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16:24, 25th April 2024 (GMT+0)

House Rules.

Posted by GMFor group 0
GM
GM, 5 posts
Sat 28 Mar 2020
at 02:29
  • msg #1

House Rules

CHARACTER CREATION

Kindred Modifiers: I've adjusted the attribute modifiers for the different non-human kindred to make them a bit more balanced (IMO).

Human ST x1 CON x1 DEX x1 LK x1 IQ x 1 WIZ x1 CHR x1

Dwarf ST x2 CON x2 DEX x1 LK x0.5 IQ x 1 WIZ x1 CHR x0.5

Elf ST x0.5 CON x0.7 DEX x1.4 LK x1 IQ x 1.5 WIZ x1.5 CHR x1

Hobbit ST x0.5 CON x2 DEX x1.5 LK x1.5 IQ x0.75 WIZ x.75 CHR x1

Fairy ST x0.25 CON x0.25 DEX x1.5 LK x1.5 IQ x1 WIZ x2 CHR x1.5

Leprechaun ST x0.33 CON x.67 DEX x1.5 LK x1.5 IQ x1.25 WIZ x1.5 CHR x1

Starting Gold: Humans start with 3D6x15 gp and nonhumans start with 3D6x10 gp. This difference is meant to reflect the dependence of humans on material items.

Rogues: Rogues start knowing one randomly determined 1st level spell. This spell is determined by the GM.

Warriors: In addition to their armor bonus, Warrior get +2 personal adds per level.


WEAPONS AND ARMOR

Weapon	             Dice + Adds      ST	DX	Cost	Weight	Range

Sword	             3+4	      11	11	120	80	
Short Sword	     3	              7	        7	50	30	
Two-handed sword*    6+1	      15	13	240	160	

Dagger	             2+2	      1         4 (10)	20	15	10

Hand axe	     3+2	      9	        5 (10)	40	60	10
Battle axe*	     6+3	      18	10	80	180	

Mace	             3+3	      9	        5	50	60	

Flail	             4	              13	14	60	80	

War hammer	     5+1	      15	5	50	100	

Spear	             3+1	      8	        8	15	50	

Javelin	             2+1	      5	        5 (10)	10	20	10

Polearm*	     6+5	      15	12	110	200	

Club	             3	              5	        3	10	40	

Staff*	             2+1	      8	        10	15	50	

Short bow*	     3+1	      10	13	60	40	70
Long bow*	     4+3	      13	15	100	60	140
12 arrows				                20	5	
Crossbow*	     5	              12	10	250	120	100
10 quarrels				                5	10	
Sling	             2	              5	        10	5	1	50
20 bullets				                2	10	


Armor	        Hits	ST	Cost	Weight		

Leather	        5	7	50	75		
Scale	        8	10	80	150		
Mail	        12	12	300	300		
Plate and mail	15	14	600	400		
Full plate	18	16	1000	600		

Shield						
Small	        3	5	10	50		
Medium	        4	10	35	100		
Large	        6	12	100	200		


EQUIPMENT LIST

                           Weight      Cost
Clothing and pack          10          5
Provisions, 1 day          20          10 sp
Delvers Package            20          20
(small mirror, wax, chalk,
salt, twine, flint&steel)
Torch                      10          1 sp
Rope, silk                 1/ft        1/ft
Rope, hemp                 5/ft        1 sp/ft
Lantern and oil            25          20
Oil skin                   15          10
Compass                    1           5
Boots, knee high           40          10
Boots, calf high           20          5
Sandals                    2           2
10 pitons                  25          10
Piton hammer               25          4
Sewing kit
(needles, thread scissors) 4           2
Pen, ink, parchment (10    6           10
sheets)
Lock picks                 2           20
Ordinaire magic staff      30          100
Deluxe magic staff         30          5000 


COMBAT

Two Weapon Fighting: Warriors and rogues may wield two weapons at the same time and get the combined dice and adds of both weapons, if they have a ST and DEX equal or greater than the combined ST and DEX requirements of both weapons.

Spite Damage: For every '6' rolled in combat, 1 point of damage is inflicted on the opposing side regardless of armor. This affects both the winning and losing side.

Armor Attrition: Whenever a character takes enough damage to bypass his/her armor and shield and loses CON, 1 point is deducted from the hits taken by the suit of armor (or single piece) or shield. Players may also choose to take spite damage off of their armor value rather than their CON. This damage may be repaired by an armorer with the appropriate tools and skill. If a piece of armor or shield reaches a protective value of 0, then it is destroyed and cannot be repaired.

Combat Stunts: Characters may perform unusual actions during combat (attempt to disarm opponent, shield bashing, feinting, tripping, swinging from chandeliers, etc.) with a penalty to their combat total based on the complexity of the stunt (generally 25-100%). The success of the stunt will be based on a Saving Roll on an attribute at a level commensurate with the difficulty of the stunt.

Missile Fire into Melee : Players may choose to fire or throw a missile weapon at foes actively engaged in close combat. However, this will increase the difficulty by one SR level and if the target is missed, there is a 3 in 6 chance that one of the friendlies engaged with the target will be hit instead.

Flaming Oil and Fire Bombs: When throwing a fire bomb, you must make a SR on DEX (level determined by range and difficulty) to hit the target. A successful SR means the target was hit. A failed SR means the bomb landed to the side of the target (side determined randomly). A really badly failed SR (rolling a three or four without doubles) means something bad happened.

A direct hit with a fire bomb does 2D6 hits worth of damage on the first turn and 1D6 hits of damage on the second turn. After that the flames die out, unless the target is flammable. In addition, anything within 5' of the target will receive 1D6 hits in splash damage on the first turn.


SAVING ROLLS

Critical Failure: Whenever a 3 is rolled on a saving roll, the character has completely failed in whatever he/she was doing to such a degree that something bad has happened as a result. The GM will determine exactly what happens (broken weapon, self inflicted injury, falling down, etc.) depending on the action, difficulty, and situation.


MAGIC

Wizardry (WIZ) Attribute: Determined by a roll of 3D6. This is a pool of energy for spell casting. If WIZ is reduced to 0, then the caster falls unconscious. WIZ may also be used in saving rolls against some magical attacks and devices. WIZ may be increased by twice the new level when gaining a level.

Wizardry Recovery: WIZ is replenished at a rate of 1 point every 10 minutes when engaged in non-strenuous activity (i.e. walking unencumbered). When actively resting (sleeping, meditating, etc.) WIZ is replenished at a rate of 2 points every 10 minutes.

Spell Scrolls: Wizards and Rogues can cast spells directly from a scroll at no cost to WIZ, but it will disintegrate after use. You do need to have the minimum IQ and DEX required to cast the spell. Wizards can also use the scroll to learn the spell permanently with the investment of some time and money. It costs 200 gp per spell level in materials and supplies and one day of work per spell level. After that, an IQ Saving Roll at the spell level is required for success. Regardless of the outcome, the scroll will disintegrate.

Take That You Fiend!: Damage taken by TTYF can be reduced by normal and magical armor. However, normal armor that is used to absorb damage from a TTYF spell is 'burned off' in the process. Armor doubling for warriors still applies. Burning armor is optional and is at the player's discretion if targeted by a TTYF.

Oh Go Away: Wizards may cast this spell on a single target or multiple targets, but the number of targets must be stated prior to casting. If more than one target is chosen, their MRs are added and treated as a single target score when determining if the spell has had the desired effect.

Detect Magic: Wizards and Warrior-Wizards may normally detect magical properties of items or creatures at no expense of Wizardry. Wizards, Warrior-Wizards, and Rogues may also expend additional Wizardry to have a chance to learn the nature of the magical properties. The chance of divining the identity of the magic and the amount of detail revealed is a function of the level of the spell-caster and the amount of Wizardry expended.

Teacher: Can be used to teach spells to Wizards and Rogues. Requires one day of work per spell level. The recipient must make an IQ Saving Roll at the spell level to learn the spell. If the SR fails, then the spell may not be learned from that teacher.

Yassa-Massa/Spirit Mastery: (WIZ: 8, Range: Touch) This spell enslaves its target to the caster's will for as long as the total of the caster's INT, WIZ, and CHR are greater than those combined attributes of the target or the MR of the target. Multiple individuals may be mastered, but the combined MR of all targets must be less than the caster's combined INT, WIZ, and CHR. The caster must make a Saving Roll on CHR at a level equal to MR/10 (round down, minimum L1SR) for the spell to succeed.
This message was last edited by the GM at 17:46, Sat 02 Dec 2023.
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