Setting Rules

FORTUNE FAVORS THE BOLD
Orange Bennies earned from great roleplaying, known as Nalè Bennies, can be used to force a GM re-roll at -2 for actions against that player’s character.

CRITICAL FAILURE
Whenever a character rolls a 1 on both his Trait and Wild Die, she can’t spend a Benny. She’s stuck with the result!

DOWN TO MY LAST ILK
Each game week, halve your total funds (quarter if Poverty hindrance).

GUILDS
Make Application at Guildhall (pay fee). Gain Obligation (Major – Guild) Hindrance & Connections (Guild) Edge. Pay 20% of income in dues. Can purchase related gear from guild at half price with successful Streetwise roll.

KNOCK OUT BLOW
When Shaken or Wounded by someone w/ The Drop, make Vigor roll against the damage or be knocked unconscious for 2d6 minutes (or longer).

LARGER THAN LIFE
Make Natural Healing rolls every 24 hours. Fatigue levels from Bumps & Bruises recover at one level every 4 hours (2 with tended by someone with Healing).

NO HONOR AMONG THIEVES
When betrayed by a friend, you cannot spend a Benny on failed opposed defensive action.

UNARMORED HEROS
+2 to Soak rolls if not wearing armor or using a shield.

DON’T HOLD ME DOWN
Ignore encumbrance penalties and assume mundane items are available to heroes if it makes sense that they would have them. GM discretion on when too much is too much.

SHADOWING
Stealth opposed to Notice. (Each roll is ~15 minutes) Higher/lower Pace adds plus/minus 2 modifier (4 if 50% different Pace).

Greater than 4 and wins roll = unnoticed.
Less than 4 but wins roll = loses mark but is unseen.
Greater than 4 but loses roll = followed but detected.
Less than 4 and loses roll = fails to follow and is identified.

Setting Rules

Savage Lankhmar - Knowledge Unbound The_Closet_Gamer