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Guederia House Rules

(Some taken from Steve Mauer's Heroquest, RQ IV, BrandonQuest, and RQ Digest)

Introduction

These rules were used during most of the Guederia campaigns with small changes over time.

Main Change

Experience checks are no longer used as per the normal rules. Instead, at certain points in the game deemed appropriate, the players will be given a certain number of skills that may be rolled for increase. Outstanding, extraordinary, and other situations involving specific skill use that are deemed to be good role-playing will be rewarded with skill checks beyond the allotment granted to everyone else. Note: only one check per skill and a POW check counts as one. Critical use of skill or a fantastic result gains an extra check even for non-check skills. See Page about checks in the Red Moon Over Sartar Campaign

1. MP and/or HP may be used to power spells. When HP are used, HP per location do not go down. Therefore using HP to power spells is very dangerous if one were to get in combat: any blow might be fatal. Also note that Heal does not heal total HP damage.

2. Death: Loss of total hit points (HP=0) and/or double negative in a vital location results in death at the end of that round. Instant healing will keep the spirit from leaving.

3. Severed Limbs: A slashing weapon that does double the location's HP in one blow severs the limb. A severed limb may not be reattached with any healing (except: Reattach Limb), but the HP loss could be healed. Regrow Limb or Regeneration will start the process of regrowth.

4. Magic Point Matrix Enchant: Same as normal version, but MP storage per POW is different. The normal divine spell version makes 2d6 MP storage per POW. The normal spirit or sorcery version makes 2d4 storage per POW. Note: one God, Enikal, has a special version that provides 2d8 MP storage per POW.

5. Conditions on Enchantments: The cost to put user or target conditions on a magic item are free if done during creation and only one POW for both if done after creation.

6. Spirits Possessing a being, regardless of if dominant or not, must be forced out first before that being can be possessed. If a cult Spirit of Possession is lost in this way, it can be regained with a successful Ceremony roll at a temple (not a site or shrine) and as long as the cultist is in good standing with the cult.

7. No skill limits on any type of person or occupation

8. Brew (Potion): Potions are Animal, Mineral, and/or Plant based, therefore use the lower of the appropriate base or the specific brew skill to determine POT of potions (POT=lowest skill divided by five, round down).

9. Special Metals: Iron weapons do extra damage. This varies on their craftsmanship, meaning more damage for sharper or denser weapons. Steel or other exotic weapons work the same way. Note: blunt Iron or Steel weapons do not do double damage to armored Trolls because the metal must touch skin (Note: critical hits do touch the skin and cause full double damage). Examples are +1 for average Iron and +10 for excellent Truestone (+20 for legendary Truestone).

10. Weapon damage rules for special hits:

Slashing weapons roll weapon damage twice with normal STR damage.
Crushing weapons do normal weapon and STR bonus damage plus maximum STR bonus damage.
Impaling weapons do maximum weapon damage plus normal rolled weapon and STR bonus damage.
Criticals ignore armor or do double normal damage, whatever has greater effect.
Supercriticals are one-hundreth of skill level and have the effect of a special hit and also a critical that ignores any armor (even critical resistant armor). A person must have at least a 100% chance to even have a 1% chance of Supercriticaling.
Hypercriticals are 1/400th of skill and the effect is whatever is desired.

11. Beings in an enchantments are released about ten rounds after the caster of the current Control, etc. spell dies. If someone else (other that the current caster) does not want to release a spirit from an enchantment upon using it, the new person must cast a new Control, etc. spell. Shamen have better control over spirits and the spirits under their Control spells will not leave until a day after their spirits leave their body.

12. One can learn both Intensity and Amplify but would probably anger one group (Shamen or Sorcerers) because of broken trust.

13. No such thing as a High Priest-Lord exists, note that no one is limited in skills and therefore the distinction is moot.

14. All cult obligations must be met unless one is willing to be Excommunicated. Therefore, Initiates in multiple cults will owe time and money to all. Note that unfriendly cults may try to cause the follower to leave the other cult(s).

15. Spirit magic for cultists is limited to the spells listed under the cult. Additional spells may be gained from a friendly Shaman, but these are rare. Note that some temples have Shamen that are receptive to students from the cult and they will teach other spells.

16. Former Shaman cannot use Combine, Distance, or Prolong and former Sorcerers cannot use Duration, Multispell, or Range. To do either would require that person to return to the requirements to maintain those skills and give up conflicting ways (like being a cultist). Also to become a High Priest one must never have been a Shaman or Sorcerer either. But, other levels in temple hierarchy are possible for former Shaman or Sorcerers.

17. Land of the Ninja has provision for mastered skills (91+). Someone who gets this high might be able to get a cult spirit, a powerful independent spirit, or a special skill master to awaken a special ability for a mastered skill. If this occurs, your chance to succeed in this new skill starts at your critical chance and increases as per your normal % in the skill (ie. it is hard to increase because you must increase it as if it were 91+.) The effects vary but generally this skill allows you to continue attacking, parrying, etc. until you miss your special skill roll. It takes 1 MP per weapon or skill used to get this special effect.

18. Three SRs are required to begin spell-casting only if the focus is not available.

19. Binding Enchantment is a single spell used for creation of binding enchantments. Each enchantment is species specific, but there is only one spell to create all types.

20. Subsequent attempts by the same person or other people in the same group to Track, Devise, etc. are -20% for each new Attempt.

21. Attack effects are escalated in certain situations. If the target is Befuddled, unconscious, unaware, or surrendering (applies also to some Demoralized foes) the level of success goes up. Fumbles remain the same, but misses become normal hits, a normal becomes a special, a special becomes a critical, and a critical becomes a supercritical.

22. New spirit spell effects: Befuddle is ended if the victim is attacked. Coordination adds two points of DEX per point. Glamour adds three points of APP per point. Repair permanently mend full HP of objects as long as they have HP/AP remaining. Silence subtracts 15% per point.

23. Shapechanging and Diminish/Enhance SIZ spells effect the equipment the target is carrying. For shapechanging, if the items are less than one ENC then they are subsumed in the transformation and armor (other than 1 AP padding) does damage equal to the AP to total HPs. Armor and equipment temporarily shrinks and enlarges during Diminish/Enhance SIZ spells.

24. New weapon effects: rapiers impaling do 3d6+3 damage plus STR bonus and naginatas do not impale (they slash).

25. Healing Spirits can sacrifice MPs to heal damage (location HP only).

26. The divine magic spell Heal Body heals all location and total HP damage, including poison, fire, and similar damage but not including acid or damage that completely destroys the location.

27. The maximum MPs that may be put into a sorcery spell is limited by the appropriate skill. The limit is the skill divided by 5, round down. For example, if a sorcerer has 54% Intensity and 47% Duration, no more than 10 MPs may be put into Intensity and 9 MPs into Duration by the Sorcerer.

28. Shamanic and Sorcery spells and special spell skills limit the number of magic points that can power a spell. The total MPs used in a spell cannot be greater than the skill in the spell divided by five. Each special spell skill divided by five also limits the MPs that can be expended for that special spell skill.

29. Reuseable-type magic acquired and used as an Initiate is regained when the person becomes an Acolyte, Lord, or Priest.

30. Damage Boost does 1d6 damage extra per 5 intensity.

31. Stun: If a blow causes damage greater than 1/2 hit points, then the target is stunned for one round for every point over 1/2 HPs.

32. Fatigue: Calculations and effects of fatigue are somewhat different than before. Long marches and lack of good sleep affect fatigue adversely. Fatigue in battle will be kept track of as a group and special penalties will be imposed on those over-exerting themselves. Subtractions from skills will occur in 5% blocks.

33. The base chance for an arbelest is 25%, the same as other crossbows.

34. POW gain rolls for player characters is from 25, or normal if higher. The roll for points is as per RQII: d100, 1-10=3 POW, 11-40=2 POW, and 41-00=1 POW.

35. Armor Layering: no armor can be worn underneath another except for padding (same cost, weight, and ENC as normal clothes.)

36. Armor Customizing: armor can be customized for a particular individual and their fighting style. All customizing weighs the same as clothes. Normal customizing adds 1 AP and costs 100 per ENC. Iron customizing adds 2 AP and costs 500 per ENC. Steel customizing adds 4 AP and costs 1000 per ENC.

37. During sacred time, Initiates regain divine magic that is normally reusable.

38. Damage and Death

  • If a non-chest or abdomen takes 3 x HP with one blow, it is severed if hit with a slashing weapon, crushed if hit with a blunt weapon. Impaling weapons have no extra effect.
  • Chest and abdomen require 4 x HP in one blow for the same effect.
  • Going double negative in a vital does not kill someone.
  • Each round at least one location is still negative from the round before, Total HP decrease by one.
  • One cannot heal or first aid oneself if negative in head, chest, or abdomen.
  • Impales must do hp damage > location to be stuck

    Death
    Total HPDeath RollFatigue Effect
    4-6NANone
    1-3NA+1 short term
    0CON x 5None
    -1CON x 4+1 long term
    -2CON x 3None extra
    -3CON x 2None extra
    -4 or lessCON x 1None extra

    Roll at the end of the round for death. A roll above the death roll means that player dies. None extra means that a player loses one long term fatigue level when dropping to negative Total HP.

    39. The maximum points of a spirit spell that can be learned is POW/3. Only rare exceptions are made to this rule via divine intervention. (The process is not normal DI but does cost POW: one POW per point over current max.)

    40. A combat round lasts 10 seconds. In it, a character may perform two "actions". Sometimes these actions are sequential (e.g., casting two spells); sometimes they are intermingled (e.g. attacking and parrying). The following are actions:

  • Attack
  • Parry
  • Dodge
  • Throw or Fire a missile
  • Cast a spell, as long as total mp spent this round is <= 4
  • Move: move x 1/2 (15m/action)
  • drawing a weapon on one's back, or readying a shield.
  • Attacking in Spirit Combat
  • Defending in Spirit Combat (otherwise defense halved)
  • Look around carefully (use Scan at full)
    The following take two actions :
  • All-out Attack. Last SR: +3 damage or Attack x 1.5
  • Casting a spell requiring over 4 mps
  • Running: move x 2 (60m/round, unencumbered)
    In addition, one "minor action" is permitted free. These include :
  • drawing a belt weapon;
  • switching hands with a weapon;
  • loading a bow or sling;
  • moving MV / 4 meters;
  • backing up a pace or two;
  • opening a door;
  • scanning at half skill.

    41. Statements of intent

    No conditional statements of intent
    Aborts still allowed
    More organized statements

    42. Casting spells

    Casting heal is automatic
    Casting spells on self, no need to overcome defenses

    43. Attacks and Parrys

  • Option 1: For every multiple of 100%, a player can split their skill to at least 100% and others. Only one of the multiples can be less than 100%. Example a 325% Attack could not split, split to 3 x 100 and 1 x 25, etc.
  • Option 2: Skill over 100 can be used to reduce the enemy's chance of success, attack or parry. This means that against tough opponents, players will need to say how much they hit by.
  • Option 3: Combination of the two. Example a 325 Attack could be split to 2 x 100 and a 125, the 125 reducing the enemy's chance to parry by 25%.

    44. Natural Healing

    D3 points per week to each location and d6 to total HP.

    45. ENC Rules

    ENC rules are based on percentage of personal ENC used. There are two types of fatigue loss, long and short term.
    Compare current fatigue to total fatigue to detemine starting fatigue level.

    Fatigue Table

    LvlAmountEffect
    1< 25%+5% on all skills
    2< 50%None
    3< 75%Move -2
    4< 100%Move -4, -5% on all skills
    5< 125%Move -6, -10% on all skills
    6< 150%Move -10, -20% on all skills
    7< 175%Move -15, -30% on all skills
    8< 200%Move -20, -50% on all skills
    9< 225%Move -25, -75% on all skills
    10< 250%Move -30, -100% on all skills

    Move is based on move per action
    If move is reduced to zero or negative, Move = 3m/action
    Movement loss also applies to one's mount

    46. Fatigue Rules

    Long Term Fatigue Losses
    Increase one level
  • Three hours of marching
  • Six hours of riding
  • Location goes double negative
  • No food for 3 days
  • No water for 12 hours
    Decrease one level
  • Two hours of sleep
    Short Term Fatigue Losses
    Increase one level
  • Every four rounds of normal action
  • Running (move times two) for a round
  • Location goes to zero or less
    Decrease one level
  • No action at all for a round
    No change
  • One action per round instead of two


    Hit Point Chart

    Total HP01020304050607080910
    Leg1112223334
    ABD1112223334
    CH1122233444
    Arm1111222233
    Head1112223334

    Total HP11121314151617181920
    Leg4455566677
    ABD4455566677
    CH5566677888
    Arm3344445555
    Head4455566677

    Total HP21222324252627282930
    Leg7888999101010
    ABD7888999101010
    CH991010101111121212
    Arm6666777788
    Head7888999101010

    Total HP31323334353637383940
    Leg11111112121213131314
    ABD11111112121213131314
    CH13131414141515161616
    Arm88999910101010
    Head11111112121213131314


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    Copyright © 1995-6 by Michael Derry, derry@jugenstil.com Updated April 25, 1996