Miscellaneous House Rules (in no particular order, mostly):

 

 

  1. New characters: get 95 stat pts (humans; check with me for others) to divide as they wish; 10 must be APP and points of APP are bought/sold at 1/2@.  400 skill points; maximum 2 skills at 75, 4 at 65.  Attack/parry or attack/dodge counts as 1 skill for points and caps.  Skills w/o experience check boxes may be raised to max 90 (1 skill only; doesn’t count toward max 75/65; others do).  You will probably start with 1 magic item that we/GM will design.  Choose 4pts divine magic, max 2 cults.  Your age is 25 +/- a few years. You get basic starting equipment. Personality traits: assign 1 at 15, 2 at 14, remainder as you wish <13.  Check with me for cult virtues.  Choose passions if you like.  We’ll work on the background as we go.

 

  1. Death: occurs (10-current GHP) strike ranks (SR) after reaching 0 or less HP.  So if you go to -10 GHP, you die instantly.  I usually allow D.I. attempts and hero point usage (see house rules on those) before this happens.

 

  1. Magic casting: Does not count as a combat action, but must separate any attack and magic casting by 3SR; so if you attack on SR 5 you can begin casting a spell on SR 8 + your DEX SR.  You can speed up spellcasting by boosting w/1 MP per SR faster, minimum DEX+1 SR (so you cannot speed 1pt spirit/sorcery spells or any non-MP-using divine magic).  If you must dodge or parry during spellcasting, you must make a concentration roll (INTx3%) or the spell fails and you lose 1MP.  Ditto for wounding or other big distraction such as running, piloting a boat, jumping, etc.  We use Spell Fumble tables for any magic casting fumble, so watch out!

 

  1. Melee rounds are 6 seconds and 10 SR (not 12 seconds as in RQ3; thus a minute is 10 rounds; a full turn is 5 minutes or 50 rounds).  Thus movement rates are halved, so a human can walk 1.5m/SR or run 3m/SR. In a round you can walk 15m or run 30m.  “Run” skill boosts speed by 1 on a success, 2 on a special, 3 on a critical for that round. Mounts lose -1 MOV for having a rider, and more if heavily encumbered. Swimming is at 1/2m/SR for humans; walking on the bottom of water is at 1/4m/SR.  Mobility and Slow spells reduce speed by 1/pt, so a Mobility 3 person moves at 4.5; a Slow 3 keeps a person from moving unless they make run rolls.  Using Mobility for a long time tires you out very fast.

 

  1. Fatigue: We don’t use fatigue points (FP; STR+CON-ENC) often, but you start to slow down running by -1m/SR once you reach 0 FP (running costs 1 FP/round).  If your ENC is over your FP, you lose 1m/SR anyway.  ENC subtracts from dodging, jumping, swimming (x5), and spellcasting as usual.

 

  1. Training and practice use a special chart downloadable from this rules section.  Subtract your bonus before calculating training time; it does not penalize you.

 

  1. Experience checks are as per usual RQ3 rules, but you always have a minimum chance of (bonus or INT/2, whichever is higher) to succeed even if bonus is negative. Take 1d6 or 3 pts on a successful check (failed skill roll).  POW checks are (21-POW)x5%; take 1 pt or roll d3-1.

 

  1. Spirit combat and melee combat (including parrying) have their own special rules; see those pages for details.

 

  1. Damage bonuses are calculated as such (STR+SIZ):

1-7:            -1d4 (-1d2 missiles)

8-9:            -1d3 (-1)

10-11         -1d2 (-1)

12              -1 (0)

13-23         0

24              +1 (0)

25-26         +1d2 (+1)

27-29         +1d3 (+1)

30-32         +1d4 (+1d2)

33-39         +1d6 (+1d3)

40-41         +1d8 (+1d4)

42-43         +1d10 (+1d10/2)

44-56         +2d6 (+2d3)

57-72         +3d6 (+3d3)

73-88         +4d6 (+4d3)

89-104       +5d6 (+5d3)

105+…      each 16 pts gives +1d6; run for cover!!

 

  1. We use modified Pendragon personality traits and passions, which are important for heroquesting and cult progression, among other things.

 

  1. Sorcery, shamanism and mysticism use slightly modifed Sandy Peterson’s RQ3 house rules.

 

  1. Anyone can use spirit magic, divine magic, and/or sorcery (big difference w/RQ3/HW rules); I’d do it differently if we redid campaign; too late.

 

  1. Languages limit communication skill usages to (2x language skill) maximum.

 

  1. Magic crystals:
    1. Dead crystals (just store MP): no limit to how many may be attuned; takes 1 minute and a Ceremony roll to attune (fumble = no attunement for 24hrs).  Thus crystals cannot be handed to others in the middle of combat.  Takes 1 minute to transfer any personal MPs into a crystal to refill; MPs may not be transferred out.
    2. Living crystals (have POW): may only be attuned to one at a time.  Other items such as amulets and spirits that need attunement as well do not count toward this limit.  To attune, find a quiet place for a day and roll Ceremony skill; if succeeds may roll POW vs. POW to attune.  If POW vs. POW fails, lose 1d3 POW.  Can try again if Ceremony or POW vs. POW roll fails, the next day.

 

 

 

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