Welcome to Morus
You can follow these links to reach a handy summary page for your campaign:
- Athletic Running: Running uses an Athletics roll instead of the standard running die. With a success, you double your Pace. With a raise, you triple it.
- Competent Extras: Unless an Extra is cannon fodder, they get the Wild Die when making trait rolls. This makes Extras as competent as Wild Cards, although they still don't get Bennies or Wounds.
- Multiple Languages: You start knowing a number of languages equal to half your Smarts die. Taking the Linguist Edge at character creation will double this. You can learn new languages by spending Advances or training.
- Simple Encumbrance: Encumbrance is measured in significant items. A significant item is one that weighs more than 5 pounds, is unusually bulky, or any collection of small items large enough to be significant (GM's discretion). Very heavy items (20+ pounds) might count double. You can carry a number of significant items equal to half your Strength die without being encumbered.
- Skill Specialization: Applies to the following skills: Academics, Fighting, Shooting, Science.
- Wound Cap: Regardless of how many raises are ultimately rolled, a single damage roll cannot cause more than 4 Wounds; therefore, you never need to Soak more than 4 Wounds. This may be waived for massive damage at the DM's discretion.
Here is a quick reference to convert ranges and distances given in inches:
- 1" is equivalent to 2 yards or 6 feet.
- Small Burst Templates have a 1" (6 foot) radius; or you can just say they affect 1d3 nearby foes.
- Medium Burst Templates have a 2" (12 foot) radius; or you can just say they affect 2d4 nearby foes.
- Large Burst Templates have a 3" (18 foot) radius; or you can just say they affect 2d6 nearby foes.
- Cone Templates are 9" (54 feet) long, and are 3" (18 feet) wide at their widest point. Or you can say they affect 2d4 foes in a line.
Image credit: Sergey Pesterev