The following are the additional rules used by GWWAR for play with Modos RPG. They are posted for your information only; your GM will make sure these rules are used properly.
The 000-series rules are the basics of the game.
If you roll a Con defense in simple conflict, you do not take damage. Instead, you gain a Wounded Flaw: either "wounded" or another appropriate Flaw. A Cure spell or other healing is usually enough to remove this Flaw.
The 100-series rules are for creating characters.
A character has a level that acts as a general measure of his influence. A character increases in level when that character has gained three experience points (XP) and spent them on one attribute point, one skill point, and one perk. Only one attribute point, skill point, and perk may be purchased per level.
Characters have a bonus skill called Prestige. Your skill points in this skill are determined by other players, and you may use it to influence those who would know and respect your Guild status.
You may roll one contest against Challenging difficulty (4) to get a discount of 10% off your Guild purchase. Persuade, Deceive and Prestige are commonly used.
You can use and carry with you a set of gear determined by type instead of weight. (Note that the bulk of your weapons and armor affect you in other ways.) The item types are: primary weapon, secondary (up to standard size weapon or a shield), armor, back (quiver, throwing weapon, small shield, or kit), ring, head (helm, headpiece, mask), and two miscellaneous items (light or tiny, like an elixir, scroll, or a key).
Between quests, you may own a maximum of two full sets of gear. It is your choice which items from each set you bring on your next quest.
Special Items that become Broken lose any and all special features.
The 300-series rules tailor the Extended Conflict rules for battle.
Characters who take three Wounded flaws or exceed max damage become disabled. The disabled character is limited in activity, and generally cannot take actions corresponding to the type of damage that exceeds max damage. The Disabled condition is called Mostly Dead for Physical, Unconscious for Mental, and Catatonic for Metaphysical. A cure spell, elixir, or first aid from someone with the Healer skill will undo the Disabled condition and either remove one flaw or remove damage as normal.
Upon resting at the guild hall between quests, characters remove all damage that they received on their last quest and all Wounded character Flaws.
Protection rolls of 1 result in damaged armor, and your armor's protection die permanently changes to the next lower die type. Such armor can be repaired by the guild smith for half of its new cost. A protection roll of 1 while wearing damaged armor means that your armor is broken, and its protection die becomes d4. Broken armor cannot be repaired.
Protection rolls of max, the highest die result, indicate that you have avoided all damage, including the minimum damage from an attack. If your opponent rolls max damage, you take what the second damage die rolls, but you avoid all damage from the original roll.
Damage rolls of 1 result in a damaged weapon, and your weapon's damage die permanently changes to the next lower die type. A damaged weapon can be repaired by the guild smith for half of its new cost. A damage roll of 1 with a damaged weapon means the weapon is broken, and its damage die becomes d4. Broken weapons cannot be repaired.
Damage rolls of max, the highest die result, allow you roll your damage die again to add to your first result. Protection does not apply separately to this roll.
When parrying with a shield, a Con roll means the shield is damaged. Damaged shields act normally. A Con parry with a damaged shield means the shield is destroyed and unusable. This rule does not apply when the user Takes Half on the parry contest.
Disabled PCs who receive no treatment within one hour of becoming Disabled die and are removed from the guild roster. The gear of such PCs must be honorably buried with the PC's remains (a task handled by guild staff), but the PC’s loot may be divided or otherwise claimed by the surviving party members.
Note: some rules omitted for clarity.
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