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Aimed Hits (Mike Watson)



In combat, a LightRaider may inform the Adventure Master that he will try to hit a certain part of his opponent's body.

After choosing the target, the LightRaider rolls his StarLot and adds it to his weapon ability. The AM then consults the chart below and adds the roll

modifier to the total. The AM then rolls the Shadow Stone for the enemy, adds it to the enemy's Battle Ability, and compares the two results. If the

LightRaider hits, the AM then checks the percent chance for critical hit. The LightRaider then rolls percentile dice. If the roll is lower than the chance

for a critical hit, the AM consults the Critical Hit Chart. If the hit is not a critical, it does normal damage.


Target    roll mod   chance for critical hit
---------------------------------------------------
Head          -3         80%
Neck          -3         70%
Chest          -1         35%
Arm           -2         50%
Hand          -4         20%
Abdomen   -1         45%
Groin         -4         80%
Leg            -2         50%
Wing         -1          25%

 

 

Animal Companions (Clarification)

 

What about Telepathy?

There is no telepathy between LightRaiders and their Animal Companions for a few reasons. First of all, it is not a Biblical practice, but is argueably

occultic. Secondly, since the Animal Companions can talk, they do not need telepathy. Thirdly, to minimize the use of Companions as "scouts" and

the possible mis-use of them by sending them into dangerous situations where the player does not want to risk his LightRaider but still wants a first

hand look.

 

The Nature of Animal Companions

As far as we know, animal companions are born as talking animals.  They will not harm other animals or treat them as "lower beings".  Often,

Animal Companions will remind LightRaiders how their actions could harm innocent creatures.   Almost all Animal Companions eat plants rather

than other animals, but sometimes they will eat flesh.  This is considered a necessity and does not cause the Animal Companion distress.  They have

the OverLord's promise that the future world will be different.

 

What do animal companions do when their LightRaiders go into a hollow tree to return to the Liberated Land? 

 

Animal companions can, and do, go through the Hollow Trees to accompany their LightRaider buddies to the Liberated Land.  The size of the tree

makes no difference. ( Hollow Tree info below ) Animal Companions are not LightRaiders, but are not just animals.  They are intelligent, talking,

entities who are sworn companions to specific LightRaiders for life.  They usually do not leave the side of their charge for very long, and only if they

must.  An animal companion will give its life for the LightRaider.  The LightRaider is boss, but should not "lord it over" the Animal Companion.  The

Animal Companion can and will give counsel when the LightRaider needs it, or asks for it.  But the Animal Companion is not a spiritual authority

over the LightRaider.   They are both working to serve the OverLord, they are co-laborers.  They minister to each other to glorify the OverLord.  

Mistreatment of an Animal Companion could bring discipline from the OLMN, and/or loss of the Animal Companion.

 

 

Boating and Sailing (New Skills)

 

These skills are used for piloting watercraft on most natural bodies of water, ie. ponds, lakes, rivers, swamps, canals, bays, inlets, sounds, and the

high seas. Combat with water craft is a different skill, it is not included here.

 

 

Boating (BOT) = (AG + PA + PE) / 3

BOATING (BOT) is the ability to pilot small water craft on inland bodies of water. This includes streams, ponds, rivers, lakes, and canals. Boating

can also be used for small sailing craft.

Modifiers: Darkness; +1 Difficulty Level, Adverse weather; +1 Difficulty Level

 

Boating Difficulty Levels

1 Navigate canal; pond or stream with none to light winds

2 Navigate pond or stream with moderate winds; small river or small lake with none to light winds

3 Navigate canal lock; pond or stream with high winds; small lake or small river with moderate winds; medium lake or medium river with none to

light winds; a rocky river

4 Navigate pond with storm winds; small lake with high winds; medium lake with moderate winds; large lake with none to light winds; small river

with high winds or medium river with moderate winds; very easy rapids

5 Navigate canal lock with flooding; pond with hurricane winds; small lake or small river with storm winds; medium lake or medium river with high

winds; large lake with moderate winds; great lake or large river with none to light winds; easy rapids

6 Navigate small lake or small river in hurricane winds; medium lake or medium river in storm winds; large lake with high winds; great lake or large

river in medium winds; moderate rapids

7 Navigate medium lake in hurricane winds; large lake in storm winds; great lake or large river in high winds; medium river in hurricane winds;

difficult rapids

8 Navigate large lake with tornado winds; great lake or large river in storm winds; very difficult rapids; 5 foot waterfall

9 Navigate large lake with hurricane winds; great lake or large river in tornado winds; 10 foot waterfall

10 Navigate great lake or large river in hurricane winds; 15+ foot waterfall

 

Sailing (SA)=(AG +PA+PE+KN+VIS)/5 - aka Seamanship

Sailing (SA) is the ability to pilot medium to large ships on bays, inlets, sounds, and the high seas.

 

Difficulty Levels of Weather

1 Calm sea and light winds

2 Calm sea and moderate winds

3 Choppy sea and moderate winds; reefs

4 Choppy sea and high winds; icebergs

5 Storm waves and moderate winds

6 Storm waves and high winds

7 Whirlpool; Doldrums

8 Thunder storm

9 Tidal wave; Gale

10 Tornado; Hurricane

 

 

Dragon Breath Weapons (New)

 

When the cloud of a breath weapon touches a victim, it immediately causes an adverse physical condition.

 

Crystal: Cloud of cold causes d4 freezing damage to Physical Vitality.

Dream: Mist causes double vision (d4+1 images), weapons skills suffer -2 penalty for entire encounter.

Firedrake: Heat cloud causes all those touched to fall asleep for 5*SSt minutes.

Flourescent: Causes horrific hallucinations for d8 rounds, weapons skills suffer -2 for 2*SSt combat rounds.

Gaze: Character's Listening ability drops to 1 for 4*SSt combat rounds.

Prism: Fumes stuns all non-dragon characters (except Celestial Guardians) for 2d4 rounds.

Sea: Acid mist causes d4 Physical Vitality damage each round for one SSt roll of combat rounds.

Shadow: Fumes cut Endurance in half.

Slime: Poisonous gas causes one Shadow Stone of Physical Vitality damage.

 

 

Dragon Combat (Clarification)


Sequence of Dragon Mind Speech Combat

In a confrontation with LightRaiders, dragons always attack first, and will always begin the battle with mind speech. The LightRaiders must verbally

refute the mind speech. Each round of mind speech battle consists of two phases:

Phase 1 - Dragon attacks with erroneous thought.
Phase 2 - LightRaider counter-attacks with scriptural argument.

After the first round of dragon battle, the Adventure Master rolls the StarLot according to the instructions in the Adventure Master Manual to see

what attack mode the dragon uses next. The players may have to change their strategy, depending on what the dragon does; and the battle continues

until the dragon is killed or flies away or all the LightRaiders are under the dragon's control or are dead.

Damage inflicted upon a dragon reduces its Pride Factor. When this factor drops to 0, the dragon is dead.

 

Sequence of Mind Speech Combat

Phase 1
a) The Adventure Master randomly chooses one LightRaider to be the target of the mind speech attack.

b) The dragon broadcasts its mind speech attack to all potential victims in range (usually about 300 feet).

Phase 2
a) The target LightRaider makes a verbal refutation of the mind speech.

b) The AM decides if the refutation is worthy of causing Pride Factor damage to the dragon and applies it (or not).

c) If unsuccessful, the LightRaider falls under the power of the dragon's mind speech.

d) The AM randomly chooses another (unaffected) LightRaider to make a refutation. The other LightRaiders may begin to rescue their afflicted

comrade if they are able.

e) Repeat the proceeding steps until the dragon makes a physical attack, dies, flies off, lays quivering on the ground.... or until the entire team is under

the power of mind speech.

 

Details of Dragon Combat (Clarification)

 

Dragon encounters need not be confusing, even though there are a lot of things happening at once. Breath weapons, fire, Mind Speech, and physical

attacks can all happen in rapid succession, so here are a few ideas to keep things from getting out of hand.

When the dragon attacks with Mind Speech, it attacks one individual at a time, not the entire group at once. You can choose the target LightRaider for

the first round and rotate through all of the characters, so they each have to deal with a Mind Speech attack. Or, the target may be randomly chosen

each round with a Shadow Stone roll. You may want to challenge certain players by choosing them each time Mind Speech is used.

Players are not allowed to help each other refute Mind Speech attacks. Each Mind Speech refutation must use unique answers, the players should not

be allowed to repeat what others have already said.

While a character is attacked by Mind Speech , he may not do anything other than attempt a verbal refutation of the erroneous thought. The character

may not move, attack, or make any other action until the result of the refutation is decided. All other characters in range "hear" the Mind Speech, but

they do not have to refute it, nor are they controlled by it.

If the character refutes the Mind Speech, he does damage to the dragon's Pride Factor equal to the character's Belt of Truth rating. Again, if a

refutation is very good, the Adventure Master may add one or two points to the damage done. Conversely, if the refutation is weak, the Adventure

Master may decrease the damage done by one or two points.

If the character does not refute the Mind Speech, he is enchanted and under the control of the dragon. To the best of his ability, the character will talk

and act as if he believes the dragon's mind speech. The dragon-controlled character must be rescued in the same way he would have to be rescued

from a Sin Enchantment (see Rescue from Sin Enchantment and Dragon Mind Speech).

The various dragon WordRunes, stun effect or Pride Factor reducing, etc. can be used to attack the same dragon once per LightRaider. If there is

more than one dragon, each LightRaider may use each WordRune once on each dragon.

When a dragon attacks with Mind Speech, it can not attack physically. The dragon may only defend, since it is concentrating on corrupting the mind of

its victim. The dragon may be attacked by those not "hearing" the Mind Speech. WordRunes, special objects or weapons given by the OverLord may

help block Mind Speech from entering the mind of a character. In that case, the dragon will immediately choose another target.

 

 

Dragon Pride Factors (New)

 

Ignore the dragon age-based Pride Factor chart.  Allow dragons to have 20, 30, or 40 PF per LightRaider in the RaidTeam.  This will size the

difficulty of the dragon to each group, to force strong groups to work harder and weaker team will have a better chance.  Don't help a lazy team

though!

 

 

Falling Damage (New)

 

A fall occurs when a character unintentionally drops or is pushed from a cliff, high window, tree, horse, or other such height. When a character is

prepared to intentionally leave one of these perches and is not pushed, it is a jump.

If a character is prepared for a jump, he can drop up to 15 feet with little damage other than a round or two to stand and dust off. For every five feet

over 15, he will take 1-4 Physical Vitality damage. For every foot over 15, he will also have a cumulative 1% chance of accident. For jumps of over

100 feet, add 10%.

(As an example: At 24 feet, a character will take 2-8 PV of damage and have a 9% chance of an accident. To find out if a character has an accident,

first roll SL twice for a percentage, then if it is 09 or less, roll on Accident table.)

For falls, any drop of 10 feet or over will cause 1-4 PV of damage with 1% chance of accident for every additional foot. For every 5 additional feet

over 15, add 1-4 PV of damage.

The chances of having an accident can be modified by the presence of tree limbs to grab, soft material such as long grass to land on, holding the c

orners of a bed sheet (Do Not Try This At Home) or other item or circumstance. Each plausible item can reduce the chance of accident by up to 5%,

but the total chance can not drop to less than 2%. A LightRaider can make an Agility check at Difficulty level 8 or higher to see if they can slow their

fall by grabbing or using an item correctly.

Note: Sprains and minor damage is accounted for in the PV damage that a character would take in a fall or jump.



Accident Table


Roll                   Damage
----------------------------------------------------
1        Miracle! No additional damage!
2-15   Right Leg Broken
16-30 Left Leg Broken
31-40 Both Legs Broken
41-50 Right Arm Broken
51-60 Left Arm Broken
61-65 Both Arms Broken
66      Miracle! No additional damage!
67-69 Right Wrist Broken
70-73 Left Wrist Broken
74-78 Both Wrists Broken
79-82 Right Ankle Broken
83-86 Left Ankle Broken
87-88 Both Ankles Broken
89       Head Concussion - no moving for 10-80    minutes
90       Both Shoulders Broken
91-92 Right Shoulder Broken
93-94 Left Shoulder Broken
95-96 Spine Broken - Lower Half Paralyzed
97      Neck Broken - Death or Fully Paralyzed
98      Head Split Open - meet OLMN in 1-8 minutes
99      Splat!
100    Miracle! No additional damage!

 

 

First Aid (New)

 

A wounded LightRaider or DragonSlave can have d5 Physical Vitality points healed once per day if another person tends to his wounds.  Treatment

may be applied to that day's new wounds only.

 

 

Hex Movement (New)

 

Combat in DragonRaid is not limited to the squares of the Battle Grid. A hex grid can be used to better simulate real world movement and combat.

Converting to a hex grid from the Battle Grid is not very hard, in some cases it makes things easier. Some rules have to be changed, but they are easily

implemented. A little practice with a hex grid will quickly show the benefits of using it.

If the hex is considered to be five feet across, ( flat side to flat side, not point to point,) all movement and weapon ranges can be considered to be the

same as on a square grid.

The number of spaces that a character can move per combat round does not change. If a LightRaider can move two squares in a normal combat round,

he will be able to move two hexes on the hex grid during a combat round. Running movement remains the same. Rules for diagonal movement are

eliminated on a hex grid, because a character may only move from hex to hex by crossing the adjoining flat side.

The above mentioned LightRaider has a couple of options for using his movement on a hex grid. He may move two hexes forward in a straight line,

or he may move one hex forward and then make a 60 degree turn (one hex side) to move into a hex to the right or the left of the space in front of him.

When running, this LightRaider has several options. He could move four hexes in a straight line. Or, he could move two hexes and then make a 60

degree turn and move another two hexes straight ahead. He could also move one space, turn, move another space, turn, move, turn, and move again.

There are other combinations to use.

Making a turn of 120 degrees, or two hex sides, costs one hex of movement. So the running LightRaider would only move a total of three hexes, but

could make one hard turn of two hex sides during that move.

One problem encountered with using hex grids is that they do not fit inside of square rooms or buildings well. Many of the hexes along the sides of

the room will be cut off, and this makes movement a bit confusing. The Adventure Master may want to use a Battle Grid for indoor action, and a hex

grid for outdoors. Hex grids can usually be used for caves with irregular walls. Consider hexes that are more than half filled with obstruction

impassable, those that are less than half filled can be used normally.

 

 

Standard and Advanced Hand-to-Hand Combat (Terry Lilley)



Standard



Standard LightRaider Academy Hand-to-Hand combat training covers five techniques:



Boxing, Combination Jabs, Hand & Arm Blocks, Kicks, Wrestling

In each round of combat, a LightRaider must choose which type of technique he will use. Use the following descriptions to determine the effect of the

technique.

Boxing - Skill equals basic Hand-to-Hand skill. Normal d5 damage.

Combination Jabs - Skill equals basic Hand-to-Hand skill minus two. Allows two separate attacks of d5 damage.

Hand & Arm Blocks - Skill equals basic Hand-to-Hand skill minus one. Used for defense rolls in place of the normal StarLot roll.

Kicks - Skill equals basic Hand-to-Hand skill minus one. Damage is equal to the LightRaider's Strength score.



Advanced



Advanced Hand-to-Hand combat may only be used by LightRaiders whose normal Agility score is 9 or 10.



Back Kick - Skill equals basic Hand-to-Hand skill minus one. This maneuver allows a surprise attack to the rear, the opponent does not roll a

Shadow Stone. This may be used only once per opponent. Damage equals the LightRaider's Strength score.

Leg Sweep - Skill equals basic Hand-to-Hand skill minus two. This attack does no damage, but it will trip a troll sized or smaller opponent. The

opponent will have to spend the next combat round getting to their feet, so only their basic defense can be used (no Shadow Stone roll).

Spinning Back Fist - Skill equals basic Hand-to-Hand skill. This punch does damage equal to the LightRaider's Strength score, but their StarLot roll

for defense is forfeited for that round.

Spin Kick - Skill equals basic Hand-to-Hand skill minus two. This maneuver allows a surprise attack to the front, the opponent does not roll the

Shadow Stone. This attack may be used only once per opponent. Damage equals the LightRaider's Strength score.

Whirl Wind Kick - Skill equals basic Hand-to-Hand skill minus three. This difficult maneuver allows a LightRaider to attempt an attack on every

opponent in adjacent spaces. One attack roll is made and the result is applied to all defenders. Damage equals the LightRaider's Strength score minus

one.

 

 

PrayerWarrior Defensive Hand-to-Hand Combat


If the PrayerWarrior has the Hand-to-Hand combat skill, he may use one of three defensive maneuvers; Cloak, Disarm, and Hand and Arm Block.



Cloak - Skill equals basic Hand-to-Hand skill. While using a cloak or a net, a PrayerWarrior may add one to his Shield of Faith Score. If the

PrayerWarrior has the Net combat skill, he may disarm an opponent according to that skill's description.

Disarm - Skill equals basic Hand-to-Hand skill minus two. If successful, this technique allows the PrayerWarrior to take the weapon out of his

opponent's hand, but it does no damage. Failure means that the opponent gets a +2 for damage in the round Disarm is used.

Hand & Arm Blocks - Skill equals basic Hand-to-Hand skill minus one. Used for defense rolls in place of the normal StarLot roll.

 

 

Hatchling Dragon (Addition)

 

(Info for LRH page 17)



Not long out of the egg, a hatchling lacks some of its adult markings and can not fly.  It is about one foot long, weighs 30 to 50 pounds, and is thought

not to posses the Mind Speech ability.  The hatchling eats constantly and will grow about one foot and add 75 pounds per month.  They are rarely

seen since they usually do not stray far from the nest.

 

(Info for the AMM pages 66 & 67)



Battle Ability 5
Pride Factor 20
claws damage - Shadow Stone-4
bite damage - Shadow Stone
tail damage - Shadow Stone-3


Attack Chart
1-2 Fire
3-4 Breath
5-6 Smoke
7-8 Physical
9-10 Retreat



Fire Attack
4 points 20 feet



Breath Weapon Range
1-4 up to 30 feet
5-7 up to 60 feet
8-10 up to 90 feet

 

 

Hatred of Evil (Revision)

 

Hatred of Evil has always been a bit confusing since the text on page 60 of the AMM does not match the DL chart. And since +5 / +5 is a bit too much

of a bonus, here is a revised chart.

 

 

Hatred of EvilDamageWeapon skill
1--
2+1-
3+1+1
4+1+1
5+2+1
6+2+1
7+2+2
8+2+2
9+3+2
10+3+3

 

 

 

HollowTrees (Clarification)

 

The Passage Lakes lie in three valleys (vales) in the North of the Liberated Land and each vale contains numerous lakes.  Each lake has its own

connection to a hollow tree in the Dragon Lands.  A HollowTree will look no different than any other tree until it is used by the OverLord to transport

LightRaiders in or out of the Dragon Lands.   The tree could be a sapling, or a sequoia, or any size in between.  It will grow to a sufficient girth to

allow passage of LightRaiders, horses, and Animal Companions.

A crack will appear in its side, and an opening will grow.  From the outside of the tree, a glow of light begins as the LightRaiders step through. 

From the inside, LightRaiders can see their destination, but not the Passage Lake they just left or are heading to.  After use, the HollowTree will

revert to its previous appearance, and continue normal growth.  If the LightRaiders become lost, or must leave the Dragon Lands through a

HollowTree other than the one they arrived in, the OverLord may or may not return them to the Passage Lake they used originally.  If a HollowTree

is destroyed or cut down, another tree may be used by the OLMN to become a HollowTree.

 

 

The Mist Barrier (Clarification)

 

A ship full of LightRaiders may sail along the Mist Barrier until a Mist Portal is found.  The ship can then enter, and be transported through to the

other side to whatever point the OLMN wishes.  So, if a ship enters the Barrier on the eastern side near Mandel Bay, the ship could exit the it near the

Heineous Heights on the western side of the Liberated Land.  The return trip would work in the same manner.

If a ship of Once Born and/or Dark Creatures enters the Mist Barrier, (they will not find a Mist Portal) the ship will be turned around and may exit at

the entry point, some other point on the same side, or not at all, at will of the OverLord. The ship may be turned around and exit the Barrier minus

certain beings, or missing the entire crew.

Any dragons entering the Mist Barrier will quickly die, their fires quenched by the Mist.

If a LightRaider under a Sin Enchantment is aboard a ship trying to use a Mist Portal, the ship will be turned and not allowed to pass through until the

enchantment is broken.

 

 

Righteously Mingle with Evil (Change)

 

Because of the change in SoloBattle, SB must be replaced with Self Control in the Righteously Mingle with Evil equation, so that it is now

RME= (LIS + SC + RT + GE + 2HE + KI)/7 .

 

Sword of the Spirit Growth Chart (New)

 

This chart will slow the character progression so that the players will have more time at each WordRune Level, hence more practice with the

WordRunes. This will not slow growth of Character Strengths since a flat 30 Maturity Units will be required to gain a higher level in those. This

chart assumes 20 of each level of WordRune will be recited, though in practice, players will probably use more lower level WordRunes to make up

the difference.

M.U.s needed=20*(next SS level)

 

 

Maturity Units Needed to Advance to the Next SS Level
Sword SpiritM.U.s neededTotal M.U.s
100--39
24040--99
360100--179
480180--279
5100280--400
6120400--539
7140540--699
8160700--879
9180880--2079
102002080 & up

 

 

 

Water Movement (WM) (Clarification)

 

This skill includes swimming, floating, and diving.

 

 

New Critical Hit Chart (New)

 

Note: First roll the StarLot to ascertain the type of hit, then roll again according to the instructions given to determine the damage result. All defense

modifiers last until the end of the battle or the death or healing of the combatant. Double damage = roll twice. Triple damage = roll three times.

Passive defense is the Battle Ability or Shield of Faith score without a die roll added. A hand wound on a creature that does not have hands becomes

a Foot Wound.


1) Back Wound
[1-5] Double damage; may not attack next round; defense -1
[6-9] Triple damage; spinal cord severed; paralyzed - roll on Paralysis Chart; only passive defense
[10] Instant kill



2) Groin
[1-9] Double damage; enemy loses next two attacks; defense -2
[10] Instant kill



3) Foot Wound
[1-2] Broken foot; double damage; enemy loses next attack; defense -2
[3-8] Normal damage; enemy loses next two attacks; defense -1
[9-10] Foot cut off; double damage; enemy loses one point PV per round until bandaged; can not attack; defense - 4



4) Chest Hit
[1-9] Double damage; enemy may not attack next round; defense -1
[10] Instant kill



5) Leg Wound
[1-2] Broken leg; double damage; enemy loses next two attacks; defense -2
[3-8] Normal damage; enemy loses next attack; defense -1
[9-10] Leg cut off; double damage; enemy loses one point PV per round until bandaged; can not attack; defense - 4


6) Abdominal Hit
[1-5] Double damage; enemy loses next attack; defense -1
[6-9] Double damage; enemy loses two attacks; defense -2
[10] Instant kill



7) Arm Wound
[1-2] Broken arm; double damage; enemy loses next two attacks; defense -2
[3-8] Normal damage; enemy loses next attack; defense -1
[9-10] Arm cut off; double damage; enemy loses one point PV per round until bandaged; can not attack; defense - 4


8) Hand Wound
[1-4] Normal damage; enemy drops weapon; enemy loses all attacks until another weapon is drawn; defense -1
[5-8] Double damage; hand is broken; enemy drops weapon; enemy loses all attacks until another weapon is drawn; defense -2
[9-10] Hand cut off; double damage; enemy loses weapon; enemy loses one point PV per round until wound is bandaged; defense -3


9) Neck Hit
[1-3] Just a scrape; normal damage; enemy loses one attack; defense -1
[4-7] Double damage; enemy loses one point PV per round until bandaged; defense -2
[8-9] Triple damage; spinal cord damaged; paralyzed - roll on Paralysis Chart; only passive defense
[10] Neck broken or head cut off --- instant kill

 


10) Head Wound
[1-2] Eye put out; double damage; loses next three attacks; defense -2
[3-9] Roll twice for extra damage; enemy loses next attack; defense -1
[10] Instant kill



Paralysis Chart (for Back or Neck Wounds)

[1-2] One leg
[3-6] Paraplegic
[7-8] Paraplegic + one arm
[9] Quadriplegic
[10] Coma

 

 

Optional Rules (Optional)

 

Advanced Combat Option - All-Out Attack and Defense (Terry Lilley)



A LightRaider may use the All-Out Attack by rolling two StarLots to add to his weapon rating for an attack.  Obviously, this can leave a LightRaider

somewhat defenseless, so he may not roll for defense during his foe's attack phase.  Only the LightRaider's Shield of Faith is used for defense when

using the All-Out Attack.  This option does not alter normal damage determination.

When a LightRaider needs to adopt a more defensive posture, he may opt to use the All-Out Defense and roll two StarLots to add to his Shield of

Faith.  The LightRaider may not attack when using this option.

 

 

New Character Creation (To make players work a little harder for that "super LightRaider") (Marty Bartels)

 

Generation of new characters can be done by rolling d5+2 for the nine Fruit of the Spirit scores (Love, Joy, Peace...).   All else remains the same. 

Since the characters start a bit lower in powers and abilities, this can actually allow the Adventure Master more opportunity to reward the players

for their actions.

 

 

Mounted Combat

  Mounted Combat Rules

 

Copyright (c) 1999 - 2015 by
Adventures for Christ
P.O. Box 0089
Bath, OH 44210-0089
All rights reserved.

Email me at: joerevesz@windstream.net

Copyright by Adventures for Christ, a division of the Lamb's Bride Project.
P.O. Box 0089
Bath, OH 44210-0089
All Rights Reserved.