My old house rules for Crypts and Things (e)
Aug 21, 2018 11:39:44 GMT -5
Old Timer and El Borak like this
Post by mao on Aug 21, 2018 11:39:44 GMT -5
NOTE: I run low level games(1-5) so take that into consideration when using these)
Healing
Strong drink 1 /day heals d4+L HP
Second wind You catch your breath and rest for 1 combat round gain D4+L HP and +2 to AC for round
Bind wounds Heal D4 plus L HP once a day 3 round action, additional binding in same day cures d2
Stat generation
1)roll 3d6 in order
2)If you roll one or more 16s you may swap two stats
3) if you do not get #2 you may replace two of your stats w/ a 15 and a 13
4)You may declare your character "Hopeless" and roll again, this time you may only replace one of your stats w/ a 15
5) If you really, really want to you can roll again and replace one of your stats w a 14 (now your stuck)
6) Wisdom is min 8
Luck
Luck is determined by D4 +7
Fighters
- get 3 specializations to start (I've got a bunch of them coming)
- get d6 +3 HP per L
Sorcerers
Patrons
(this idea is a work in progress so will be prob fiddled with)
In keeping with the traditions of S&S literature, patrons are the source of your magical power. Patrons take many forms. Remaining angelic beings, very minor demigods,.liches, and Others, Specific advantages and disadvantages will be in the description of specific patrons (below, coming) all must be apeased and sacrificed to.
As a cool RPing hook your spells verbal components can be invoking the name of your patron.
If you have no Black magic in any of your spellbooks you can cast 1 add'l cure per day
Corruption
Again as the players will be spending a Loooong time at first and low levels,corruption is calculated normally then the percentage roll is 1/3rd of actual total
Cantrips
add 4 Cantrips from list to your spellbook
Sorcerers cast 6 cantrips at first l then one add'l cantrip at odd L
2 of the beginning cantrips are Permanently chosen and may be cast 4/ day , one can be changed each time you gain a Level
As cantrips are very weak they do not attract Others nor do you gain Corruption from them
(lists to follow)
(more to come)
Armor and Weop's
Weapons
Battle Axe D8 ignores 1 damage resistance
Hand axe D6 may be thrown
Dagger +2 to hit
Heavy Mace D8 does 1 HP on a miss
Lt Spear D6 reach, may be thrown
Heavy Spear D8 reach
Staff D6 -1 AC if used Two handed)
Long Sword D8/D12 vrs large
Short sword +1 to hit
Two Handed Sword D10/ 3d4 vrs large
Two Handed Battle axe D8 +1 ignores 1 pt of damage resistance
Military Pick D6 Crits on 19/20
Steel weapons
average +1 to hit (5x cost, commonly available in medium sized cities)
exceptional +1/+1 (10X cost, uncommonly available in Large cities)
Meteoric Metal +2/+2 (30x cost, very rare)
Orichalium +1/ +1 (very easily enchanted, hits creatures you need magic to hit, very, very rare)
Shields
Shields provide +1 AC and +3 (total) vrs Missiles ( a separate AC must be noted)
Steel shields provide +2 (+4 vrs missiles) and are 7X cost
Armor
Light (max Sorcerer)
Leather +2
Padded +0 1 damage resistance
Medium (max Thief)
Ring Mail +3
Hide +1 AC 1 Damage resistance
Heavy (max Barbarian)
Chain shirt +2 AC 1 damage resistance
Breast plate +4 AC
Super Heavy (fighters only)
Chain Mail +4 AC 1 damage resistance
Patrons(UNDER CONSTRUCTION)
There are 3 types of patrons Jealous, Major and Petty. at the start of your char you may pick 1 Jealous or Major or 2 Petty. If you pick a Jealous Patron you may never gain another. Major Patrons allow you to gain Petty Patrons also. You may have any number of Petty Patrons as your Major allows or if you just choose Petty you can have as many as the Keeper allows. Patrons are NEVER gained as a result of Level advancement, they must be found and courted as the keeper allows. Changing Jealous or Major Patrons is a highly dangerous process and should be STRONGLY discouraged ( at the VERY least it should involve gaining of MANY corruption points. You may drop Petty Patrons unless the individual Patrons description says otherwise, 1d8 Corruption points are gained.
Since I am both running a secret magic game and my players have access to these rules, only the barest of description is included (just what the Char would know when they entered into a pact w/ the patron)
JEALOUS
Zivzeeric SpellBlight (Other)
You may cast one add'l spell per day
add 2 extra black spells ro your spellbook
Restrictions
You may never touch, carry or use weapons
Twice a year you must sacrifice a human female that has given birth
The Darkest Witch (Liche)
benefits
Gain +2 Luck
Restictions
You may only have one white spell per spell level in your Spellbook
You may never have more than 2 grey spells per spell level
Horath, Angel of Retribution
A crazed Kindly One
Benifits
Lose weapon restrictions
Gain the ability to Cast any one white spell spontaneously
Restrictions
You may NEVER ,EVER run from an Other or talk to it and you must use ALL your power to prevent your party from doing same
You may only have 1 Black Spell in your Spellbook per spell level
MAJOR
Jezerel the divine Cat Spirit
Benifits
Gain ability to cast bonus Grey Spell
Restrictions
You may never harm a cat of any kind
You can only ingest meat and Milk (No strong drink!)
Kanten Delban the Great Librarian (Grey Archmage)
Gain 4 scrolls of any spell s you can cast
Restrictions
You must deliver a scroll of every new spell you learn within one month of learning it, (He'll Pick up!)
petty
Kulathrin the Prancing Horse Spirit
Gain the following two spells to your Spellbook
Hasted Speed L1 Cast as an immediate action at any time -double movement for one round(grey)
Speed L1 Double your movement for 1 hour (Grey)
Restrictions
You may never ride a horse
you must Sacrifice One Ton of hay every Season
Nothing the Abyss of lost Knowledge (Other)
once per day if you fail a Luck roll to remember a Spell you may take a second roll The roll is at +2 if it is Black and minus 1 if it is white
Restictions
You must sacrifice a book every season
You must sacrifice a spellbook every year
Kolrum the Nearly Just (archmage)
benefits
Lose weapon restrictions
Restrictions
You must kill an opponent w/ a melee weapon once a month
The Great Mountain Spirit-spirit of the greatest mountain of the realm)
benefit
Gain +3 Climb
Restrictions
None
The Eye Tyrant (other )
benifits
take d2 less sanity loss from every source
Lose 2 wisdom permanantly
Healing
Strong drink 1 /day heals d4+L HP
Second wind You catch your breath and rest for 1 combat round gain D4+L HP and +2 to AC for round
Bind wounds Heal D4 plus L HP once a day 3 round action, additional binding in same day cures d2
Stat generation
1)roll 3d6 in order
2)If you roll one or more 16s you may swap two stats
3) if you do not get #2 you may replace two of your stats w/ a 15 and a 13
4)You may declare your character "Hopeless" and roll again, this time you may only replace one of your stats w/ a 15
5) If you really, really want to you can roll again and replace one of your stats w a 14 (now your stuck)
6) Wisdom is min 8
Luck
Luck is determined by D4 +7
Fighters
- get 3 specializations to start (I've got a bunch of them coming)
- get d6 +3 HP per L
Sorcerers
Patrons
(this idea is a work in progress so will be prob fiddled with)
In keeping with the traditions of S&S literature, patrons are the source of your magical power. Patrons take many forms. Remaining angelic beings, very minor demigods,.liches, and Others, Specific advantages and disadvantages will be in the description of specific patrons (below, coming) all must be apeased and sacrificed to.
As a cool RPing hook your spells verbal components can be invoking the name of your patron.
If you have no Black magic in any of your spellbooks you can cast 1 add'l cure per day
Corruption
Again as the players will be spending a Loooong time at first and low levels,corruption is calculated normally then the percentage roll is 1/3rd of actual total
Cantrips
add 4 Cantrips from list to your spellbook
Sorcerers cast 6 cantrips at first l then one add'l cantrip at odd L
2 of the beginning cantrips are Permanently chosen and may be cast 4/ day , one can be changed each time you gain a Level
As cantrips are very weak they do not attract Others nor do you gain Corruption from them
(lists to follow)
(more to come)
Armor and Weop's
Weapons
Battle Axe D8 ignores 1 damage resistance
Hand axe D6 may be thrown
Dagger +2 to hit
Heavy Mace D8 does 1 HP on a miss
Lt Spear D6 reach, may be thrown
Heavy Spear D8 reach
Staff D6 -1 AC if used Two handed)
Long Sword D8/D12 vrs large
Short sword +1 to hit
Two Handed Sword D10/ 3d4 vrs large
Two Handed Battle axe D8 +1 ignores 1 pt of damage resistance
Military Pick D6 Crits on 19/20
Steel weapons
average +1 to hit (5x cost, commonly available in medium sized cities)
exceptional +1/+1 (10X cost, uncommonly available in Large cities)
Meteoric Metal +2/+2 (30x cost, very rare)
Orichalium +1/ +1 (very easily enchanted, hits creatures you need magic to hit, very, very rare)
Shields
Shields provide +1 AC and +3 (total) vrs Missiles ( a separate AC must be noted)
Steel shields provide +2 (+4 vrs missiles) and are 7X cost
Armor
Light (max Sorcerer)
Leather +2
Padded +0 1 damage resistance
Medium (max Thief)
Ring Mail +3
Hide +1 AC 1 Damage resistance
Heavy (max Barbarian)
Chain shirt +2 AC 1 damage resistance
Breast plate +4 AC
Super Heavy (fighters only)
Chain Mail +4 AC 1 damage resistance
Patrons(UNDER CONSTRUCTION)
There are 3 types of patrons Jealous, Major and Petty. at the start of your char you may pick 1 Jealous or Major or 2 Petty. If you pick a Jealous Patron you may never gain another. Major Patrons allow you to gain Petty Patrons also. You may have any number of Petty Patrons as your Major allows or if you just choose Petty you can have as many as the Keeper allows. Patrons are NEVER gained as a result of Level advancement, they must be found and courted as the keeper allows. Changing Jealous or Major Patrons is a highly dangerous process and should be STRONGLY discouraged ( at the VERY least it should involve gaining of MANY corruption points. You may drop Petty Patrons unless the individual Patrons description says otherwise, 1d8 Corruption points are gained.
Since I am both running a secret magic game and my players have access to these rules, only the barest of description is included (just what the Char would know when they entered into a pact w/ the patron)
JEALOUS
Zivzeeric SpellBlight (Other)
You may cast one add'l spell per day
add 2 extra black spells ro your spellbook
Restrictions
You may never touch, carry or use weapons
Twice a year you must sacrifice a human female that has given birth
The Darkest Witch (Liche)
benefits
Gain +2 Luck
Restictions
You may only have one white spell per spell level in your Spellbook
You may never have more than 2 grey spells per spell level
Horath, Angel of Retribution
A crazed Kindly One
Benifits
Lose weapon restrictions
Gain the ability to Cast any one white spell spontaneously
Restrictions
You may NEVER ,EVER run from an Other or talk to it and you must use ALL your power to prevent your party from doing same
You may only have 1 Black Spell in your Spellbook per spell level
MAJOR
Jezerel the divine Cat Spirit
Benifits
Gain ability to cast bonus Grey Spell
Restrictions
You may never harm a cat of any kind
You can only ingest meat and Milk (No strong drink!)
Kanten Delban the Great Librarian (Grey Archmage)
Gain 4 scrolls of any spell s you can cast
Restrictions
You must deliver a scroll of every new spell you learn within one month of learning it, (He'll Pick up!)
petty
Kulathrin the Prancing Horse Spirit
Gain the following two spells to your Spellbook
Hasted Speed L1 Cast as an immediate action at any time -double movement for one round(grey)
Speed L1 Double your movement for 1 hour (Grey)
Restrictions
You may never ride a horse
you must Sacrifice One Ton of hay every Season
Nothing the Abyss of lost Knowledge (Other)
once per day if you fail a Luck roll to remember a Spell you may take a second roll The roll is at +2 if it is Black and minus 1 if it is white
Restictions
You must sacrifice a book every season
You must sacrifice a spellbook every year
Kolrum the Nearly Just (archmage)
benefits
Lose weapon restrictions
Restrictions
You must kill an opponent w/ a melee weapon once a month
The Great Mountain Spirit-spirit of the greatest mountain of the realm)
benefit
Gain +3 Climb
Restrictions
None
The Eye Tyrant (other )
benifits
take d2 less sanity loss from every source
Lose 2 wisdom permanantly