Re: Rules
Kockouts: you may knock out a target with a blunt weapon. You must announce the attempt before you roll attack, it does half damage but if it would knock the target below 0hp, it instead falls unconscious for 2d20 minutes.
Terrain and weather:
Deserts, Forests, and deep snow reduce movement by 1/4 speed
Thunderstorms reduce vision to 60ft
Blizzards and sandstorms reduce vision to 30ft
Death: a character is considered dead when he has been at 0hp for three consecutive rounds. When you hit 0 HP your stances and all natural fastheal cease to work. A toughness roll difficulty 20 grants you one more turn of dying, a difficulty 33 grants you 1 HP but a -3 to all rolls for the rest of the day and 1d20minutes of unconsciousness
Natural illusions: In some places across the planes there are bits of wild magic which has formed into illusions. If these are illusions if something dagerouse they will do damage every turn until the illusion is disbelieved, untill disbelieved there is no way to avoid this damage. The disbelieve damage ad the damages are below.
Minor: difficulty 16, 1d4
Moderate: difficulty 18, 1d6
Major: difficulty 22, 1d8
Godly: difficulty 25, 1d10
Destroying a spell circle: it's possible(though difficult) to destroy an active spell circle. The defense of a spell circle is the willpower of its creator +2, a spell circle has 10 HP per level, is immune to all spell damage, and has damage resistance equal to 2 per creators wizard level. A destroyed spell circle is fixable, it's creator may spend a standard action to make it useable again. A spell circle that is made permanent repairs itself 12 hours after being destroyed.
This message was last edited by the GM at 06:30, Tue 12 Nov 2013.