House rules

Ability score generation:

  1. Choose to create 1 or 4 characters.
  2. Choose rolling method A, B or C.
  • A) 3d6 in order. Before rolling, assign 6 “re-roll 3d6, keep best” to the ability scores as desired.
    If you do not declare otherwise, rolling is completed for each ability score in order, i.e. with 4 str re-rolls and 2 dex re-rolls, rolling would be str, str, str, str, str, dex, dex, dex, con, int, wis, cha.
  • B) low flip: roll 3d6 in order. For any roll, take the rolled value or 20 – the value.
  • C) ACKS: roll 3d6 in order. Then may trade non-prime scores at 11+ for prime scores at 2:1.
    A rolled character must be played for at least one session. Optionally, you may create 4 characters and select a main, a heir and a spare. These must be played until death. The last is an NPC for the GM.

In my prime: at level 1, 7 and 13, gain +1 to one of your class prime requisites. (At first level, may instead switch your best ability score with one of your class prime requisites.)

Hit points: maximum hp at first level. When you gain a new level, increase hp by 1 + con modifier*, then re-roll all your hit dice and take the higher of the two. Con penalty can not reduce hp/lv to less than 1. It is possible to re-roll hp instead of gaining a fate point when gaining a level, but the previous roll is discarded. Example: Bob has 1d8 hit dice, and -1 con. So for first level his hp are 7. At 2nd level his hp increases to 8, and then he rolls 2d8 – 2 (but no dice worth less than 1). If his rolled total is equal to or more than 8, that is his hp, e.g. if he rolls 12-2 = 10, he has 10 hp at level 2. Reaching 3rd level his hp increase to 11, and he rolls 3d8 – 3. If he rolls 8, 1, 7, his new hp is 7 + 1 + 6 = 15. * hp transition: if you have more than theoretical max hp for your current level, you only re-roll.

Due to their short height, dwarves can’t use two-handed weapons, arbalests or longbows.
Due to their short feet, dwarves count as at least lightly encumbered for speed.
Dwarven attention to detail gives a bonus on proficiency throws as follows:
Craft priest +3, Delver +2, Fury +0, Machinist +3, Vault guard +0

Fate points & luck points: These can be spent for effects detailed below. Points can only be spent once per round, and only one luck point can be spent at a time. Every character starts with 2 + Charisma mod fate points, and an equal amount of luck points. One fate point and 1d4 luck points are gained each level. Also, when another character (or henchman) gains a level, roll 1d4 – level difference (+2 if your character or henchman): if the results is more than your current fate points, gain one fate point. When drawing chits, (chit value – 2) luck points are gained. Luck points can never exceed fate points – extra points are lost immediately for no effect.
Fate & Luck with Crits & Fumbles: On a forced crit re-roll, only a complete miss will cancel the crit. On a fumble re-roll, only a hit will cancel the fumble.
“Late” declaration of Fate & Luck use: cost is increased by 1. “Late” is when ANY other die has been rolled. For example re-rolling a crit after the following to hit roll, or re-rolling a hit after damage has been rolled.

Fortune’s Favor (1): Add 1d8 after a d20 roll, unknown result. (attack, proficiency, save)
Fortune’s Fool (1): Re-roll. (attack, save, force opponent to re-roll attack against PC)
Mighty Blow (1*): Do not roll to hit – automatic natural 20. 6+ save or weapon destroyed.
Providence Smiles (1*) Describe a small plot break you gain. May be overruled.
Sound The Charge (1): Double your movement rate for a round.
I Just Made It (2): Do not roll a save – you made it.
You Missed Me (2): Change a hit to a miss.
Down But Not Out (3**): on a mortal wounds result of “You die unless healed to 1 hp…”: become healed to 1 hp. Or roll on mortal wounds table without assistance.

  • Once per session. ** Once per level.

Bonus chits:
We have a pool of chits. Each player that arrives on time gets to draw a chit, unless holding more than his level in chits. The GM gets to draw a chit for each player that does not arrive on time unless timely notification has been given. The GM can not hold more than 2 colored chits of each color. If all players arrive in time, the GM draws party chits equal to the highest level player. Party chits can only be spent with agreement from all players. They can be used to reduce damage equal to their bonus. Underdog score: is sum of your ability score modifiers + level. A bonus chit is awarded to whomever rolls lower on 1d6 + underdog (The GM underdog score is level of the highest level character in the party). Whomever has the lowest total gets a bonus draw, player wins ties with the GM. Mulligan: after drawing chits, a player may discard ALL his chits to draw half that number of chits (rounded down).

Chits give a bonus to a die roll equal to x (GM gets to draw a chit) (or +y “GM denial”):
White +1 (
1) (60 chits), Red 2 (1) (30 chits), Blue 3 (2) (10 chits) Green +4 (minor quests, expended*), Black +6 (major quests, expended*) * 50% chance unless used by GM or every player discards their highest non-quest chit.
Once per encounter (per day if not encounter related) per character/monster a chit can be spent before rolling a d20 roll to add 1d6 per bonus instead of bonus. (On mortal wounds/tampering with mortality rolls you can always do this).

?? Save vs Chit: when a +x chit is used to harm you, you may use a same or greater bonus chit to try to avoid this. Roll a save vs your underdog score. If you make your save, no chits are used. If you fail, your chit is lost and original chit used as attempted. ??

See separate “Feel lucky today” document for other chit gambling opportunities.

Encumbrance / carry items: it is possible to use:
1* backpack on back (4 stone)
2 shoulder packs over head & shoulder (large, 5 stone) but -10 on all tasks with corresponding hand, no shield/weapon/spell use. Takes a full round with both hands free to drop or pick up one.
2 small smacks in hand (2 stone) or large sacks in hand & shoulder (large, 6 stone)
1* small sack (2 stone) and scabbard*, quiver*, spell comp. pouch* / purse* (half stone)

  • these count as worn clothing for encumbrance purposes
    Sleeping in armor : – 1, armor weight is doubled.

Strength effect on encumbrance levels:
1 51 / 7+2 / 10+3 / 21
2 53 / 7+4 / 11 / 22
3 54 / 8 / 11+3 / 23
- 1 4+5 / 6+4 / 9+3 / 19
- 2 4+3 / 6+2 / 9 / 18

Dragging: you can drag up to double your max load. You count as retreating while dragging (regardless of movement). Movement while dragging is 5 feet per round. Picking up a helpless creature if you or the helpless creature is engaged in melee is a special maneuver. (Melee attack opponent with -4, save vs Paralysis prevents.)

Armor/shield, AC, DS: Damage conversion to Subdual (DS):
Each point of DS causes one point of damage to be changed to subdual damage.
Armor has 1 DS, (2 DS at 5+ current HP, 3 at 9+ etc). A magical armor bonus increases AC (and so maybe DS).
Shield has 1 DS which applies when the hit roll exactly matches the defenders AC (or more if increased shield hit range). A magical shield bonus increases shield hit range and DS (not AC).
Armor/shield damage:
On a critical hit dealing damage at least equal the armor AC bonus * (1 + magic), armor may become damaged. Shields may become damaged if a crit follow-up hits the shield hit range. In either case, a saving throw vs paralysis will prevent damage. A damaged armor or shield no longer provides DS.
Repairing a point of damage is a task for armorers. Repair costs 50% of the armor/shield cost. Time taken is one day per sp cost.

Initiative: Dexterity does not modify initiative, except for order of characters with the same initiative result.
We use d10 instead of d6 for initiative, so we need to change the initiative modifier. Calculate your total initiative modifier, then multiply by 1.5 (rounding away from 0). Initiative is rolled simultaneously by all players. If you are doing something that needs to be declared at start of turn*, roll d20 instead. If you make a display of this before rolling, you get no actions at all this round! *Heal/Spell/Treat Wounds, Parry/Retreat/Withdraw, Charge/Run.

Combat movement is simultaneous.

Critical hits / fumbles:
20 = free additional attack. X – doubling of damage: roll 1 die and multiply by X.
1 = opponent gets free attack. If it is impossible for opponent to attack, you tangle yourself up and do nothing next round.

Unfocused defense: If you are engaged in melee and decide to attack someone else, anyone who is attacking you gains +2 to hit for their next to hit roll.

Dex AC bonus only applies vs missiles if dodging, i.e. in melee combat or moving (at half move speed).

Death / Mortal wounds: Down because of subdual damage (current hp > 0) is 5 (10 if less than half hp real damage). Rolls have an additional +10 “tough” bonus if you don’t use any chits or a + 5 “wuss” if you do (unless at negative more than max hp). Hit location d6: 6: Head, 5: Face, 4: Legs, 3: Arms, 2: Lower body, 1: Upper body.

Touch spells in combat: A touch spell in combat always requires a touch attack, even on friendly targets. On friendly targets, a +2 to hit bonus applies regardless of target facing. On a failed attack, it is possible to “hold” the spell until next round with a successful save vs spells (incl wis), while concentration is maintained.

Desperate parry: On exact hit / shield hit*, may risk own shield or weapon to reduce damage. Make a save vs paralysis:
Success + damage (or nat 20): no damage item ok.
Success: no damage (to limit), item damaged 1 hp + excess.
Failure: subdual (to limit), item damaged 1 hp + excess.
Failure by more than limit: you damaged, item ok.
Fumble (nat 1): you damaged, item destroyed.
Limit: Shield 10, weapon max damage. Reduced by item damage. Excess is damage.

  • or any hit if in parry stance, but may not take any other action.
    **damaged weapons are -1 per hp damage. Damage may be repaired by smiths.

Acrobatics: Agility is balance and movement of the whole body. Does not help for any special maneuver save except knock down.

Healing: “once per day” throws take effect at once. Results are temporary unless proper long term treatment is initiated in time: 1 turn for rank 1, 3 turns for rank 2, and 1 hour for rank 3. Each throw counts as 1 patient. Different effects may be attempted on the same patient, but if the same effect is attempted on a patient more than once in a 24-hour period it fails automatically. A healer can interrupt his long term treatment to perform other tasks, as long as an assistant with at least rank 1 can cover for him. Each hour of other tasks counts as 1 patient. Example: a chirurgeon (5 patients) could neutralize poison (14+), cure disease (14+), cure serious wounds (14+) and cure light wounds (18+) on the same patient, and do one hour of other tasks. He would then be unable to try helping anyone else.

Weapon & shield style: no AC bonus, but shield DS + 1 and shield hit range +1.

Henchmen: have 13 in their prime ability score(s), 10 in the rest, other according to template. 0-level henchmen have no primes, start at 0 xp and 3 hp. They gain 1 hp at 25, 50 and 75 xp, and level up to full 1st level fighters at 100 xp (unless trained, see page 147). Leveled henchmen have advanced 3d20% toward next level when recruited. When your henchman levels/changes to PC status, you may/must create him as a regular character. If you wish to create a non-random classed henchman, you must create a good in-game reason and story, get it approved by the GM, and visit the GM to generate outside of regular gaming time.

Henchman morale/loyalty: In combat, henchmen must roll morale if reduced to half dead, the first time someone goes down, or if half the party goes down.
For permanent events (loyalty), event modifier is applied before the roll. For example, a henchman at loyalty +2 that gains a level rolls at +3.

Good spirits: to stay in good spirits a character in civilization needs to spend weekly living money according to his character level: 0: 3 sp, 1: 6 sp, 2: 12 sp, 3: 25 sp, 4: 50 sp, 5: 100 sp etc.

A character can choose to spend more or less money. Living above your level grants excellent spirits: Roll a hp total as if you were of the new level, and gain temporary hp equal to the difference from your current max hp. While these temp hp are > 0, you are under the effect of a bless spell. Slumming at levels below actual level is demoralizing: roll a hp total as if you were of the new level, and take fatigue (not curable subdual damage) equal to the difference. While you have fatigue, you are under the effect of a bane spell. You functioning at the decreased level for all purposes except earned proficiencies, spell repertoire and hit points. Temporary hp and subdual damage never last more than a week after spending ends. Decreased level lasts until monetary treasure gained in a single instance exceeds accumulated spending needs, or enough weekly money is spent. Accumulated spending needs cap at 1 month, so 5 times your spending will always get you back in high spirits.
Example: your 4th level character has been robbed and has no money upon return to civilization. This is extremely demoralizing, but your character manages to get a loan of 25 sp and spends it all. Unfortunately the party has to stay for two weeks, so this still only lets you live like a 2nd level character. To get back to good spirits you will have to either find a single treasure where your normal share is at least 75 sp, or spend 125 sp the next week you return to civilization.

Good spirits & henchman loyalty: henchmen get loyalty modifiers equal to the level difference if paid to live at a different level.

Level up training: gaining a level requires 1 week of practice in civilized lands (at a living cost equal to your next level: no pay, no practice). There is no xp cap, but levels must be gained one at a time.

Standard experience awards:
Kill xp, Loot xp (per silver*), Magic item xp** (50% discovery, 5% per use to 10 uses), Story xp.

  • Loot does not include dragging piles of mundane items to sell, as usual it’s GM discretion.
    • item xp is typically 1/10 of the “value” of the item.
      Character legacy xp: works as magic item use, i.e. you gain an xp bonus equal to 5% of your base legacy xp for the 10 first sessions, starting the session after death. See below for how to find your base legacy xp.

Level based experience awards (all are GM discretion).
0: 25, 1: 50, 2: 100, 3: 200, 4: 400, 5: 800, 6: 1600, 7: 3000, 8+: 5000
Reward depends on level of dungeon / scenario / adventure / area, not level of party!
All damage-related awards require a minimum of 10 + level damage.

First time clearing a new dungeon room / wilderness encounter area / etc.
Gaining significant information from or cooperation with an important NPC.
GM good time bonus.

Creative useful ideas, interesting play.
Killing spree: Kill an opponent each round for 3 consecutive rounds
New personal best damage dealt or healed.
New party best melee damage 22.
New party best missile damage 19.
New party best spell/magic item damage 15.
New party best damage healed 15.

Melee classes:
Precision cutter (3x melee critical)
Expert marksman (3x ranged critical)
Flesh wound: Taking heavy damage from a critical hit without dropping.
Bloodbath: deal heavy damage with a critical hit

Stealth classes:
Disabling trap (or finding and bypassing it)
Stealth kill
Trap kill

Spellcaster classes:
Zap! Deal max heavy damage with spell that does random damage.
Saving a comrade from death. (Mortal wounds result of 15 or less before your modifiers.)
Adding a new spell to your spellbook. (Excepting free level-up spells.)
First time casting a new spell with a creative/heroic result or to further ethos/religion.
Performing religious acts.
Succeeding in magical research.

Accumulating legacy xp: if your character dies, record his xp total at time of death (a dead pc does not gain a share of xp). Add half your old legacy xp. The better of this sum and your old legacy xp is your new legacy xp total.
Any new character* of yours counts as using a magic item with this much xp value, but no discovery xp. (* or freshly activated)

Legacy xp for henchmen that convert to PC status: if your henchman was recruited with more than 0 xp, subtract 10% of his starting xp from the legacy xp gained each session. When your PC that was a henchman dies, subtract 10% * remaining sessions of legacy xp from his starting xp before calculating legacy xp. Example: your PC dies, you end up at 10.000 legacy xp, and you activate a henchman who was recruited at 2.000 xp. A new PC would usually gain 500 xp per session, but your henchman will gain 500 – (2.000 / 10) = 300 xp per session. 9 sessions later your henchman dies at 6.000 xp, which is adjusted to 5.400 xp for legacy calculation. Your new legacy xp is 10.000/2 + 5.400 = 10.400.

Legacy xp for energy drained characters: calculate legacy xp as if your character died with the xp he had before the energy drain (multiple levels drained, or new drains before exceeding legacy gain, are only calculated once). As long as your character has less xp than he would gain (total) from legacy, he gains legacy xp as a new character. Example: your character at 10.000 xp is drained to 3.000 xp. From before, you had 9.000 legacy xp. Your new legacy xp is 14.500 xp, so as long as your character is at less than 7.250 xp he gains 725 xp each session.

House rules

MartinsHouse Weron