Have brought in a lot of lessons learned from using SH&SM, more optional rules, and reorganized adventuring to be more convenient. Layout and proper art pass are still on my TODO list, but not for a while longer.
Moved the download links to a permanent page:
- Stone Halls & Serpent Men
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Editing:
- All fractions now display super/subscript.
- Characters:
- Stat death now happens at -5 (equal to 0 on 3-18 scale) instead of -6 (equal to -2 on 3-18 scale)
- Hit Point options
- Assassin’s Stealth gets more detail
- Hunter skills get more detail
- Prestige Professions all require Level 4
- Alchemist gets Create Chemical
- How to roll social status for NPCs
- Earthborn starting equipment
- Equipment:
- Took 18th C lanterns out of medieval tech, gave Dwarfs Shadowvision instead of Darkvision
- Purchaseable poisons
- Combat:
- Multiple Attack Initiative
- New Combat Stances for more tactical, martial arts choices
- Weapon vs Armor (Optional)
- Adventuring:
- Moved to a more useful location.
- Explain dungeon depth and Level.
- Law & Order
- Hazards:
- Combined details of Search, Invisible, Stealth, Tracking Scent, Keen Senses.
- Cave-Ins
- Advanced Deprivation
- Insanity, using Curses for the effects, rather than a Freudian list of disorders
- Intoxication
- Magic:
- Low-mana and high-mana environments affect MP
- Doubling spell range & duration with extra MP
- Optional: Material Components
- Bestiary:
- Terror effects added to several monsters
- Bear variants
- Cat, Dog, Crocodile, Frog
- Ghost, Wraith, Spectre combined & expanded
- Skeletal Warrior, Knight
- Treasure:
- Adjusted many monster treasures (mostly down)
- Made treasureGenerator.html to roll random treasures.
- Referee:
- Place Names
- Weather
- More Traps
- Community Events