House Rules

Weapon Choices

It is assumed that when learning a Combat Style, a character will come in contact with many weapons, but end up with favourites he or she is most comfortable with. This is why some Combat Styles have many weapons available, but only a fraction of them are chosen to be a part of the Combat Style. The chosen weapons are the ‘favourites’ while others on the list are weapons that are merely familiar. The assumption is that characters with broad martial training (ie knights) are competent with many weapons without being experts in all of those weapons.

House Rule: Weapon Defaulting

If a character uses a weapon that was not chosen to be a part of the Combat Style, but is present as an option on the list, the character is assumed to have some familiarity with the weapon and may default from that Combat Style at a penalty of one difficulty grade.

House Rule: Learning New Weapons

Characters can expand their Combat Styles by adding new weapons. Weapons that are on the Combat Style list are already familiar, and can be added through the expenditure of 2 Experience Rolls and two weeks in-game training with the weapon. Weapons that are not on the list can be added to the Style if the GM deems it reasonable to the ‘spirit’ of the style. Adding an unfamiliar weapon requires expenditure of 3 Experience Rolls and three weeks in-game training with the weapon.

Combat Style Traits

Traits represent specialisation in using a set of weapons in a particular way, and are used to distinguish how differing Combat Styles might use even the same weapon-set in different ways. Generally speaking, Combat Styles with a broad selection of weapons have few combat style traits, while Combat Styles specialising in few weapons have many. The mark of ‘elite’ Combat Styles is that they have both breadth of weapons and depth of traits. It is assumed that learning the basic forms of a Combat Style is easy, but that further specialisation requires more training.

House Rule: Learning New Traits

A novice character should only know one of the combat style traits presented, whichever best represents the basic form of the Combat Style. New traits on the list can be added through the expenditure of 2 Experience Rolls, plus one Experience Roll for every trait already ‘known’ of the Combat Style. One week of in game training is needed per Experience Roll. Traits that are not on the list can be added to the Style if the GM deems it reasonable to the ‘spirit’ of the style. Adding a ‘non-standard’ trait costs as above plus one additional Experience Roll and week of training.

House Rule: Evolving Combat Styles

It may occur that characters have developed a Combat Style to such an extent that it is no longer representative of the character’s actual style of fighting. In such a situation the GM might (in cooperation with the player) ‘upgrade’ the Combat Style to a more relevant one on the list, keeping existing skill level, weapons and traits but making new weapons and traits available. This should require expenditure of 3 Experience Rolls and one month of in-game training.

House Rule: Overlapping Traits

If a character has two styles with the same Trait, and the styles have a similar selection of weapons (GM's call), the character can use the trait of one style with the other style. He does not have to purchase it twice.

House Rule: Choose Location

Choose location is a crit-only Special Effect.

House Rule: Marksmanship

Melee weapons can use marksmanship as a Special Effect.

House Rule: Shields and Passive Warding

If you use a shield to passively ward, it will lose 1 hp on a successful block.

Rabble

Rabble get a small number of special effects. Any opposed rolls required are unopposed but still must be made. So, for example, a character would have to make an unopposed Brawn, Evade or Acrobatics.

  • Trip

  • Damage Weapon

  • Sunder

  • Disarm

  • Bash (with appropriate weapon)

  • Entangle (with appropriate weapon)

Skills

Skills advanced on the following table. There is no roll to see if you advance, just spend an xp roll and get a roll

Stealth

When sneaking, subtract 5 times your Armor Penalty from your skill. If you slow down your movement, you may reduce this penalty by 5% per 1m less movement.

Example: A paladin in articulated plate has a Stealth skill of 70% and a 6m movement. If he tries to sneak, he needs to subtract 50% (for a total of 20%) from his stealth skill. If he slows down to 1m, he will have a 45% in Stealth.

Special Materials

Armor and weapon with special materials may be made in accordance with the materials table, p58 Mythras. Equipment of special materials has it's cost adjusted by 2 x (1-(ENC modifier of material)). This assumes functional, and not ceremonial, armor.

Example: A full set of silk AP 4 armor would weigh 16 and would cost 3360.