LOCATION OF OPTIONAL RULES
This list is not all inclusive, optional rules and their locations will be added as I recall them.
Pyramid 3/33 The Deadly Spring
All
Pyramid 3/34 Ten Tweaks to Customize Combat
Duck!
Distance and Defense (+1/-1)
Hurling
He Who Hesitates
Grazes
Pyramid 3/44 The Last Gasp
Long Term Fatigue (FP)
Painful Recovery (see FP notes)
Spending FP (see house rule notes)
Pyramid 3/52 Delayed Gratification
Setup Attack
Stacked Setups
Lather, Rinse, Repeat (flat +2)
Don’t Do Something – Just Stand There
Everyone’s Invited
Location, Location, Location
Pyramid 3/58 Safe as Houses
All
Pyramid 3/58 Traits for Towns
All
Pyramid 3/70 Ten For Ten
Complementary Skills
Pyramid 3/113 Simple Spell Components
All
Pyramid 3/114 Names Have Power
All
Pyramid 3/120 Conditional Injury
Conditional Basics
Special Cases
Basic Set
Jumping with Encumbrance, p. 352.
Extra Effort in Combat, p. 357
Changing Posture in Armor, p. 395.
Bleeding, p. 420. (modified)
Accumulated Wounds, p. 420. (modified)
High Tech
Frostbite, p. 63.
Martial Arts
Targeted Attacks, p. 68
Combinations, p. 80
Expanded Combat Maneuvers (ALL), p.97
Who Draws First, p.103
Melee Attack Options, p. 109
A Matter of Inches, p. 110
Limited Maneuver Selection, p. 113
Close-Combat Options, p. 114
Grab and Smash, p. 118
Ranged Attack Options, p. 119
Rapid Fire With Thrown Weapons, p. 120
Active Defense Options, p. 121
Bruised Knuckles, p. 124 (modified)
Low-Line Parries, p. 124
Extra Effort In Combat, p. 131
Realistic Injury, p. 136 (modified)
Severe Bleeding, p. 138 (modified)
Martial Arts: Gladiators
Focused Defense, p. 21.
Powers: Enhanced Senses
Illumination Levels, p. 13. Flickering -1 to -3.
Loudness Levels, p. 21.
Tactical Shooting
Light Adaptation, p. 18.
Low Tech 2
Awkward Shields, p. 19
This message was last edited by the GM at 14:34, Tue 21 May.