This is an attempt on my part to change the parts of RQ3 that I have had a problem with so that the game might better fit my tastes and beliefs. Bob Stancliff

Rune Quest III+: A) Characters


RQIII > RQIII+ CHARACTER CONVERSION

The majority of the changes in RQIII+ are with respect to some mechanics changes and addition of new skills, not names of skills, spells or characteristics, so converting RQIII characters should be relatively painless.

The major changes that will affect most characters are the addition of an agility skill called Maneuver that governs movement in combat, the addition of a magic skill called Spirit Combat, which governs spirit combat, and three skills category modifiers: Agility, Knowledge and Stealth that have changed. They should be refigured appropriately, but skills above the level of base% +/- the new modifier should remain the same.

The Damage Mod has changed, and if a character's STR + SIZ fall into a new category, that category should be used instead.

MANEUVER

Calculate the average of the character's best attack and best defense skill (Parry or Dodge, whichever is higher). Then, try to gauge whether the character is primarily a combatant, or primarily a non combatant. A character that is primarily a combatant (Humakti, Orlanthi, Yelmalio, etc.) should start with a Maneuver skill equal to that average. A character that fights, but is not primarily a combatant, should start with a Maneuver skill equal to three quarters of that average. A character that is primarily a noncombatant should start with a Maneuver skill equal to half that average.

SPIRIT COMBAT

A RQIII character's Spirit Combat skill may be above base. Most characters should start with a skill check for each spirit magic spell known + 25% (base) + magic bonus. This is because characters would have learned from fighting spell spirits. A GameMaster may wish to set some character's Spirit Combat skill even higher to reflect numerous fights with other spirits in the past. A sorcery user gets base skill, unless he or she has fought many spirits. For a shaman, generate a previous experience value using 5 rolls per year.

Gamemaster's should set Spirit Sense, Spirit Lore, and Spirit Travel skills for converted characters. In most cases, these will be at base skill, however, characters that have had a number of encounters with spirits should have Spirit Sense and possibly Spirit Lore skills above base levels. The GM should consider the character's profession and experience with spirits. For shamans, make Spirit Sense equal to the shaman's highest perception skill, Spirit Lore equal to the highest knowledge skill, and Spirit Travel equal the shaman's fetch's POW x 5.

RQIII+ PLAYERS BOOK

Page 13:

DETERMINING CHARACTERISTICS, replace with:

To generate an average human, roll 3d6 for STR, CON, POW and DEX; roll 2d6+4 for INT and SIZ. To generate adventurers, we recommend one of the three following methods:

Random Method: Roll 4d6 and keep the 3 highest dice for all characteristics except INT and SIZ. For INT, roll 3d6 and keep the 2 highest dice + 6. For SIZ, roll 2d6+6.

Deliberate Method: Use 85 points to purchase the adventurer's characteristics. Each point of SIZ or INT up to 12 costs 1 point, each point of SIZ or INT above 12 costs 2 points; each point of APP costs .5 point; and each point of STR, CON, POW and DEX costs 1 point. An adventurer purchased in this fashion must have a minimum INT and SIZ of 8 each, and a minimum of 6 for all other characteristics. No characteristic higher than 18 can be purchased by this method.

Combined Method: Roll 3d6 for STR, CON, POW, DEX and APP; roll 2d6+6 for INT and SIZ. Then use 8 points to purchase higher statistics as with the deliberate method (1 point per characteristic point, 2 points per point of INT or SIZ above 12, .5 point per point of APP). No human characteristic can total more than 18 after purchasing additional points by this method.

Page 15:

DAMAGE MODIFIER, replace table with:

STR+SIZ Dmg Bonus
3- 7 -1d6
8-12 -1d3
13-16 -1
17-23 +0
24-27 (4) +1
28-32 (5) +1d3 (or +2)
33-37 (5) +1d6
* Each +14 * add 1d6 (as below)
38-41 +1d6 +1
42-46 +1d6 +2 (etc.)

As a possible alternative, +1 to the Dmg Bonus for every 4 points (rounded) above 20. -1 for every 4 points below 20. It is also possible to replace the 1d3's in the table with 2's and only roll the full d6's. Note: this table is more generous than RQIII for very powerful creatures, but is about the same in the human range (only smoother).

Page 19:

FIGURING SKILLS CATEGORY MODIFIER, replace appropriate parts with:

Agility Modifier Knowledge Modifier Stealth Modifier
DEX, STR = Primary INT = Primary DEX = Primary
SIZ = Negative POW = Secondary INT = Secondary
    SIZ, POW = Secondary Negative

A Secondary Negative Influence subtracts one percentile from the modifier for every two characteristic points above 10, and adds one percentile to the modifier for every two characteristic points below 10. There is no limit to the maximum modifier for a Secondary Negative Influence.

Pages 21 to 32:

PREVIOUS EXPERIENCE, modify as follows:

The RQIII skill system will be modified to treat the previous experience charts as background archtypes. The numbers assigned to each skill will represent the number of experience or training checks the character will get each year. Each character should find their chart and modify it to their specific background. Additional skill points can be added to give a total of 40, and up to 5 points can be moved between skills each year for changes in interest.

Unless a skill is totally alien to a characters life and background it should have a skill value of at least .5 to show the incidental knowledge gained from daily life. 1 is a skill ocasionally attempted. 2 is a side skill in daily life, 3 is a skill in your profession. 4 is a skill central to your life. 5 is a skill of obsessive intensity (these are discouraged and no character should have more than one of these). Note: Easy skills should have their values reduced since less effort is needed to get the same results.

Since base skills are determined by race and cultural background, these should be determined before rolling occurs. Each year the character has the option to shift skill points, and training tables may be modified by events such as promotion in cults. These tables can be used for advancing characters that have been out of play for half a year or more.

OVERALL LEVEL OF EXPERIENCE

The gamemaster will modify starting ages based on the overall level of experience desired for the characters. There are five basic levels of experience: Novice, Trained, Average, Expert and Master. The experience level determines the approximate age and overall skill level of characters.

I have lowered the ages for Novice and Trained since in most cultures people apprenticed by the age of twelve and were marginally competent by the age of fifteen. Players are not expected to run characters under the age of 16, but it is possible (these characters typically progress 50-100% faster than table generated characters).

In my opinion, the previous experience rules presume that about one third of your life is research and training in your professional skills with a few experience checks thrown in, while the rest of the time is doing the mundane tasks of survival. A twelve year old who researched each skill on his sheet, in rotation, fifty hours a week, should be MUCH better by the age of fifteen! I have never felt that the base skill levels adequately reflected knowledge gained in childhood: home-crafts, running, throw (rock?), climbimg, mythic lores, etc.. It is up to each player to make any adjustments as they see fit.

NOVICE

Characters are typically 12-14 years old. Primary skills range up to about 35%. All other skills are near base starting percentages, plus the appropriate skill category modifier, additions from cultural background, and any age penalties that apply.

TRAINED

Characters are typically 16-18 years old. Primary skills are in the 35-55% range.

AVERAGE

Characters are typically 18-22 years old. Primary skills are in the 55-75% range and one mastery is possible.

EXPERT

Characters are typically 23-30 years old. Primary skills are in the 75-90% range with up to two masteries.

MASTER

Characters are typically 26+ years old. Three or more Primary skills exceed 90%.

Note: Most masters are not Rune Masters since skill percentages are only the first requirement for religious and secular advancement. Many mature people will have several masteries but will not be selected for leadership positions although their advice might be sought.

CHARACTER GENERATION:

Character generation is very similar to RQIII. The cultural tables below may be usable to modify or supplement RQIII.

CULTURAL BACKGROUND

A player selects (or randomly determines) his or her character's cultural background, magical background and choice of initial profession. The character's cultural background determines his or her choice of magical background and profession, as well as specific bonuses to some skills.

CULTURAL BACKGROUND TABLE

Roll or select cultural background. Modify this table to the region of the campaign setting.

Roll (1d8) Cultural Background 

1     Primitive 

2,3   Nomad (foot or mounted)

4,5,6 Barbarian 

7,8   Civilized 



CIVILIZED                 BARBARIAN 

Civilized Etiquette +20%  Barbarian Etiquette +20% 

Scout (Terrain) +10%      Scout (Terrain) +20% 

Lore (Area) +20%          Lore (Area) +20% 

Fast Talk +5%             Survival (Terrain) +10% 

Bargain +5%



Magic:                    Magic: 

Sorcery (25%) or          Divine/Spirit (75%) or

Divine/Spirit (75%)       Spirit (25%) 



Professions:              Professions: 

Apprentice/Sorcerer       Assistant/Shaman 

Crafter                   Crafter 

Farmer                    Farmer 

Fisher                    Fisher 

Foot Warrior              Foot Warrior 

Healer                    Healer 

Herder                    Herder 

Merchant                  Merchant 

Mounted Warrior           Mounted Warrior 

Noble                     Noble 

Player                    Player 

Missionary                Hunter 

Official 

Sailor 

Scholar 

Thief 



NOMAD                     PRIMITIVE 

Survival (Terrain) +20%   Survival (Terrain) +20% 

Nomad Etiquette +20%      Primitive Etiquette +20% 

Scout (Terrain) +20%      Scout (Terrain) +20% 

Lore (Range) +20%         Lore (Area) +20% 

Ride or March +20% 



Magic:                    Magic: 

Divine/Spirit (50%) or    Divine/Spirit (25%) or

Spirit (50%)              Spirit (75%) 



Professions:              Professions: 

Assistant/Shaman          Assistant/Shaman 

Hunter                    Hunter 

Noble                     Fisher 

Foot Warrior 

Mounted Warrior 

Crafter 

Herder 

SKILL CATEGORIES

Most of the skills listed in the Previous Experience tables are specific skills. However, some of the skills listed are actually categories of skills. These categories include Primary Attack, Primary Defense, Secondary Attack, Secondary Defense, Tertiary Attack, Lores, Crafts, Play, Speak Language, Read Language and Sorcery Spells. It is possible to divide the skill points between more than one skill in a category. The character will exchange a superior skill for breadth of training.

When a player selects one of these categories, a single specific skill from the category should be selected. The exact specific skills available are subject to the gamemaster's approval, as they should be appropriate to the character's cultural background and upbringing. A member of a primitive culture is unlikely to learn World Lore or Armory Lore, while a nomad will be hard pressed to learn Craft/Iron. A scholar will have access to many more lores than a player or sailor, who would normally learn lores specific to their professions, or lores they could have picked up in their travels.

MAGICAL BACKGROUND

The player then selects (or randomly determines) the magical background of his or her character. Sorcery is normally only available to characters from a civilized background. Additional skill points are spent to purchase magical spells and skills as appropriate for the character's magical background and the overall level of experience set by the gamemaster.

Where a range appears for the number of spells available, the gamemaster should prorate the number of spells within that range, based on the character's affluence,starting experience, and age.

The exact spells available to the character will depend on a number of factors, such as the cults and religions a character belongs to, what spirit magic he or she could learn from a shaman, or what kind of training was available for a sorcery using character. The player should work out the exact spell selection appropriate for the character's background in consultation with the gamemaster.

MAGICAL BACKGROUND TABLE

SORCERY

              Trained Average  Expert  Master

                Pts.    Pts.    Pts.    Pts.

Trained spells  1-3     1-4     1-6     1-6

Average spells          1-3     1-4     1-6

Expert spells                   1-3     1-4

Master spells                           1-3

DIVINE MAGIC Will know divine magic and spirit magic at the levels listed below.

              Trained   Average    Expert     Master

Spirit Magic  1-3 pts   2d3 pts    4d3 pts    INT pts+spirit

Divine Magic  1-2 pts   1d3+1 pts  1d3+2 pts  2d6+2 pts



Reusability of Divine Magic is determined by Cult (only priests).

SPIRIT MAGIC Spirit magic only.

 Trained     Average       Expert          Master 

2d3 points  4d3 points  INT pts+spirit  INT pts+spirits

CHARACTERISTIC INCREASES

Prior experience points can be spent to purchase characteristic increases, representing time spent improving characteristics instead of skills. This should be limited to once per year and only three increases per characteristic.

Any characteristic but INT can be increased in this manner, to the normal limits of characteristic increase (see section on Characteristic Maxima above). By the age of 16 a person has all the natural INT they will get, from this point on they build skills. The exact characteristics that can be increased in this manner depend on the character's background or will be one of the two lowest trainable characteristics.

Real SIZ can be increased through age 17 and body mass afterward by anyone that isn't on a subsistence level diet, typically the better off members of Civilized or Barbarian cultures.

To increase a characteristic, the player spends skill points equal to one fourth the characteristic's current value (round halves up), which results in an increase to the characteristic of a point (or 1d3-1 points). Note that although excellent characteristics can be obtained in this manner, a character's skills may suffer as a result.

Any adult should be allowed one free characteristic research check apropriate to their lifestyle per year as long as they are healthy and active. This reflects the body reacting to daily life... laborers get stronger naturally.

Reduce a character's stats by five points per year under 16 and add them back in at one point per season (Gloranthan). this does not count as training, but is growing into your potential. No stat can be raised twice in any five season block, but this method can raise INT.

Page 34:

SKILL VERSUS SKILL, replace with:

In test of skill vs skill match the degree of success first, such as a normal success defeating a failure, a special success defeating a normal success, etc., and within the same level of success, award victory to the one who made their roll by the largest margin (level% - roll).

Page 37:

SKILL EXPERIENCE ROLLS, replace with

The player keeps track of whether they have used a given skill successfully or they have been awarded a check by the gamemaster. Checks for non-combat skills should be given for long periods of skill use of roughly 1.5 - 2 times the amount needed for a research check. Players wait to check skills until told to do so by the gamemaster, which would typically be at the end of a session. A rough guideline to gamemasters for what a reasonable period of time is, is to keep an eye on the amount of time it would have taken to qualify for an experience roll through researching a skill (usually one to two game weeks). Although learning by experience is generally more effective than research, it should not take less than 1/5 the time needed to qualify the skill for an experience roll through research.

Page 37:

INCREASING SKILLS BY EXPERIENCE, replace with:

A player that succeeds in an experience roll can immediately add 1d6+2 for Easy skills, 1d6 for Medium skills, 1d3 for Hard skills, and 1d3-1 for Very Hard skills.

Page 37:

SKILL TRAINING AND RESEARCH, replace most of with:

For a training session to succeed, the teacher must roll under his or her Instruct skill. If the Instruct roll fails, the training session counts as a research session. A fumbled Instruct roll results in a subtracted increase roll for the training session. A special Instruct roll results in a gain in the upper 50% of the normal roll, and a critical Instruct roll results in a maximum gain for the training session. A teacher may not teach someone in a skill past their own level with that skill, the level of Instruct skill notwithstanding. The amount of increase is the same as for experience rolls.

Training above 75% in experience checkable skills, or above 100% in non-experience checkable skills (assuming competent instruction), requires a successful experience roll to gain in skill. A missed instruction roll means that half the time spent training was wasted, and must be made up through further training or research before the character becomes eligible for an experience roll. Research above 75% in experience checkable skills, or above 100% in non-experience checkable skills, takes twice the normal length of time to make the character eligible for an experience roll to gain in skill.

For a skill with a base of 0%, an initial training session of 25 hours for an Easy skill, 50 hours for a Medium skill, or 100 hours for a Hard skill will yield a starting percentage of 1d6% plus skill category bonus. If the skill percentage is still 0% or less, a further training session (of 25, 50 or 100 hours) will add another 1d6% to the skill, until the skill percentage has reached at least 1%, at which time the basics of the skill have finally been imparted, and training (or research) can now proceed at the normal rates.

This rule will apply to all sorcery spells and skills as well, but the time required will be doubled.

Page 39:

CHARACTERISTIC INCREASE, replace with:

Two factors determine the limit to which a characteristic can be increased: species maximum and the original characteristic score generated. Species maximum is determined by adding the minimum possible roll to the maximum possible roll for the characteristic of an average member of a species. For humans, with most characteristics based on a 3d6 roll, species maximum for most characteristics would be 3 + 18 = 21.

A normal human can increase SIZ through training or research (by eating and bulking up), but SIZ increased in a non-magical manner has no effect on SIZ SR, which is based only on original rolled SIZ (real SIZ) or SIZ increased by magical means. Extra SIZ gained by training and research will only affect skill modifiers, damage bonus and HP, and every two points of SIZ gained by research or training cause the loss of one point of CON, as excess weight gain is unhealthy.

The original characteristic generated is a further limit to characteristic increase. A character cannot increase his or her STR or CON through training or research higher than the highest original rolled value of STR, CON or SIZ or, for non-humans, past the species maximum, whichever is lower.. A character cannot increase his or her SIZ, DEX or APP through research or training past 1.5 times the original rolled characteristic, or past the species maximum, whichever is lower. Increases in POW are limited to the species maximum.

Some rare forms of magic can cause a permanent increase in a characteristic, beyond the normal limits to training or research imposed by the original rolled values of the characteristic. The limit to such an increase is still the species maximum for the characteristic, with the exception of some very rare, powerful and exotic magics.

Page 39:

PROCEDURE FOR INCREASE THROUGH TRAINING, replace with:

A character can train to increase a characteristic. The availability of characteristic training is often rare, so characters may have to resort to research instead. If an instructor can be found, after a training period of current characteristic x 25 in hours and a successful Instruct roll on the trainers part, the character adds 1d3-1, or 1 point, to the current value of the characteristic.

A special Instruct roll treats zeros as ones for the added value, and a critical Instruct roll adds 2 points to the current value of the characteristic. A failed Instruct roll forces the character to succeed in a characteristic increase research roll (see below), and a fumbled Instruct roll causes the character to subtract a point from the current value of the characteristic.

If the character increases the characteristic and makes an Instruct Roll, they will have learned enough of the technique to be qualified to train others.

Page 39:

PROCEDURE FOR INCREASE BY RESEARCH, replace with:

After a research period of current characteristic x 25 in hours, the character must make a characteristic increase research roll. To succeed in a characteristic increase research roll, the character must roll equal to or less than (species maximum for characteristic minus current value of characteristic) x 5 on percentile dice. If the roll is successful, add 1d3-1, or 1 point, to the current value of the characteristic.

A special research roll treats zeros as ones for the added value, and a critical roll adds 2 points to the current value of the characteristic. If the roll fails, make no change to the characteristic. A character that has increased a characteristic in this manner becomes qualified to train others.

Page 41:

HUMANOID HIT POINTS PER LOCATION TABLE, replace with:

              Total Hit Points

Location   1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25

Either Leg 1 1 1 2 2 2 3 3 3  4  4  4  5  5  5  6  6  6  7  7  7  8  8  8  9

Abdomen    1 1 1 2 2 2 3 3 3  4  4  4  5  5  5  6  6  6  7  7  7  8  8  8  9

Chest      1 1 2 2 2 3 3 4 4  4  5  5  6  6  6  7  7  8  8  8  9  9 10 10 10

Either Arm 1 1 1 1 2 2 2 2 3  3  3  3  4  4  4  4  5  5  5  5  6  6  6  6  7

Head       1 1 1 2 2 2 3 3 3  4  4  4  5  5  5  6  6  6  7  7  7  8  8  8  9

Page 41:

RESULTS OF DAMAGE, replace with:

Damage Equal to or Greater Than Hit Points in a Location:

  • Leg: The character cannot use the leg. He or she will fall and cannot do anything else for the rest of that melee round. The character may fight from the ground in later melee rounds.
  • Abdomen: The character cannot use either leg. He or she will fall, and cannot do anything else for the rest of that melee round. The character may fight from the ground in later melee rounds. Also, the character loses 1 HP in bleeding damage from total hit points at the end of this and every later melee round. A CON x 5 roll avoids the bleeding damage that round (see below).
  • Chest: The character falls, too hurt to fight. He or she can crawl at 1/3 the character's normal speed. The character can use First Aid or Healing spells to heal his or her chest. The character will lose 1 HP in bleeding damage from total hit points at the end of this and every later melee round. A CON x 5 roll avoids the bleeding damage that round (see below).
  • Arm: The character cannot use the arm. He or she drops any item held in the hand, unless the item is attached to the arm. The character can stand and try to fight with whatever limbs are left.
  • Head: The character is rendered unconscious and falls down. He or she will lose 1 HP in bleeding damage from total hit points at the end of this and every later melee round. A CON x 5 roll avoids the bleeding damage that round (see below).
  • Damage Equals or Exceeds Double Location Hit Points:

  • Limbs: A limb will not take more than twice the HP in the location if the damage comes from a normal hand to hand, missile, or natural weapon. Any excess damage is lost. Damage from high velocity weapons such as modern bullets, or a massive impact from a dropped boulder or a fall, will do full damage to the limb. A limb is maimed if it takes damage equal to or greater than twice the HP of the location. A character cannot use a maimed limb at all.
    Note: The character can normally do nothing but use First Aid or Healing spells to heal the maimed limb. In addition, the character loses 1 HP from total HP at the end of this and every later melee round from bleeding. A CON x 5 roll avoids the bleeding damage that round (see below).
  • Abdomen: A character becomes unconscious and falls. He or she will lose 2 HP in bleeding damage from total hit points at the end of this and every later melee round. The character stays unconscious for at least a turn. A CON x 3 roll avoids the bleeding damage that round (see below).
  • Chest: A character becomes unconscious and falls. He or she will lose 2 HP in bleeding damage from total hit points at the end of this and every later melee round. The character stays unconscious for at least a turn. The bleeding only stops upon a successful Healing spell or a special success in First Aid.
  • Head: A character becomes unconscious and falls. He or she will lose 3 HP in bleeding damage from total hit points at the end of this and every later melee round. The character stays unconscious for at least a turn. The bleeding only stops upon a successful Healing spell or a critical success in First Aid.
  • A character will fall unconscious if his or her hit points fall to zero or a negative number (see Heroic Effort below). A character dies when his or her wounds and lost HP from bleeding total twice his or her HP. Put another way, the character dies when his or her negative HP total equals his or her HP. Death occurs at the instant the damage reaches that point. A character cannot make a CON roll to remain conscious or perform a heroic effort, and a CON roll to stop loss of HP from bleeding in the same melee round.

    Heroic Effort: A character that should fall unconscious may attempt a CON x 1 roll to stay conscious until the start of the next turn at which time they may try again for another turn.

    A character who takes damage greater than or equal to location HP, but less than twice the HP, can try to make a heroic effort to continue acting. They must be conscious at the start of a melee round (before the player makes a statement of intent) and make a CON x 1 roll to continue acting normally with the injured location. (If the head, the character fights instinctively, functioning normally, but later unable to remember what he or she did.) If the roll fails, the normal effect for the damage occurs.

    A character who takes damage equal to or greater than twice the HP in a limb location can make a limited attempt at a heroic effort. If the character makes a CON x 1 roll, he or she may act normally (except for the maimed limb). That is, the character can cast spells, attack, and defend, but cannot use the maimed limb.

    Bleeding Damage: A character can make a CON roll to avoid bleeding in some situations. A character cannot both roll to be heroic and roll to avoid bleeding in the same melee round. A character can roll CON x 5 if he or she took damage in the head, chest or abdomen equal to or greater than location HP, but less than twice the location HP, or if he or she took damage in a limb equal to or greater than twice the location HP. A character hit in the abdomen for damage equal to or greater than twice the location HP can make a CON x 3 roll at the end of every melee round to avoid bleeding damage in that round. A roll that is also below CON x 1 will stop the bleeding permanently unless the person tries to be active.

    Special effects of weapons on bleeding damage:

    Cutting weapons: Bleeding damage caused by a cutting weapon that severs a limb will bleed for one extra HP of bleeding damage per melee round.

    Impaling weapons: Impaling weapons do normal amounts of bleeding damage except on an Impale (Special) where the impaling weapon is not removed. A wound inflicted by an impaling weapon that is not removed will not begin to bleed until the weapon is removed. Note: a weapon that has impaled will incapacitate the location until removed.

    Heavy crushing weapons: Heavy crushing weapons, such as maces and mauls will inflict normal amounts of bleeding damage, though most of the damage will be the result of internal bleeding. Note: these weapons will halve the target's AP if only soft armor is worn.

    Soft or light crushing weapons: Short term damage from soft or light blunt weapons does not count towards bleeding damage. Only the normal damage from such weapons can cause bleeding damage (as for heavy crushing weapons). Generally half the damage from weapons such as fists, kicks, grappling, saps, sticks, clubs, staffs, and attacks meant to subdue is normal damage, the remainder is short term damage (see Natural Healing for more details).

    First Aid can stop bleeding damage. The character performing First Aid must take 1 melee round (2 Melee Actions) to bind the wounds. A simple success stops bleeding damage from a single location except a chest or head hit for twice the location HP or more. A chest hit for double HP or more needs a special roll to stop the bleeding, and a head needs a critical.

    For game purposes, all wounds bleed at the same time, at the end of SR 10 in the Melee Phase. If not attempting a heroic effort that melee round, the CON roll to prevent or stop bleeding should be made separately for each bleeding wound a character has incurred. Each wound can inflict additional damage, so a character with a severed arm and a severed leg will lose 4 HP at the end of each melee round unless both CON rolls succeed.

    Maiming: A hit location is maimed if it takes damage equal to or greater than double the location's HP in one blow, regardless of pre-existing damage. First Aid cannot restore lost HP to the location, even if it stops the bleeding. Only Healing spells can restore lost hit points to a maimed location. Unless a healing spell restores the location to positive HP within 10 melee rounds of the maiming, the location is permanently maimed, and will remain useless even though its hit points can be restored. To regain full use of a permanently maimed location requires the use of a regenerative spell, such as Regrow Limb or Regenerate.

    Severing: At the gamemaster's option, a cutting or shearing attack that maims a location can actually cut off the location struck. First Aid can stop the bleeding of a severed limb, but cannot restore HP or stop the bleeding of any severed location other than a limb. A Healing spell can stop the bleeding from any severed body part.

    To actually reattach a severed body part, one must first find it. The person doing the healing must make a First Aid roll, taking 1 melee round, to line it up correctly for Healing spell. The First Aid roll must succeed for any subsequent Healing spells to be able to rejoin the body part. Healing spells can only be used to reattach the body part within 10 melee rounds of the amputation, otherwise the severed part cannot be rejoined. If Healing spells are not used to bring the rejoined part to positive HP within 10 melee rounds of the amputation, the location remains useless, even if its HP are later restored. To regain the use of a useless location takes a powerful regenerative spell, such as Regrow Limb or Regenerate.

    Page 43:

    NATURAL HEALING, Add:

    Half the damage inflicted by soft or light blunt weapons is short term damage, with every second point of damage acting as normal damage. This includes damage from fists, grappling, kicks, clubs, sticks, staffs, saps and so on, from attacks meant to subdue (flat of the blade, a carefully wielded mace, etc.), and from falls on earth or sand.

    Three quarters of the damage inflicted by padded weapons and friendly grappling is short-term damage, with every fourth point of damage acting as normal damage. A critical success with any such attack does normal damage, which can accidentally result in unintended injury to the victim.

    A character recovers short-term damage at the rate of 1d3 HP per 10 minutes in each location if resting, 1d4-2 HP if not resting. The normal damage is regained at the regular rate. Healing spells that do not completely heal the injury heal all the normal damage first, then the short-term damage.

    Page 43:

    FATIGUE, adjust as follows:

    Note: While these Fatigue rules may be fair and logical, they are a bitch to use. A character with a couple of bound spirits to cast spells will pick up Endurance 2 and ignore most of these.

    The computed Fatigue stat will now be STR + CON + SIZ. Fatigue will have a short term and a long term component. Short term Fatigue will follow the normal Fatigue rules, starting at your Encumberance value, except that it will be marked from your current Long term Fatigue value (if your Long term Fatigue changes, your current Fatigue level will shift as a result), and each negative Fatigue point will be a -2% modifier to all percentile checks for skills, stats, (etc.). Strong exertions that cost two Short term Fatigue will now include using STR over 18 (for instance, to gain Damage Bonuses), and any resistance test that uses STR.

    Long term Fatigue is the natural result of exertion and extended wakefulness. A character with Encumberance in the zero to 1/2 Fatigue range will lose 2 Long term Fatigue per hour. Each 1/2 Fatigue of Encumberance above this value will cost an additional Long term Fatigue per hour. Extended sitting or riding will reduce the Long term Fatigue per hour by one. Every five rounds of combat will cost one Long term fatigue. If anyone, by any means, manages to get their Long term Fatigue to less than negative their Fatigue, they will go into a coma for at least twenty four hours.

    Four Long term Fatigue points can be recovered by eating a modest meal (at greater than three hour intervals, modified by the Encumberance modifier for that hour) or taking an hour nap. Every three hours of sleep will return Long term Fatigue equal to Fatigue x .5 and all Short term Fatigue. Note: if a character has driven their Long term Fatigue negative, it will take nine to twelve hours to fully rest. Each level of the Endurance spell will return five Short term Fatigue and .5 Long term Fatigue (round down).

    CONSEQUENCES OF ENCUMBRANCE FOR DODGING, replace with:

    Consequences of Encumbrance: For normal SIZ creatures (SIZ 1-20), each point of ENC subtracts 1 percentile from Dodge, Run, March and Maneuver; 2 percentiles from Climb and Jump, and 3 percentiles from Swim. For every point of SIZ above 20, add one tenth point to the amount of ENC required to cause a subtraction. For example, a SIZ 22 creature would suffer a subtraction for every 1.2 points of ENC, a SIZ 35 creature for every 2.5 points of ENC.