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 a check. Critical use of skill or a fantastic result gains an extra check even for non-check skills. More about checks in this campaign.
The rest of the House Rules are divided into three sections: Magic, Skills, and Combat.
Magic
1. Natural Healing
2. POW gain rolls for player characters is from 21, 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.
3. Heal 6 required to mend limbs functionally incapacitated (double negative.)
4. Three SRs are required to begin spell-casting only if the focus is not available.
5. MP and/or Total HP may be used to power spells. When Total HP are used for this purpose, HP per location do not go down. Therefore using Total 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.
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. 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).
8. Conditions on Enchantments: The cost to put user or target conditions on a magic item is free if done during creation and only one POW for both if done after creation.
9. 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 of binding enchantments.
10. 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.
11. Healing Spirits can sacrifice MPs to heal damage (location HP only).
12. Lunar magic and Sorcery 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.
13. 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.)
14. 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, but this is even rarer.
15. Reuseable-type magic acquired and used as an Initiate is regained when the person becomes an Acolyte, Lord, or Priest. Reuseable rune magic is usable one per year instead of being one-use.
16. During sacred time, Initiates regain divine magic that is normally reusable.
17. Damage Boost does 1d6 damage extra per 5 intensity.
18. 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.
19. 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.
20. 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.
Skills
21. Subsequent attempts by the same person or other people in the same group to Track, Devise, etc. are -20% for each new Attempt. Subsequent attempts by the same person requires and idea roll (INT x 5.)
22. Communication skills are limited to the double lower of lore or language skill. Ex. Human Lore 23, Sartarite 24, Fast Talk 54. Fast Talk would be limited to 46 for human Sartarites.
23. No skill limits on any type of person or occupation
24. No such thing as a High Priest-Lord exists, note that no one is limited in skills and therefore the distinction is moot.
25. 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).
26. 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).
27. The base chance for an arbelest is 25%, the same as other crossbows.
Combat
28. 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.
29. Weapon damage rules for special hits:
30. 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. Note: critical resulting from escalation do not qualify for the free check for a critical.
31. New weapon effects: rapiers impaling do 3d6+3 damage plus STR bonus and naginatas do not impale (they slash).
32. Armor Layering: no armor can be worn underneath another except for padding (same cost, weight, and ENC as normal clothes, but it is one AP.)
33. Armor Customizing: armor can be customized for a particular individual and their fighting style. All customizing weighs nothing extra, but use clothing weight to determine cost. 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.
34. Casting spells
35. Actions
36. Statements of intent
37. Attacks and Parrys
38. ENC Rules
Fatigue Table
| Lvl | Amount | Effect |
|---|---|---|
| 1 | <= 25% | +5% on all skills |
| 2 | <= 50% | None |
| 3 | <= 75% | Move -2 |
| 4 | <= 100% | Move -4, -5% on all skills, +1 to rolls |
| 5 | <= 125% | Move -6, -10% on all skills, +2 to rolls |
| 6 | <= 150% | Move -10, -20% on all skills, +3 to rolls |
| 7 | <= 175% | Move -15, -30% on all skills, +4 to rolls |
| 8 | <= 200% | Move -20, -50% on all skills, +5 to rolls |
| 9 | <= 225% | Move -25, -75% on all skills, +6 to rolls |
| 10 | <= 250% | Move -30, -100% on all skills, +7 to rolls |
39. Fatigue Rules
40. Damage and Death
| Total HP | 01 | 02 | 03 | 04 | 05 | 06 | 07 | 08 | 09 | 10 |
|---|---|---|---|---|---|---|---|---|---|---|
| Leg | 1 | 1 | 1 | 2 | 2 | 2 | 3 | 3 | 3 | 4 |
| ABD | 1 | 1 | 1 | 2 | 2 | 2 | 3 | 3 | 3 | 4 |
| CH | 1 | 1 | 2 | 2 | 2 | 3 | 3 | 4 | 4 | 4 |
| Arm | 1 | 1 | 1 | 1 | 2 | 2 | 2 | 2 | 3 | 3 |
| Head | 1 | 1 | 1 | 2 | 2 | 2 | 3 | 3 | 3 | 4 |
| Total HP | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
|---|---|---|---|---|---|---|---|---|---|---|
| Leg | 4 | 4 | 5 | 5 | 5 | 6 | 6 | 6 | 7 | 7 |
| ABD | 4 | 4 | 5 | 5 | 5 | 6 | 6 | 6 | 7 | 7 |
| CH | 5 | 5 | 6 | 6 | 6 | 7 | 7 | 8 | 8 | 8 |
| Arm | 3 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 5 |
| Head | 4 | 4 | 5 | 5 | 5 | 6 | 6 | 6 | 7 | 7 |
| Total HP | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 |
|---|---|---|---|---|---|---|---|---|---|---|
| Leg | 7 | 8 | 8 | 8 | 9 | 9 | 9 | 10 | 10 | 10 |
| ABD | 7 | 8 | 8 | 8 | 9 | 9 | 9 | 10 | 10 | 10 |
| CH | 9 | 9 | 10 | 10 | 10 | 11 | 11 | 12 | 12 | 12 |
| Arm | 6 | 6 | 6 | 6 | 7 | 7 | 7 | 7 | 8 | 8 |
| Head | 7 | 8 | 8 | 8 | 9 | 9 | 9 | 10 | 10 | 10 |
| Total HP | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 |
|---|---|---|---|---|---|---|---|---|---|---|
| Leg | 11 | 11 | 11 | 12 | 12 | 12 | 13 | 13 | 13 | 14 |
| ABD | 11 | 11 | 11 | 12 | 12 | 12 | 13 | 13 | 13 | 14 |
| CH | 13 | 13 | 14 | 14 | 14 | 15 | 15 | 16 | 16 | 16 |
| Arm | 8 | 8 | 9 | 9 | 9 | 9 | 10 | 10 | 10 | 10 |
| Head | 11 | 11 | 11 | 12 | 12 | 12 | 13 | 13 | 13 | 14 |
| Copyright © 1995 by Michael Derry, derry@jugenstil.com | Updated January 3, 1995 |