=====Other Changes===== ==Healing potions== Now heal 5 points of damage rather than a global single, though they will always heal at least one point to each injured location. (Example, someone who's down by 5 points on their torso and 1 point on each arm drinks a healing potion, it will heal one point to each arm and the remaining 3 points of healing will act on the torso, if all 3 locations were down by 5 points it would be the characters choice how the last 2 points of healing were distributed). Healing potion alchemy: Potions heal 6 points rather than 5 and nolonger have to heal at least one point to each wounded location instead healing whichever injuries the alchemist prefers. ==Strength potions== Now always grant two extra ranks of strong (since the bonuses from strength are now much more smooth), this cannot bring you to above strong 5. In the following encounter lose ranks of strength or -1 rank of damage. Strength potion alchemy: Allows the purchase of Strong as a scholar skill and allows your ranks of strong to exceed 5 under the effects of a strength potion. ==Weapons== Blunt weapons without anything to make them threatening (clubs and staves) have a base damage of halves. Everything else has a base damage of singles (including great weapons). Bows and crossbows obey weapon quality rules for maximum damage, superior versions of both now exist again. I'll probably have a look at the prices of weapons and armour to make them make a little more sense. =====Skills===== ==Great Weapon and Staff== //10xp and 6xp// Costs lowered due to lower base damage requiring buying more ranks of strong. ==Archery: Weapons Master== //6xp Five Ranks// For each rank you have you may call 2 swift arrows per adventure. These calls are not used up unless the arrow physically connects with the target. At rank 3 you gain a permanent +1 damage to all arrows shot. At rank 5 once per encounter with an arrow knocked and ready you may make an arrow's damage call against a target in range without having to OC loose the arrow and hit them, you then have to reload as though you had actually used the shot. This can be combined with anything which affects your archery. NB: Archery now gets bonuses from strength ==Strong== //6xp Five Ranks// *Rank 1: +1 damage with a weapon wielded in two hands *Rank 2: +1 damage with all weapons *Rank 3: +1 damage with a weapon wielded in two hands *Rank 4: +1 damage with all weapons *Rank 5: 2 shatters per encounter and a mighty feat of strength per adventure (not available via temporary strong 5) ==Weapon Master: [melee weapon]== This skill must be bought separately for each weapon, and specify (where appropriate) whether it applies to the one-handed or two-handed version of that weapon; for example Weapon Master: One-Handed Sword, Weapon Master: Two-Handed Sword, Weapon Master: Mace and Weapon Master: Dagger are all different skills. You can buy this skill for a number of different weapons equal to your level of Warrior, if you've got enough xp. This skill only provides benefits when fighting in melee, not with ranged weapons. Each Rank of this skill gives you one Parry per Encounter when wielding your chosen weapon. Rank 3 allows you to inflict an additional +1 damage with your chosen weapon. Rank 5 allows you to call one disarm per encounter per mastered weapon wielded. (possibly removing parry stacking with duelist, possibly not, thinking about consequences) Note that it is possible to take the skill Weapon Master: Unarmed Combat. In addition to the usual effects, this will qualify your unarmed attacks as superior quality weapons (thus providing one extra Parry per Encounter and the ability to take an unlimited damage bonus). Rank 5 in qualifies your unarmed attacks as mastercrafted granting an extra parry (and making them immune to shatters should that ever become somehow relevent). ==All Terrain:== Should define some suggested penalties for various awkward conditions to have an easy rule of thumb for gms to work from so this skill actually comes up more than once in a blue moon. ==Throwing Weapons:== 4 xp , One Rank You are competant at throwing daggers and other weapons. You can make Thrown Weapon attacks with coreless throwing weapons. For each one you wish to throw you must buy a suitable weapon (generally a dagger) IC and have an actual phys-rep. This is a ranged attack striking for a base damage of Singles which can be Dodged, dodged or parried but not Parried (except by shield users). Thrown weapons gain no bonus from strength. ==Throwing Weapons Master:== Each rank of grants one through dagger per encounter. Additionally at ranks 2 and 4 all thrown weapons gain +1 damage. At rank 5 (some form of swifts, can't decide per encounter of per adventure for an encounter). ==Cosh and Backstab== A target must be unsuspecting of attack from behind, a blinded character flailing about is not sufficiant. ==Cosh== 4 xp max 5 ranks The ability to knock someone out with a sneak attack. Does your normal subdue damge + twice your ranks in Fatigue Damage on a successful surprise attack with a blunt weapon. At Rank 5, the Thief may instead call 'KO' to knock out a mortal target irrespective of their fatigue hits.