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supplementary_rules [2018/03/29 09:00] gm_seb |
supplementary_rules [2018/10/10 18:57] gm_seb |
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* The LARPOs have the final say in which weapons and shields belong to which categories. | * The LARPOs have the final say in which weapons and shields belong to which categories. | ||
+ | =====WOUND calls and weapon loadouts===== | ||
+ | |||
+ | * If you are carrying a 2h weapon, and take a WOUND in one arm, you may defend yourself by moving the 2h weapon safely in the other hand, but you may not attack with it. | ||
+ | * If you are carrying a single 1h weapon, and take a WOUND in that arm, you may take that weapon with your un-WOUNDed arm and fight with it as normal. | ||
=====Alternative Psychic Combat (Experimental)===== | =====Alternative Psychic Combat (Experimental)===== | ||
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* If they wish, Heralds gain access to the following ranged calls each encounter, depending on the level of the adventure. | * If they wish, Heralds gain access to the following ranged calls each encounter, depending on the level of the adventure. | ||
- | * Level 1-5: 2 FIGHT ON! | + | * Level 1: +1 FIGHT ON!, 1 REPEL, 1 ROLEPLAY INSPIRATION or ROLEPLAY DETERMINATION |
- | * Level 2-5: 1 REPEL. | + | * Level 2: +1 FIGHT ON!, 1 REPEL |
- | * Level 3-5: 1 STAGGER. | + | * Level 3: +1 STASIS, 1 REPEL |
- | * Level 4-5: 1 STASIS. | + | * Level 4: +1 STASIS, 1 REPEL |
- | * Level 5: 1 BREAK. | + | * Level 5: +1 STUN, 1 REPEL |