15.1.3. Assurance (Optional):
“Assurance” is an alternative to the “Earn-as-You-Go” Experience
system and is meant to encourage teamwork and camaraderie. Whenever
an individual PC or the entire party does something worthy of XPs
(as described in Section 15.1.2), rather than awarding XPs, the GM
instead immediately awards the party one “Assurance Token.”
Thereafter, any party member may choose to discard one unused
Assurance Token to gain a +2 bonus toward any Task Attempt (before
rolling). A party may never have more unused Assurance Tokens than
twice the number of PCs (e.g., a party of three PCs could have a
maximum of six unused Assurance Tokens). Once a party has reached
its maximum unused Assurance Tokens, the GM may choose to employ the
“Earn-as-You-Go” Experience method until the party’s unused Assurance
Tokens fall below the maximum. This system will reduce the number of
XPs the GM awards during play, while still providing an immediate
and meaningful reward for exceptional achievements.
Assurance Token are specific to any given “adventure” or game session
(as determined by the GM), after which any unused Assurance Tokens
must be discarded.
B.4. MELEE WEAPONS:
Melee weapons with the “Throw” special feature will not suffer the
usual -1 Attack and -1 DC penalty that ordinarily applies when
performing a throw attack with a melee weapon (see Section 7A.16).
Such weapons include Javelins, Throwing Knives, Throwing Hammers, and
Tomahawks.
If a melee weapon has the “Spiked” special feature, on any successful
hit the wielder may choose to have the weapon inflict either Sharp or
Blunt damage, at his option, and may compare the Wound Level each
damage type would inflict before choosing.