You get the professional skills you choose in your class default, even if you don't put in points. Reference the learning new professional skills where you can put in 3 experience rolls and a month to get "a basic grounding". That sounds like a default to me, even if I don't find it particularly clear.
You can use sweep attacks against Rabble. A sweep attack attacks your three front engagement squares for a single action point. You make a single attack roll, single damage roll, and all special effects happen to all simultaneously. See page 105, Mythras
Rapid reload (the special effect) may be used to draw a weapon of any type instead.
Moving a hand off a two handed weapon to do something else is a free action, as is putting it back on. Handy for casting spells, say.
Thieves can access the Kill Silently special effect when backstabbing.
You may spend a luck point and give the group a flashback.
Something that happened that relates to the situation where you are making a skill roll. Might be totally crazy, but tell the story and pick a skill it involves.
Then you can augment your role with the skill from the story, even after the fact. If you tell a story and it involves someone else's skill, great! You can use their skill as the augmenter skill.
You may spend a luck point for normal equipment you might need and forgot.
In fact, you should probably just ask if you can do something and offer to spend a luck point.
You may be rendered Helpless by Grappling. If, for some reason, you are dog-piled, consider each grappler as inflicting a stacking 1 Step penalty. This means that most people are Helpless at 4 people (Hard, Formidable, Herculean, Helpless).
Being Helpless/unable to defend means they can automatically crit. Note, this is in the book (melee combat situational modifiers) as automatically hitting. It seems silly though that you can't get any crit special effects.
Multiclass characters get full XP, just like everyone else. However, they are unable to advance in rank until ALL of their classes are able to advance in rank. Then they gain the luck point and other benefits.
No longer downgrades damage as per weapon size. Instead, it acts identically to cover, effectively allowing the weapon or shield to reduce damage based on it’s own armor points.
While it does make sense to reduce the hit points as well, it seems a little heavy on the bookkeeping, so I’m thinking no on that right now. The shield effectively acts just like armor, with the armor points of the shield providing an extra layer of armor over whatever is worn.This also meshes well with firearms, which have no Force rating, and you cannot parry, but you can passively ward.
When moving stealthily, 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.
Small characters (under SIZ 10) gain a bonus on Stealth, because visual perception references the ranged combat table. They also take a penalty on weapon size, so it works out.
You must move more than half your walk speed on a turn first. That, by definition, makes it a run or a sprint.
Any move not towards the enemy counts as 3m
Into contact: once you are in contact, you make an attack at a 1 step penalty, you get a 1 step damage bonus, you are no longer considered in the Running Movement mode, you are engaged with the target regardless of attack success (If the target successfully Evades you are not engaged)
Through contact: You make an attack at a 1 step penalty, you get a 1 step damage bonus, then you leave melee. Normally only on horses and stuff
A Rank 1 Bard begins with the following additional abilities at character creation at no cost:
Agile: Assuming the Bard is Unburdened (ENC less than STRx2) and wearing nothing more restrictive than light armour, they may utilize their superb reflexes in combat. When calculating Initiative, the character adds one tenth of his or her Athletics skill to the Initiative 1d10 roll. For example, a Bard with Athletics 60% would calculate Initiative on her Initiative base, +1d10+6.
Fleet of Foot: Assuming the Bard is Unburdened (ENC less than STRx2) and wearing nothing more restrictive than light armour, they may move before performing actions if desired. This is contrary to the normal rule that movement takes place after actions are performed.
Lesser Inspiration: Lesser Inspiration is more reliable to use in combat and quicker to implement then Inspiration, however, notably weaker as well. It does not replace the normal version, and either may be chosen by the player on a case-by-case basis, as best fits the current situation. With Lesser Inspiration, you may inspire your companions, increasing all skill rolls by +10%, at a cost of 3 Magic Points. This requires a Cast Magic Action and the effects begin immediately, subsiding at the end of the following Combat Round. This ability requires a successful skill roll with any of the following skills: Influence, Oratory, Musicianship, or Sing, and represents a short inspiring quote, or a relevant verse or a few notes from a heroic song.
Barbarians have a maximum POW of 16. There is no minimum POW requirement
The following changes to the Berserker class give them an initial boost, as well as keep them relevant at higher levels of play.
Rank 1: Berserkers are incredibly resilient to the effects of wounds. Their Hit Points are calculated using STR+CON+SIZ. In addition, when raging, their Damage Modifier is increased 1 step.
Rank 2: The Berserker may Rage once per day at no Fatigue loss. In addition, each expenditure of 2 Experience Rolls and 1 month of training, allows the Berserker to gain one of the following abilities:
Agile: Assuming the Berserker is Unburdened (ENC less than STRx2) and wearing nothing more restrictive than light armour, they may utilize their superb reflexes in combat. When calculating Initiative, the character adds one tenth of his or her Athletics skill to the Initiative 1d10 roll. For example, a Berserker with Athletics 60% would calculate Initiative on the Initiative base, +1d10+6.
Fleet of Foot: Assuming the Berserker is Unburdened (ENC less than STRx2) and wearing nothing more restrictive than light armour, they may move before performing actions if desired. This is contrary to the normal rule that movement takes place after an action is performed.
Rank 3: The Berserker’s Damage Modifier is increased 2 steps when Raging, and they may Rage twice per day at no Fatigue loss. In addition, the expenditure of 3 Experience Rolls and 1 month of training, allows the Berserker to gain the following ability:
Dual Weapon Specialization: This ability allows the Berserker to fight with a one-handed weapon in each hand, and the usual restriction that the offhand weapon must be shorter than the main weapon does not apply. Technically, this may be a shield. When wielding two weapons, you gain an extra Action Point that may be used with the offhand weapon to Parry or make 1 additional Attack. This Bonus attack suffers no additional penalty and may achieve any Special Effect normally allowed the main hand weapon.
Rank 4: The Berserker may Rage three times per day at no Fatigue loss.
Rank 5: The Berserker’s Damage Modifier is increased 3 steps when Raging. In addition, they may Rage four times per day at no Fatigue loss.
The Monk gains an expanded weapon list. This includes: broadsword (jian), chain, club, dagger, deer horn knives (lùjiǎodāo), falchion (dao), guai (tonfa), hook sword (fu tao), jo stick, knife, long spear (qiang), meteor hammer (liúxīng chuí), polearm (glaive (podao), poleaxe (ji), trident (chā)), rope dart (sheng biao), short spear (qiang), short sword (shuāngdāo), staff (taijigun), taijishan, three section staff (sanjiegun), whip, wind and fire wheels (feng huo lun)
You can find the weapons at https://docs.google.com/document/d/1BQu_jPAGhE_iolp1e5Ao9WmQBfy0wmqpI0NEYMaiqwQ/edit?usp=sharing
The Monk limit on talents (POW/2) only applies to Invoked Traits or other things that must have experience points expended to learn. If you learn more than you can maintain, you do not have to re-expend experience points to maintain it again.
A Rank 1 Monk begins with the following additional abilities at character creation at no cost:
Agile: Assuming the Monk is Unburdened (ENC less than STRx2) and wearing nothing more restrictive than light armour, they may utilize their superb reflexes in combat. When calculating Initiative, the character adds one tenth of his or her Athletics skill to the Initiative 1d10 roll. For example, a Monk with Athletics 60% would calculate Initiative on the Initiative base, +1d10+6.
Fleet of Foot: Assuming the Monk is Unburdened (ENC less than STRx2) and wearing nothing more restrictive than light armour, they may move before performing actions if desired. This is contrary to the normal rule that movement takes place after an action is performed.
The following rules changes and clarifications to the Monk class apply to all Abilities and Talents, keeping the Monk relevant at higher ranks.
Meditation: A successful Meditation roll will allow magic points to be regained as if sleeping. For example, meditating for one hour will allow 2 magic points to be regained instead of 1. A failure results in the normal rate of recovery; 1 magic point per hour. With a critical success, magic points are regained at a rate of 4 per hour, while a fumble results in no magic points being replenished.
Implementation Time: The number of abilities/talents that the Monk may prepare with a single Mysticism roll is equal to their current Rank. A rank 3 Monk could prepare 3 abilities/talents. The time to implement them is based on the single ability/talent with the greatest augmentation.
For example, a Rank 2 Monk that wished to Augment both Unarmed (a Rank 1 ability) to Very Easy, and Evade (a Rank 2 ability) to Easy, could do so with a single Mysticism roll. The time to implement the talents is based on Unarmed with its 2 points of Intensity. The Monk would need to use 2 Cast Magic Actions to finish. If he had chosen to augment them both to Easy (one Intensity each), it could have been done with a single Cast Magic Action.
Costs of Implementing a Talent: Like semi-spell casters, the Magic Point cost to invoke a talent or ability may be reduced by 1 magic point per Rank of difference between the Monk and the ability/talent.
In the above example, the cost to augment Unarmed (a Rank 1 ability), by two levels of Intensity, would normally cost the Monk 2 magic points, however as she is one Rank higher than the ability, it is reduced in cost by 1 point. Each ability/talent is calculated separately, and may not be reduced below 1 magic point. It will therefor cost her 2 magic points to augment both talents instead of 3.
Invoke Traits: Both Slowfall and Arrowcut possesses an Instant casting time and can therefore be used as Reactive Actions.
Invoke Traits: If you already have larger natural weapons than the human norm, Formidable Natural Weapons can increase them 1 step up in size.
Protection from Evil (10' radius) - This will protect you from things from an evil plane (Hades, Hell, Far Realm, etc), drawing from an evil plane (largely undead), thing committed to an evil deity (must have piety and channel), or things that are bound to an evil deity (like a warlock). It will not protect you from a lizardman who's only evil is that he likes human flesh.
The following modifications fall under Bow/Light Crossbow Specialization.
Rapid Reload: At Rank 2, the Ranger may reduce the reload time of any bow or crossbow by 1. Upon reaching Rank 4, the reload time is reduced by 2. No reload time may be reduced below 0. A weapon with a 0 reload time may effectively be readied as a free action.
Errata: If the Ranger is not surprised, they may automatically fire first (before rolling for initiative) at the beginning of combat, assuming both weapon and ammo are readied.
Errata: The Critical chance when aiming should be equal to 1/5th skill (20%), not 1/20th.
The following changes to the Thief class keep them relevant at higher levels of play, in addition to replacing the previously published Backstab rules.
The thief begins with the following changes to Backstab, as well as an additional ability at no cost:
Backstab: The Thief may attempt to neutralize a victim from an advantageous position. Contrary to its name, the weapon does not have to be impaling, but only Small and Medium melee weapons may be used. Because the attacker is typically able to strike without hindrance, the first attack on the target gains Choose Location as a bonus Special Effect if successful. In addition, the attacker may ignore any negative Damage Modifier as well as increase their rolled damage by +1. Only a hit to the head, chest, or abdomen will inflict this extra damage, and the target must be generally humanoid in form and possess vital organs. It has no effect on a zombie, dragon, or gelatinous mass, for example, though GM's call, knowledge of Healing or Lore for a species may bypass this. It is not necessary for the Thief to gain surprise on her victim, however the attack must be made from outside the victim’s field of vision. Therefore, many thieves will wait for an opponent to become engaged with an ally, then take advantage of the distraction to strike from behind. Note, if they have surprise, they also gain the special effect from Surprise, as well as all of the benefits of surprise. Special effects stack as per normal special effect stacking rules.
Fleet of Foot: Assuming the Thief is Unburdened (ENC less than STRx2) and wearing nothing more restrictive than light armour, they may move before performing actions if desired. This is contrary to the normal rule that movement takes place after an action is performed.
The thief’s Backstab ability now does +1d2 damage. In addition, the thief may take the following abilities at a cost of 2 Experience Rolls and 1 month of training each:
Read Languages: As per Classic Fantasy page 64.
Agile: Assuming the Thief is Unburdened (ENC less than STRx2) and wearing nothing more restrictive than light armour, they may utilize their superb reflexes in combat. When calculating Initiative, the character adds one tenth of his or her Athletics skill to the Initiative 1d10 roll. For example, a Thief with Athletics 60% would calculate Initiative on the Initiative base, +1d10+6.
The thief’s Backstab ability now does +1d4 damage. In addition, the ability may be used with ranged weapons at Close range increasing their damage by +1. Finally, the thief may take the following abilities at a cost of 3 Experience Rolls and 1 month of training each:
Use Arcane Scrolls: As per Classic Fantasy page 64.
Quick: The thief may add 2m (5 ft.) to her base movement rate. The meter/foot conversion is not exact, being simplified to better work with existing movement modifiers and battle grids. The Thief must be Unburdened (ENC less than STRx2) and wearing nothing more restrictive than light armour.
The thief’s Backstab ability now does +1d6 damage with melee weapons and +1d2 damage with ranged.
The thief’s Backstab ability now does +1d8 damage with melee weapons and +1d4 damage with ranged.