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Category Archives: Rules Updates
Rules Update: Skewer Attack and Skewer Attack Feat
I’ve created a new attack in the wake of Eric’s attacks against the eels: Skewer Attack A skewer attack is a variation of the basic attack and can only be made with a piercing mêlée weapon such as a sword … Continue reading
Posted in Rules Updates
Tagged 2d6, 2d6 RPG, attacks, combat, rules update, skewer attack, special attacks
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Rules Update: Brutal Attack
I’ve changed the rules for Brutal Attack: Proficiency: A Brutal Attack allows you to potentially double the damage your weapon deals. A Brutal Attack must be declared in advance. To make a Brutal Attack, make a basic attack with any … Continue reading
Rules Update: Drunkenness
Here is a new condition: Drunk: If a character drinks alcohol and then is required to perform actions that character should make a condition save with a -1 penalty for each shot of spirits, glass of wine, mug of beer … Continue reading
Rules Update: Social Checks
I’ve fleshed out the rules for social interaction. In an attempt to differentiate my game further from D&D, I’ve renamed ‘gather information’ ‘gossip’. Social Checks There are a number of different social check a character might make – gossiping, negotiation, … Continue reading
Rules Update: Magic Feats
Here is the new, updated range of magic feats: Magic Sensitivity This is a one-off feat that allows the character to use magic. It costs 24 XP. It is a prerequisite for all other Magic feats. Magic Sensitivity automatically grants … Continue reading
Rules Update: Taking 7
Instead of taking 6, you now take 7 to perform a task without rolling. Here are the rules: Taking 7 or 12 (Skills) Where appropriate and where there is no pressure for the character to complete a task quickly, a … Continue reading
Posted in Rules Updates
Tagged 2d6, 2d6 RPG, magic, rules update, skills, taking 12, taking 7
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Rules Update: Magic
I’ve been working on the magic system to streamline it. The upshot is that a maximum of only one check should be required per action. Anima gathering, maintenance and casting are all still separate, but everything that affects casting – … Continue reading
Rules Updates: Luck and Anima
Player characters may now permanently sacrifice a point of Luck to avoid death. The formula for a character’s Total Anima has changed. It is now Sentience Anima Bonus (12) + Racial Anima Bonus + Wil + Feat bonuses. There is … Continue reading
Posted in Rules Updates
Tagged 2d6, 2d6 RPG, Anima, feats, Greater Anima, luck, magic, rules update
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Rules Update: New Disease: Bloodpox
Bloodpox is a contagious disease that causes weakness and red spots all over the body that start to weep blood. When coming into contact with bodily fluids from someone infected with the disease (this does not have to be direct … Continue reading
Rules Update: New Spell: Detect Poisoning or Disease
Detect Poisoning or Disease Identifies the presence of poisoning or disease in the subject and may give the caster information about it. Base Anima Cost: 6 Save: Wil (+1) Base Target: 1 creature (+2) Base Duration: Instantaneous Base Intensity: Reveals presence of poisoning or disease. … Continue reading
Posted in Rules Updates
Tagged 2d6, 2d6 RPG, Detect Poisoning or Disease, healing, healing magic, magic, rules update
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