Other Rules

Damage
Damage normally refers to a character losing Hits due to a physical attack on them. There are, however, a variety of other types of damage and negative effects, including losses to other attributes and temporary conditions. Any successful attack always inflicts at least 1 damage. For example, a weapon attack that does less damage than the target's armor's damage reduction still does 1 point to Hits.

Using, Losing, and Regaining Hits, Stability, Ka, and Stamina
The derived attributes of Hits, Stability, Ka, and Stamina are all pools that are reduced either through a character's own choice and exertion, or through an attack on that character. Each of these pools refreshes over time, and may in addition be restored magically. Hits represent the potential of the body to withstand damage. A character who reaches 0 Hits is going to die very soon. Stability represents memory, command, sanity, and calm. As Stability drops, characters become more irritable, irrational, and panicky. At 0 Stability, a character is effectively insane. The GM should determine the character's actions, possibly in consultation with the player, until at least one point of Stability returns. Ka represents will, passion, and motivation. Characters become lethargic and apathetic as Ka falls. At 0 Ka, a character lacks motivation to do anything. Stamina is a measure of the character's staying power, his physical and mental endurance. At 0 Stamina, characters fall unconscious. Note that any action which requires the expenditure of one of these derived attributes cannot be attempted if the character has less of the attribute remaining than the cost of the action.

As Hits, Ka, Stability, and Stamina fall, the character begins to weaken. All of these effects take place once the character's total falls below half of its full value. Note that, as always, effects are cumulative.

Regaining each of these attributes requires time, medical or other care, and/ or magical intervention.

Recovery of Hits: The first day after any wounding, check to see if the wound is infected. This is a Constitution roll against a TN of 11. A chirurgeon can reduce the possibilty of infection by using First Aid. First Aid must be performed within approximately an hour of the injury. The chirurgeon rolls his skill with the higher if his Intelligence or the patient's Constitution against the 11. If the roll is failed, the wound is infected; the character will no longer heal naturally, and will in fact lose 1 Hit per day until the infection is cured or he dies. If no other cure is available, the character may have the wound cauterized within three days of the infection beginning; this does 1d4 damage and is successful if a chirurgy roll against an 11 is made. Alternatively, if a limb was wounded, it can be amputated even after the infection has progressed beyond this point. Removal of a limb in this fashion automatically reduces the character to 1 Hit, and will kill him unless a chirurgy roll can be made against a TN of 11, but is always successful at ending the infection. Note, however, that the wound at the stump can still become infected.
If the original wound did not become infected, then the character will heal at the rate of 1 Hit per day of rest. Rest means decent and sufficient food, plenty of sleep, and no more than light travel. Moderate activity lowers this by 1, and strenous activity by 1 again - meaning that a Hit is actually lost due to wounds reopening, internal bleeding, etc. Other factors, such as poor food, lack of sleep, contaminated enviroment, etc. can also lower this rate. Naturally, chirurgy can affect these rates. The chirurgeon uses the Convalescent Care ability for this. Each patient requires at least half an hour of care twice a day to receive any benefit; water, cloths, and the chirurgeon's equipment will be necessary at these times. Meeting these conditions adds +1 to a patient's recovery rate for that day if the chirurgeon can make a TN 11 roll. If the conditions are less ideal, the TN rises. Having better conditions can lower the TN. If the chirurgeon has more time with the patient - at least one hour thrice per day - he can add +2 to the healing rate. Chirurgeons may provide extended care to themselves. Note that the time periods required must be periods of calm and quiet; no traveling, fighting, etc.

Hits can also be recovered through the use of medicines. Each medication has a Use Medicine target number based upon its type (poultice, tea, infusion, salve, or powder). Chirurgy gains the Use Medicine ability at Novice rank; Herbalism gains it at Apprentice. Obviously, anyone may attempt to Use Medicines by using Chirurgy untrained. Note that medicines can have many other effects, including healing other pools.

Recovery of Stamina: Stamina is recovered at a much faster rate than Hits. 1 point is recovered in 10 minutes of rest. 6 points can therefore be recovered in an hour, provided nothing more strenous than light activity is attempted. If nothing is done, i.e. complete rest or sleep, 10 points may be recovered per hour. Note that the full-round action Breather does allow for Stamina to be regained in a combat round, but this action can be used no more than once per hour and costs Stability. Naturally, any period during which Stamina is expended cannot also recover Stamina. All Stamina is recovered with 8 hours of sleep.

Recovery of Stability: Stability is recovered at a rate of 1 point per hour of light activity. Complete rest or meditation doubles this, while moderate activity halves it (1 point per 2 hours). If the character sleeps through the night, they can recover 4 points per hour. This rate can be achieved no more than once per day. Strenous activity will result in no points being regained. Note that expending Stability negates any recovery of points for at least an hour.

Recovery of Ka: Ka is regained at the same rate as Stability.

Other Uses for Stamina, Ka, and Stability
Stamina is obviously spent on actions, especially in combat, but it is also spent in travel or other athletic endeavors. Each hour of walking, up to 4, costs 1 point of Stamina. Each successive hour up to 8 costs 2 points. Each four hour period after this continues to add one to the cost. For example, walking for 24 hours straight costs: 4 + 8 + 12 (through 12 hours) + 16 + 20 + 24 = 84. This is why most people rest every few hours while traveling. Some Stamina is recovered during rest periods; however, Stamina costs will continue to increase until the character has rested as long as they have traveled. The cost is reduced at the same rate as it was increased. For example, a person walks for 8 hours with no more than short breaks, expending 12 Stamina. He then rests for two hours, allowing recovery of all 12 points. He then sets out again; at this point, his first two hours of travel cost 2 Stamina each, and then the next four will cost 3 each. Riding has the same costs, but a Riding skill roll against (11 + hours in the saddle) allows that hour's cost to be ignored, although it still counts toward the number of hours. You can move at 1.5x your normal rate, but this doubles your Stamina costs, which increase every two hours (instead of every four). All of these costs assume the character or creature is unencumbered; carrying greater weight can add to these Stamina costs. In particular, armor adds its Stamina value to this base for every hour. See also Movement for more information on large scale movement.

Stability is also used to perform certain actions, or to maintain states. Stability is also used with the Leadership skill, as is discussed below.

Spending Trait Points
In addition to expending points from the derived attribute pools, it is possible for characters to spend points from their Traits (Body, Mind, and Spirit). Points from these can be lost due to attack (see below), or by the PC's own choice. However they are lost, losing any points from Traits is both permanent and risky (see below). There are three common reasons for choosing to burn Trait points. The first is that they provide a way to improve one's performance. Prior to rolling for a check, the character may spend a point to gain a +4 on that roll. Alternatively, the character may spend a point after rolling to re-roll one of his dice. He must accept the new roll. The second reason to burn Trait points is to recover points in an associated pool. Each point burnt recovers 4 points in that pool. Finally, characters may need to spend these points to create or to use magical items or effects. In any of these cases, the point expended must be from the Trait that is most applicable to the situation. In some cases, it will not be clear which Trait this is, or more than one Trait may seem appropriate. In this case, the Trait that is highest must be used. Certain rules govern the spending of Trait points in these ways. First, the racial rules for Traits may only be violated with GM permission, which should be given only for dramatic, story advancing reasons, and which should be carefully role-played. Second, burning these points to regain pool points requires an action. Third, pool points cannot be regained over 50% of the character's max. Finally, remember that while Traits may be purchased with Experience, each successive point purchased increases the cost. This increase remains even if the point is burnt.

Special Attacks and Unusual Damage Effects
There are a number of nonstandard attacks and damage types. This section covers the more common of these.
Anti-Traits: some attacks may give the character one or more points of an anti-Trait. While this is not damage per se, it can be harmful. See below.
Blindness:
Curses: A Curse is a binding condition, set in the Mind of the world, on a particular individual, society, area, or race. Each Curse is unique, although two Curses may have the same effects. Curses may vary from a detrimental effect (such as, "your wounds will bleed profusely from this day hence"), to a limiting condition (for example, "you will not be able to abide the taste of meat"), to an absolute fate for the target (such as, "you will die the next time you cross blades with a foe"). Curses are most likely to work if they are very specific, contain an "escape clause" for the victim, and are the result of real emotion. Also, gods and other spiritual beings may intercede and increase the power of a just Curse.
Dazed: A Dazed creature may not use any actions, but does receive its normal passive defense and may move a couple of steps. The Dazed state typically only lasts 1 phase, but may last more.
Deafness:
Distraction: This state can be brought about through skill use, such as Seduction or certain Art skills, or through magical means. A Distracted character may lose Concentration, and is less aware of his surroundings, receiving a penalty to Perception and Reaction checks. Assume any source of Distraction is moderate if not otherwise specified.
Fear: Certain creatures and even characters may possess a Fear Rating. This means that they can inspire fright in their enemies, beyond the simple fear of perceiving them as a threat. The way a Fear Rating works is simple: add the Rating to a roll, usually with Presence, that may also involve a specific skill. This is contested against a Will roll by the target. The target may attempt their roll again (against the same target number) in future rounds using Concentration (and following all of the rules for that skill). If the target fails, he must subtract the Fear Rating from all rolls made against or in the presence of the source of the Fear. If the target fails his roll by more than his Presence, he must attempt to flee the source of the Fear as best as he can. If he botches the roll, he stands frozen, effectively paralyzed for a number of rounds equal to twice the Fear Rating. At this point, the character may roll against the Fear again. Any time a character must roll against a Fear source they have previously failed against, add +1 to the Rating for each previous failure. Rolling against a Fear source they have previously succeeded against, on the other hand, is easier: subtract 1 from the Fear Rating.
Fire: Fire can be used as a weapon on its own, or it may be an additional effect (such as a torch acting as both a club and a fire source). Fires that strike a person in this way will typically have an associated damage die, just as a weapon would. On the other hand, heat sources do damage over time; this is given as a number, which is applied per phase. The difference here lies in a steady source vs a flickering, changing flame. Generally, a small flame, such as a torch, does d4 damage; larger or more intense fires do more. If the character is exposed to multiple flames at once, use multiple dice. For example, standing in a burning building may do 4d6 damage per round. A constant heat source does damage per phase, so that burning house might also do 3 Hits/ phase to the character. Fires can cause combustion of materials that contact them. Only accelerants, such as oil, burn on contact. Otherwise, multiple phases or rounds of contact are required to actually start a new fire going.
Knockdown: certain actions and attacks are listed with the comment "may cause Knockdown". The meaning of this is simple: successfully executing this action (i.e. hitting) can cause the target to be knocked prone. Remember that a target on the ground suffers a -4 to attacks and defense. To determine if the target is actually Knocked Down, a contested roll is made using both creatures' Strength scores. The following modifiers apply:


Morale Damaging: Some effects are designed to weaken the morale of fighting men. Fear qualifies as one of these, but there are others that do not make men afraid; instead, they simply sap the will to fight.
Overawed: This is most frequently the result of having the Intimidation skill successfully used against the creature. An Overawed creature loses 2 from all opposed rolls against the source of the awe (alternatively, the source gains a +2). In addition, certain circumstances may call for another roll; if the character would be Overawed again, they must subtract another 2. Overawed creatures also suffer a morale penalty.
Paralysis:
Poison: Poison comes in many forms and can be introduced to the body in many ways. Therefore, each poison will have its own description, including its effects and cure (if any). Poisons can be ingested, inhaled, injected, contact (refers to a thicker poison, such as a gum, paste, or powder; compare to absorbed), or absorbed (through the skin as a gas or liquid). Some poisons will cause damage directly; others can have non-damaging effects, such as paralysis.
Stamina/ Subdual Damage: some attacks, particularly those designed to be non-lethal, do their damage, all or part, directly to Stamina rather than to Hits. Otherwise, this works just as normal damage.
Stun: A Stunned creature loses actions, and is unable to defend itself (so its passive defense no longer includes Evade or Agility bonuses). Stun can last multiple phases; creatures may be able to make a Constitution check to recover. A creature is Dazed for the first phase following recovery from Stun.
Trait Damage: certain attacks may cause damage directly to Traits. See here for more information on this.

Resistance
Certain races and individuals have a Resistance to some type of attack. For example, dwarves are Resistant to poison. Some magics can provide Resistance temporarily. Resistance provides the following benefits:

In some cases, Resistance may be listed with a number (i.e. Resistance 1, 2, etc). Resistance 1 is as described above. Resistance 2 or higher is exactly the same, except the damage is reduced by the numerical amount given. For example, Fire Resistance (3) would reduce all fire damage sources by 3 points. If no number is given, it is Resistance (1).

The Anti-Forces and Anti-Traits
As discussed in the introduction there are anti-forces, the dark mirror of each constructive force. And, just as there is an anti-force for each force, so there is an anti-trait for each trait. Most beings, however, do not come into contact with these unless they are very ill, dying, or dead, so characters only gain an anti-Trait if it is in their background or they gain it adventuring. This can happen, due to curses, magic, items, personal choices, or certain attacks (such as those from undead creatures).
A character who gains points in an anti-Trait is Tainted. He must keep track of both anti-Traits and Traits separately. Characters who die with an anti-Trait score close to its corresponding positive Trait are in risk of rising again as undead. For purposes of calculating derived attributes, a character uses whichever is higher of the Trait or anti-Trait. As an anti-Trait rises, the character will become noticeably affected. Anti-Body causes the character to chill the air around him, his skin becomes cold and clammy and may change color (lighter or darker), and he may smell bad and look sickly, even though he may still be strong. Anti-Mind causes periods of forgetfulness of personal things, blackouts, a loss of language skills and bearing, and a falling into uncouth habits; also, the afflicted tends to become paranoid and perhaps delusional. Anti-Spirit causes apathy about formerly important things, while the person becomes overly concerned and interested in dark things, such as others' suffering; they often seem callous and cold. In all cases, most people will be somewhat unnerved around the person, and animals will react badly to him. Naturally, the strength of these effects depends on how much anti-Trait is present in the person, how much of the positive Trait remaines, and the individual. Gaining anti-Trait, particularly in excess of the positive Trait, is a shock to the system and can cripple or kill the afflicted character.
Anytime a person permanently loses points in a Trait, he runs the risk of gaining anti-Trait, as it fills the void just created within him. If points in a Trait are lost, the character must roll against (1 + # points lost + 1/ previous roll in last day). He may add +1 to his roll if he is a Member of a Flock, and +2 if he is Ordained. For every two points he fails the roll by, he gains 1 point of anti-Trait, up to a max of the amount of Trait he lost. On a 2 (double ones) he gains the max. Likewise, gaining anti-Trait can sometimes cost a person Trait points; the anti-forces grow through corrupting what is already present. The character must roll against (1 + # points gained) to avoid this. For every two points this roll is failed by, 1 point of Trait is lost, up to an amount equal to the anti-Trait gained.
Anti-trait can also be gained through particularly reprehensible actions. The gods shield mortals somewhat from these forces, so blasphemy (even to evil gods) can result in gaining anti-trait. Oath-breaking can attract the dark forces, as can wanton murder and destruction. On the other hand, heroic actions, mercy, and the protection of the gods can decrease the likelihood of gaining anti-trait. The GM may apply modifiers to rolls based upon these and similar conditions, or simply rule that anti-trait is gained (or not).

Special Combat Situations
Mounted Combat: Being on a horse in combat can be beneficial - if your mount is properly trained and you have the right skills, that is. You must use a Control Mount move action during each round to keep your mount acting as you wish. The TN will vary depending on how trained your horse is and the situation around you. If you fail, your mount will act on its own, and may even attempt to throw you. When you make this action affects the rest of the round. Any actions attempted before making this check suffer a -2 to their rolls. If you fail, however, you will receive a minimum of a -4 to actions until control is regained, and you may not be able to make actions at all. Mounts receive the same three combat actions as other creatures, although their choice of actions may be limited by their riders. If the rider does not succeed at a Control Mount check, his horse will do as it pleases, which normally does not include fighting, but may involve fleeing. In most cases, however, the mount will continue to act as it has been in preceeding rounds, or according to its training. A rider can normally issue a command to his mount only for the phase following the use of a Control Mount action (alhough this improves as his rank rises). For example, if the rider has his mount attack, it will do so as its next action. Naturally, it must still have the appropriate type of action available. The exception to this is Move actions: a rider may issue a Move action command to his mount at any time after he has made his Control Mount check. In addition to the obvious benefits of having a mount, such as easier and faster traveling, and movement while doing other things, there are several adjustments that must be made in combat, as follows:


Non-lethal Damage: If you wish to subdue someone without killing them, you may opt to do only 25% of your rolled damage to Hits (round down), with the remainder going to Stamina. You may also opt (with either normal or non-lethal combat) to not apply your Strength bonus to damage (you must always use your penalty if you have one).
Stealth and Ambushes: Hide and Sneak are used to keep from being noticed. These skills are used in contested rolls with observer's Perception checks. There are a very large number of situational modifiers for these skills, as follows: The final result of the Sneak and Hide rolls will be contested by Perception checks of any potential observers. Naturally, their checks may be modified based upon how alert they are, any distractions, etc. If the GM wishes, he may make one check for each skill for a group, such as several guards in a tower; this should receive a bonus based upon the number of observers. This helps reduce the amount of time needed for these situations, and represents the guards' cooperation. That is, they look in different directions so that each has a smaller angle of vision he is responsible for; or they are all distracted at the same time, etc.

Mass Combat, Leadership, and Morale
All troops being led into battle possess a Morale score, including Henchmen or Hirelings of the PC's. Morale is not possessed by individuals; rather, it is a composite, based mostly upon Stability, of the fighting spirit of a body of troops. The Morale score provides the TN for fear, distraction, intimidation, and similar attacks against the will and discipline of the group. It also indicates the willingness of the group to follow orders, hold ranks, etc.

The Leadership skill can be used to bolster Morale and issue special commands. In addition to its uses in mass combat, it can also be used with smaller groups (such as a party of adventurers). A character with Leadership is able to directly command a number of troops equal to: (Presence + Leadership) * 2(Leadership Rank). For example, a character with Leadership A(3) and a Presence of 7 could command 40 troops. All Leadership abilities and bonuses are lost if the character who generated them is killed, knocked unconcious, fails a fear check, overawed, or is otherwise made ineffective or unable to communicate. Rank abilities follow:

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