- Traps – A character can check for traps in a given room up to 20’x20′ with one check. This only includes wall, floors and ceilings. This is equal to a scan of the room as long as he/she is able to make a walkthrough of it. Every closed container, lock, or door the characters must reroll to check for those areas. Example – Stonie makes a quick check of the room not seeing any traps. There is a large chest near the north wall that he sees has 2 locks on it. He checks each lock and sees no traps. He picks both easily and hastily pops open the chest, releasing a poisonous gas trap inside.
- Downtime for leveling – During the time a character levels he or she must take downtime. This is 1 day per number of hit die. (example: to level to 7th level a character must take at least 7 days to practice, study or meditate in order to “level up”).
- Critical Fumble – Any adventurer making a attack roll or skill check that rolls a natural 1 has a critical fumble.
:: Fumble Results (1 on d20 attack rolls): You just have to roll 1d20 again (fumble roll) and consult the table below:
Fumble Roll Effects
|Fumble Roll||Fumble Effects|
|20-15||Lose Grip – No further actions this round|
|14-11||Slip and Fall – You have fallen ridiculously to the ground, and your opponents will get +4 to hit you this round (No further activity).|
|10-7||Weapon Flies Away – Incredibly inept move makes your weapon fly 2d6 feet away to some specific direction (Roll 1d6: 1 Straight Ahead/2 Ahead, Right/3 Behind, Right/4 Straight Behind/5 Behind, Left/6 Ahead, Left).|
|6-5||Break Weapon – You missed your target badly and your weapon gets stuck into something nearby. Roll your normal attack damage, applying it to the weapon itself (consider weapon’s Hardness and HP to check if it will break.)|
|4-3||Self Hit – Unbelievable mishandling of your weapon. You hit yourself – roll weapon damage with no strength or specialization bonuses.|
|2-1||Stumble Over Weapon – The worst move seen in ages. You stumbled and fall to the ground, hitting yourself with your own weapon. Roll normal weapon damage. Opponents have +4 to hit you for the rest of this round.|