Tag: Rules

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  • Monster Manual

    This is the monster manual for the Yggr campaign. The "monsters" beasts in this manual is based on different climate zones. h2. Climate This section describes the climate zones with links to the specific monster manual for that …

  • Stunts

    This section describes stunts, as per house rules. |_. Skill|_. Stunts| | Fight| [[Parrying dagger]] - Two weapon fighting using a off hand parrying dagger. | | | [[Two Weapon Fighting]] - Two weapon fighting with a weapon in each hand. |

  • Parrying dagger

    This stunt is the additional skill of fighting with a dagger/parry dagger in your off hand. This stunt is the typical skill you see in the Three Musketeers movies. It is the base for any two weapon fighting stunts. Skill: Fight Pre-Requisite: None …

  • Two Weapon Fighting

    This stunt is the stunt of fighting with a weapon in each hand. Skill: Fight Pre-Requisite: [[Parrying Dagger]] With this stunt a character can do the following: 1) the character gets +1 on any athletics rolls to avoid getting surrounded 2) …

  • Overland Movement

    This section describes rules for overland movement. The key thing for overland movement is to make as few rolls as possible and make them meaning full. The players gets to choose the following: Travel speed(normal +0/hard +1/extreme +3) Alertness( …

  • Athletics

    This section describes the use of Athletics and difficulty modifiers. NOTE! Armour & shield modifies all Athletics manoeuvres. I.e. a +1 shield and +3 armour will be a difficulty of 4. h2. Movement This section describes using …

  • Climbing

    This section describes the use of Athletics to climb. Note! armour modifies all climbing attempts. h2. Distance This section describes using Athletics for climbing. Short distances quickly. |_. Distance |_. Difficulty| …

  • Pick Lock

    This section describes the use of Burglary to pick locks. h2. Type of lock This section describes the types of locks and their difficulty. |_. Type|_. Difficulty| |Interior door, simple lock | +0| |Quality lock/Exterior …

  • The Sight

    When you open your third eye, you perceive I consider everything about the world visually. Everything, Sight to be using the all at once. This may give you strange and a deliberate, focused act twisted versions of future possibilities, …

  • Rote Spells

    Over time, a wizard uses a particular evocation often enough that it settles into mental “muscle memory,” and its use becomes reflexive. When this happens, the spell is considered to be a rote spell. Your wizard may know a number of evocation rotes equal …