parthosrpg.com/mboard/ Message Boards]]**__, __**[[www.parthosrpg.com/aim.php The Parthenon (AIM)]]__, __[[www.parthosrpg.com/aol.php The Parthenon (AOL)]]**__ __**[[pgms PGMs]]**__
Deletions:
__**[[HomePage Home]]**__, __**[[Rules Rules]]**__, __**[[http://www.parthosrpg.com/mboard/ Message Boards]]**__, __**[[www.parthosrpg.com/aim.php The Parthenon (AIM)]]__, __[[www.parthosrpg.com/aol.php The Parthenon (AOL)]]**__ __**[[Marketplace Marketplace]]**__


Revision [838]

Edited on 2007-02-23 17:50:26 by NimeaSylvanos
Additions:
__**[[HomePage Home]]**__, __**[[Rules Rules]]**__, __**[[http://www.parthosrpg.com/mboard/ Message Boards]]**__, __**[[www.parthosrpg.com/aim.php The Parthenon (AIM)]]__, __[[www.parthosrpg.com/aol.php The Parthenon (AOL)]]**__ __**[[Marketplace Marketplace]]**__


Revision [832]

Edited on 2007-02-23 17:35:46 by NimeaSylvanos
Additions:
===__**Monster Lore**__===
Bards can roll vs. Level + IQ to determine whether any part of a slain monster is useful, and what needs to be done to preserve the part so that it can be used. For example, a bard might know whether a troll's blood could be turned into healing ointments by an alchemist, and would know how to preserve that blood for later use. The bard might not be able to do those processes himself, but he could tell his group that the troll's blood would be worth saving as loot, and what they needed to do if they wanted to save it.
===__**Stamina Estimates**__===
Once and only once per game session, you can ask me for a Stamina count on your character and I will give you the exact number. Other than that one time, I'm still not giving Stamina estimates unless your character is unconscious, bleeding, or about to go down.
===__**Mounted Combat**__===
===__**SW/CG Contracts**__===
Also, why NPCs aren't covered:
===__**Poison Lore**__===
=====__**Underwater Combat Rules (Draft One):**__=====
1. Slings, throwing knives, and shuriken cannot be used underwater.
2. Bows, crossbows, and thrown spears (including javelins) are reduced to 1/20 their normal range, plus 1' for every point of Strength or magical bonus damage that would normally apply. Magical bonus damage still applies, but Strength bonus damage does not.
3. Melee attacks made with slashing and bludgeoning weapons suffer a -50 CA penalty and get half damage (fractions rounded down).
4. Melee attacks made with piercing weapons suffer a -20 CA penalty but get full damage.
5. Weapon Speed (both melee and missile) is lost when fighting in water.
6. A successful Swimming check is required for every attack or spellcast attempted underwater, unless the character has a solid surface to stand or rest against. If the character has no such stabilization and the Swimming check fails, the attack or spellcast also automatically fails. At GM discretion (depending primarily on environmental conditions and angle of attack), a Swimming check may be required even when the character is stabilized.
7. Spells that function by flinging a physical missile from the caster to the target (ex. Ball of Ice) have their range and damage halved.
8. Fire- and acid-based spells and effects cause an immediate exothermic reaction upon being released into water. This creates a cloud of steam bubbles and heated water in a cone before the caster (size of cone depends on level and AoE of the original effect), inflicting damage on the caster and everything within the cone equal to what the original effect would have done. Additionally, creatures caught in the cloud suffer -20 MA and CA due to obscured vision, unless they have some ability mitigating that penalty.
9. Electricity (reserved)
10. Visible range underwater is 50' horizontally in shallow depths with the sun overhead. A diving mask used in relative shallows doubles this range. At depths greater than 100', in cloudy water, and/or when there is not strong sunlight available, visibility may be even more restricted and, at GM discretion, may require magical assistance to be possible at all.
11. The AoE of magical light effects is halved underwater, and may be further reduced by impurities in the water.
12. Maximum safe depth for air-breathing creatures is 100' plus (End/10) x 10'. Beyond that point, divers risk getting the bends and suffering other adverse effects of water pressure.
13. Characters who do not have Swimming will be considered encumbered with any equipment or armor, including loose and entangling clothing (robes, cloaks, etc). Characters who do have Swimming can carry moderate amounts of equipment (one backpack or equivalent) and wear up to leather armor without suffering skill penalties. More equipment or heavier armor will impose skill penalties at GM discretion. It is not possible to swim in metal armor or while carrying heavy equipment (esp. large shields, helms, and other metal objects) without magical aid, regardless of one's skill level.
14. A character can hold his breath for 10 rounds plus (End/10) rounds and then must save vs. End every round thereafter or lose consciousness. Starting 10 rounds after the initial duration runs out, the End saves get penalized by -10 per round (because even a character with 100 End cannot go for hours without breath).
A character who has lost consciousness due to drowning can be revived via First Aid or Medicine, with bonuses to the skill check if the character is speedily retrieved (which usually means within 2-3 minutes of blacking out). The character will not regain consciousness on his own. After 2 + (End/10) minutes, a character suffers brain damage, which can be remedied by Minor Miracle, Restore Psyche, or higher-level healing magic. After 10 + (End/10) minutes, the character dies.
15. There's no risk to metal objects unless they're left exposed for prolonged periods and could corrode or rust. Nonmagical bowstrings (and crossbow strings) will be damaged by seawater exposure. Magical ones will usually not be damaged.
16. Scrolls cannot be used underwater. Potions and wands should be fine, although wands may be limited in some respects based on their effects (for example, a wand of fireballs would be subject to the rules on fire effects used underwater).
Deletions:
**Monster Lore:** Bards can roll vs. Level + IQ to determine whether any part of a slain monster is useful, and what needs to be done to preserve the part so that it can be used. For example, a bard might know whether a troll's blood could be turned into healing ointments by an alchemist, and would know how to preserve that blood for later use. The bard might not be able to do those processes himself, but he could tell his group that the troll's blood would be worth saving as loot, and what they needed to do if they wanted to save it.
**Stamina Estimates:** Once and only once per game session, you can ask me for a Stamina count on your character and I will give you the exact number. Other than that one time, I'm still not giving Stamina estimates unless your character is unconscious, bleeding, or about to go down.
====__**Mounted Combat**__====
__**====SW/CG Contracts====**__
lso, why NPCs aren't covered:
__**====Poison Lore====**__


Revision [831]

The oldest known version of this page was created on 2007-02-23 17:22:40 by NimeaSylvanos
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