Post by vladtaltos on Aug 13, 2014 9:25:51 GMT -5
Some House Rules for the game. This thread will be updated throughout the week.
Rule for Two-Weapon Fighting: If you wish to attack with sword and dagger in the same combat round, state your intention before your first combat roll. The penalty is DX-2 for the weapon in your primary hand (rapier), and a penalty of DX-4 for the weapon in your offhand (the dagger).
Rule for attempting to break a foe’s sword with a swordbreaker: You bypass your attack. If your opponent misses and is using a sword, you catch his blade in the teeth of the dagger if you pass a 4/DX check. If you then pass a 4/ST check you snap off the blade. If either roll is missed, the attempt to break the sword fails, and your foe can use his sword next turn with initiative. If the attempt is successful, your opponent cannot attack on the following round, and must draw a backup weapon (if applicable).
In lieu of snapping off the blade, you may elect to Counterstrike with your primary weapon after trapping your foe’s sword. If you choose this option, the Counterstrike is at a bonus of DX+1.
After the Counterstrike, you can:
1) Maintain the trap on your foe’s sword. This requires winning a ST check against your foe, with the subsequent attack, again, being at DX+1.
2) Maintain the trap on the sword (win opposed ST check), and then attempt to break the blade (passing a 4/ST check).
3) Release the trapped blade.

Dagger--Swordbreaker
Addendum:
Karma:
In addition to the uses for Karma mentioned in the rules, Karma may also be used to obtain a Clue. The clue may pertain to the PC's current situation or to the another aspect of the adventure---GM's discretion.
Rule for Two-Weapon Fighting: If you wish to attack with sword and dagger in the same combat round, state your intention before your first combat roll. The penalty is DX-2 for the weapon in your primary hand (rapier), and a penalty of DX-4 for the weapon in your offhand (the dagger).
Rule for attempting to break a foe’s sword with a swordbreaker: You bypass your attack. If your opponent misses and is using a sword, you catch his blade in the teeth of the dagger if you pass a 4/DX check. If you then pass a 4/ST check you snap off the blade. If either roll is missed, the attempt to break the sword fails, and your foe can use his sword next turn with initiative. If the attempt is successful, your opponent cannot attack on the following round, and must draw a backup weapon (if applicable).
In lieu of snapping off the blade, you may elect to Counterstrike with your primary weapon after trapping your foe’s sword. If you choose this option, the Counterstrike is at a bonus of DX+1.
After the Counterstrike, you can:
1) Maintain the trap on your foe’s sword. This requires winning a ST check against your foe, with the subsequent attack, again, being at DX+1.
2) Maintain the trap on the sword (win opposed ST check), and then attempt to break the blade (passing a 4/ST check).
3) Release the trapped blade.

Dagger--Swordbreaker
Addendum:
Karma:
In addition to the uses for Karma mentioned in the rules, Karma may also be used to obtain a Clue. The clue may pertain to the PC's current situation or to the another aspect of the adventure---GM's discretion.