Mainstream Anarea Systems Changes '96

Changes in play with effect from 1 January 1996


NB  Systems changes playtested in the Proving Grounds of Hell (“PGH”), whether those proposed by PRW or those proposed by AJM, will not apply in mainstream Anarea unless expressly stated below.

 1.         Characteristics

 1.1.      St / Sz are rolled with 2d6 in common (3d6 in common when rolling adventurers’ Chars on 4d6), as for DxPh / DxM.

 2.         Handedness

 2.1.      No extra AMR or initiative dice for multi-handed / multi-weaponed attackers apply.  Note that this goes beyond the PGH rules.

 2.2.      If multiple weapons / attack types are used, it may be freely specified which is used in the Specific Plot for each second for which an attack / parry is rolled.  Note that this differs from the PGH rules.

 3.         Shields

 3.1.      Successful shielding will not result in the excess damage hitting the shield arm, unless the shield is totally destroyed by the blow.

 4.         Armour

 4.1.      “Patches” may not be used to cover part only of a body area so that hits can effectively be modified into them.  The minimum armour that can effectively be used on the chest, for example, is a breastplate on the front only.

 4.2.      Reinforced plate is only permitted as full suits.

 5.         HP and Damage

 5.1.      There is no change to the HP system (The Proving Grounds HP and Hit Loc system will not be played.).  Monster HP = 5 + 5ML.  Ghosts have 5UL HP, and lose 1UL per 5HP damage taken.

 5.2.      Crippling / Severance checks on limbs are not made due to general damage being taken when there is existing damage to the limb.  This applies whether the general damage is from an external source (eg a fire spell) or bleeding (eg from the limb having been crippled but not severed).  However any specific damage to a limb which is already over a for which it has not checked will result in an immediate check.  If more than one damage break points have passed without a check, just apply the most serious.

 6.         Thievish MtoM Attacks

 6.1.      Attack from Behind, Attack from Side and Attack by Surprise may be used for Melee Weapons only.  They may not be used for Thrown (including Throwing Knife) or Ranged Weapons.

 6.2.      A new Thievish Activity, “Snipe” (specification attached)  is used for surprise attacks by Thrown or Ranged Weapons.  This is not Restricted, and all existing Thieves will be assumed to know it.  Existing plusses on Attack by Surprise may be freely converted to plusses on Snipe on a one-off basis.

 6.3.      The DL for encumbrance of Melee Weapons in Hide in Shadows / Attack from Behind, Attack from Side and Attack by Surprise is as follows.  Note that this goes beyond the DL ruling being played in the Proving grounds.

 Weapon                                                                      HS                   AfB/fS/bS

Wt category I Weapon (eg Dagger)                              DL 0                DL 0

Wt category II Weapon (eg Short Sword)                    DL 0                DL 0

Wt category III Weapon (eg Taper Axe)                      DL 0                DL 1

Wt category IV Weapon (eg Bastard Sword)               DL 1                DL 3

Wt category V Weapon (eg Halberd)                           DL 2                DL 6

 Disembowelling                                                            DL +1              DL +1 / die

 7.         Hiding

 7.1.      Hiding vs Det Hiding is resolved as follows.  Note that the terms “hide” and “observe” may apply to either or both of HS vs DetH (Sg) and MS vs DetH (Hr).

 7.1.1.   Hiding when unobservable is not resolved until there is a potential observer, when the applicable Hiding Activities are resolved with DL 0.  If potential observers include  actively observing Thieves, the DM makes a secret DetH check for each such Thief with DL 0.  For this to apply the hiding Thief must have plotted the Hiding attempt before he was observable, and maintained that plot until he became observable.

 7.1.2.   Hiding when observable is resolved with DL = ThL of potentially observing Thieves.  Only one Roll is made, but different DLs apply to resolve whether different observers observe the hider.  DetH checks are only made by those observing Thieves who plot DetH, and are resolved with DL = ThL of Hider.

7.1.3.   Hiding in Melee from a potential Attacker who is in a position to resolve an attack with a Melee Weapon upon the hider (irrespective of whether the Attacker has Generally Plotted attacking or Specifically plotted an attack upon the hider) is resolved with DL = (3 + ThL Attacker + FtL Attacker) / 2.  Other DLs may be applied at the DM’s discretion, and the Light is likely to be brighter than in normal shadows.  If it succeeds, also check with the same Roll but different DLs = ThL of different observers who may observe the hider.  As above, DetH checks are only made by those observing Thieves who plot DetH, and are resolved with DL = ThL of Hider.

 8.         Clerical Spells

 8.1.      The Proving Grounds specifications will apply for certain Clerical Spells.  Note that the usual Spell Levels for Evil Gods are:

 1          Cause Light Wounds                Darkness[1]                     Nightsight

Prot vs Good (and Law or Chaos for E/C or E/L Gods)

2          Increase Bleeding                     Wall of Darkness          Infravision

Prot vs Neutral (not of same Alignment axis)

3          Cause Serious Wounds Continual Darkness       Drain Life

Prot vs Evil

6          Cause Multiple Wounds

 8.2.      Cause Wounds Spells may be cast at SL + 2 to give an empathic self-heal effect on the caster of 50% of the damage inflicted (FRD).  This will be in the same area as the damge inflicted, with any excess being distributed pro rata to damage previously taken, as per Healing Potions.  They may also be cast at SL + 4 to gain 100% of the damage inflicted.

 9.         Light and Darkness

 9.1.      Light and Darkness effects are as follows:

 Table 1: Light Intensities (“LI”) 

LI +

Light Sources

LI -

Darkness Sources

0

Starlight

 

 

n

Light Spells

n

Darkness Spells

1

New Moon, small flame

1

shadow (eg indoors)

2

Full Moon, torchlight, firelight

2

deep shadow (eg underground)

3

Daylight, lantern, conflagration

3

deepest shadow (exceptional: eg depths of earth)

4

Direct Sunlight (Overworld only), flash pellet (1 sec effect only)

 

 

 9.2       Torches, lanterns and fires (including fire spells) have 60 ft. radii (except small flames, which have a 30 ft. radius).  They deteriorate at one LI beyond their specified radii for a further equal distance.

 9.3       Light and Darkness spells only have effect within their specified radii.  The Radiation is distributed throughout the (spherical) radius.  It does not shine through major obstacles such as walls, but does shine around minor obstacles such as bodies, creating no shadows.  When cast on objects (Items) they may be covered over to block the Radiation as if the cover were a major obstacle.

 9.4       Light and Darkness are opposites which cancel each other out, but multiple Light sources are not cumulative, nor are multiple Darkness sources.  To calculate the current LI at any given point start at LI 0, add the strongest Light source, and subtract the strongest Darkness source.  The exceptions to this are lanterns, torches and fires underground, which dispel up to two LI of shadow, but do not dispel Darkness Spells.

 9.5       Coloured Lights mix colour in proportion to their relative intensity, but are not otherwise cumulative.

 Table 2: Normal Visual Ranges (“NVR”) 

Race

Max NVR

Min NVR

Th NS range

Th Inf range

humans

+4

+3

+2 to 0

-1 to -3

hobbits

+4

+3

+2 to 0

-1 to -3

elves

+4

0

n/a

-1 to -3

goblins

+3

-1

n/a

-2 to -4

dwarves

+3

-2

n/a

-3 to -5

orcs

+2

-2

n/a

-3 to -5

 9.6       Nightsight and Infravision, whether innate, Thievish, by Potions or by Spells, have no range limits (except as per Farsight).  X-Ray Vision does have a Range, by Throw (for Potions this is usually 60 ft).

 9.7       Thievish Nightsight only applies in LI +2 to 0, as per the existing spec., and is therefore inapplicable to races with Min NVR   0, which have Nightsight as an innate ability.  Thievish Infravision always applies for 3 LIs below Min NVR / Th NS range, and the existing spec. should be read accordingly.

 Table 3: Light / Darkness Effects 

NVR +

Effect

Th Inf -

Effect

1

See @ Sg / 2

1

Can see with X-Ray Vision

2

Cannot see

2

X-Ray Vision ineffective

3

st @ BTS 20% - Sg vs blindness

3

st @ BTS 20% - Wp vs fear

4

st @ BTS 40% - Sg vs blindness

4

st @ BTS 40% - Wp vs fear & st @ BTS 20% - Wp vs madness

5

st @ BTS 60% - Sg vs blindness

5

st @ BTS 60%  - Wp vs fear & st @ BTS 40% - Wp vs madness

6

st @ BTS 80% - Sg vs blindness & st @ BTS 60% - Co vs d6 General Damage

6

st @ BTS 80% - Wp vs fear & st @ BTS 60% - Wp vs madness

per 1 extra

add 20% to each of above sts & increase General Damage by 1d6

per 1 extra

add 20% to each of above sts

 9.8       “Th Inf -” effects apply below the theoretical minimum LI in which the observer’s race can see with Thievish Infravision, irrespective of whether he has succeeded in doing so, or indeed had any chance of doing so.

 9.9       Repeat sts per MR remain subject to their effects.  Once fail vs blindness / fear / madness, do not repeat st vs the same, and on leaving the area of its possible effect repeat the st at the highest BTS experienced (even if failed against a lower one).  If failed, blindness or madness are permanent, fear remains per minute until make the same st.  If succeed, effect ceases, but blindness gives a permanent Sg minus equal to the amount by which NVR was exceeded.


Thievish Activity

 MAN-TO-MAN

 (iv) Snipe                                             DxM / Sg                                                                  15%

 This Activity may be used for a Thievish surprise attack by a Thrown or Ranged Weapon in any situation where the defender is unaware of the attacker, including such a situation where the defender is already a Combatant in Melee.

T          Effect

 >= 16   Defender fully alerted.  If a Melee is not already in progress, commence one with the Sniper attack being resolved as a normal AMR with initiative for second 1.  If a Melee is already in progress, there will be no effect, as the second of the Sniper attack will already have been determined before resolution of the Snipe.

 0 - 15               Surprise attack in non-Melee situation.  Attacker gets a free attack at normal RD.  If a Melee is not already in progress, commence one from the second after the Sniper attack has been resolved.  If a Melee is already in progress, there will be no effect, as the second of the Sniper attack will already have been determined before resolution of the Snipe.

 <= -1   Surprise attack in Melee situation.  Attacker gets a free attack at -1 to RD per 1% that T < 0.  RD cannot be reduced below 0.  If a Melee is not already in progress, commence one from the second after the Sniper attack has been resolved.  If a Melee is already in progress, the Sniper attack is resolved with the minus to RD in the second for which initiative has already been determined before resolution of the Snipe.

 Difficulty Levels

 

1          Weapon used by Attacker: 

Throwing Knife                         DL 0

Wt category II Th Weapon       DL 1

Wt category III Th Weapon      DL 3

Wt category IV Th Weapon     DL 6

Thrown Misc Objects               DM’s discretion

Nets                                         DL 10

 Blowpipes                                DL 1

Slings                                       DL 1 per Range Bracket

All Crossbows                          DL 1 per Range Bracket

(not Super-Heavy Xbows or above)

All Bows                                  DL 3 per Range Bracket

 2          Direction of Attack: 

Attack from Behind                  DL 0 (RD -15% still applies)

Attack from Side                      DL 1 (RD -5% still applies)

Attack from Front                     DL 3

 3          Defender’s abilities: 

ThL of Defender                       DL 1 per ThL

FtL of Defender                        DL 0 (still adds to RD as normal)

 

[1]Revised spec. on Radiation Spells as produced by AJM will be used.


version 1.1/1 December 1996, P.R. Wild