Wednesday, April 18, 2012

House Rules



Character Creation
Classes Choices
Knight (Fighter)
- Riding, Diplomacy, (Bonus: Military Strategy, Manual of Arms), knows heraldry and courtliness
- Chainmail, 2 spears, sword, shield, medium riding horse, pack with week's provisions and traveling gear.
Man-at-Arms (Fighter):
- Combat Reflexes, Manual of Arms (Bonus: Craft, Survival), service as mercenary or soldier.
- Chainmail, sword or axe, bow/crossbow with 20 rounds or two-handed weapon, pack with gear, 3 oil
Fighter (Reaver):
- Fighting Style, Seafaring or Tracking (Bonus: Survival, Berserkergang), elite raiding warrior
- Chainmail, sword or axe, throwing axe or daggers (3), pack with a weeks gear
Wizard (Court), Wizard (Wyrd)
Cleric (Crusader), Cleric (Priestly)
Thief (Stalker), Thief (Robber)
Dwarf (Vaultguard)
- Caving, Craft
Changeling (Elf Spellsword)

Uncommon classes: Bard, Ranger (Explorer/Pathfinder), Changeling shadow, Dwarf craftsman.

Equipment Rules (stolen a bit from Lamentations of the Flame Princess)
Armor is more expensive and rare in the Ironlands than in regular ACKS:
Armor                               Cost         Availability
Hide/Fur Armor  (AC 1)     10 gp       common
Leather Armor (AC 2)        20 gp       common (1/4 in stock in small town, need craftsman if not)
Ringmail/brigandine (AC 3) 40 gp       common (1/4 in stock in small town, need craftsman if not)
Chainmail (AC 4)                50 gp       castles and settlements (need craftsman in small town)
Half-plate (AC 5)                700 gp     castles and cities (need experienced armorsmith)
Platemail (AC 6)                 1000 gp     castles and cities (need experienced armorsmith)

Barding
Caparison (AC 1)                150 gp      castles and settlements (need craftsman in small town)
Chain barding (AC 3)          500 gp      castles and cities (need experienced armorsmith)
Plate barding (AC 5)           3000 gp    castles and cities (need experienced armorsmith)

Initiative Rules
Initiative is determined by figuring out what action the character is taking, and then everyone taking an action rolls individual initiative within that phase. The phases in order:

1 - Missile weapons (bows, crossbows, thrown weapons). Charm effects and other natural and immediate effects from regular speech or appearance also take place first.
2 - Polearms and spears set to receive a charge or enemy attack.
3 - All other melee attacks and actions, including charges, mounted attacks, offensive attacks with a spear or hand weapon.
4 - Device use and spells. Some magical effects may go before this, but general spells and magical item uses go last, as they require the precise intonation of complex magical phrases and other use of the higher mental faculties.This phase includes the use of heavy siege weapons and mechanical devices for the same reasons.

Combat Maneuvers & Tricks
Instead of the combat maneuvers and tricks rules and proficiencies, use this system instead:
PCs can risk any maneuver they think of, such as leaping off a chandelier, disarming an enemy, knocking an enemy down, etc. They decide how much they wish to risk by having the same likelihood of success as catastrophic failure: if they want it to succeed, say, on 17-20 roll, then they fumble on 1-3 roll. If the character has the combat trick proficiency, then they can reduce the risk of fumble by 2 (so attempting disarm on 12-20, fumble on 1-6). Absent strange circumstances, the maneuver will not result in a normal hit only perhaps movement or whatever if the trick fails but does not fumble.


Weapons Rules
Types of weapons have certain additional effects based on their weapon type. All weapons except swords are (temporarily) broke on a fumble, swords are merely dropped/disarmed.
Hammers - on a critical, the enemies plate armor is destroyed, immolizing the enemy within and removing any AC. Hammer-wielders can attempt to destroy armor as a trick, and still damage the enemy if they would hit as usual even if they fail the trick.
Maces & clubs - (in addition to full damage to undead skeletons) knockdown on a critical or as part of trick, allowing wielder to hit even if failing trick.
Axes - enemy shield or parrying weapon destroyed on a critical or as part of trick, allowing wielder to hit even if failing trick.
Spears and Polearms - impale enemy on a critical/trick, allowing a second auto-damage roll if succeeds. can hit as normal if failed trick to impale.
Swords - disarm or destroy enemy weapon on critical/trick. can hit as normal if failed trick to disarm. not broken on fumbles.
Arrows - can attempt targeted shot (apple off the head, blind one eye, hit weak spot, etc.), succeeding on trick or criticfal. can still hit even if failed trick, as above.


Critical Hits Tables
(based on WHFRP)
When rolling a critical on a natural 20 roll, consult the following tables to see the effect. The amount of damage rolled with the weapon (including bonuses like strength and class) is the roll on the chart.
Arm/Hand
1-4: Limb wounded, anything held is dropped and the hand cannot be used for 1d4 rounds. Until treated, the wounded bodypart conveys a -2 penalty to all actions (shield use is considered passive, bu not two-weapon attacks and so on)
5-7: Limb heavily wounded and incapacitated, probably broken. Save or pass out from shock and bloodloss. Nothing can be used with this limb until treated. Limb otherwise intact and even 1 point of healing will allow use. Regular treatment results in a -4 penalty until properly healed.
8-10: Limb severed or utterly crushed. Save or pass out, if failed save again to avoid going to 0 hp (if survive after this, do not roll for effect of death on mortality table, it is known). The limb is useless until magically restored, natural healing will result only in a stump.
Leg/Foot
1-4: Limb wounded, possibly concussed. Knocked to the ground. Immobilized to a crawl for 1d4 rds. Until treated, move at 1/2 speed.
5-7: Limb heavily wounded and broken. Knocked to the ground. Save or pass out from shock and bloodloss. Immobilized for 1d6 rounds, move at 1/4 speed until properly healed.
8-10: Limb severed or shattered. Grounded. Save or pass out, if failed save again to avoid going to 0 hp (if survive after this, do not roll for effect of death on mortality table, it is known). Cannot move until cane or support found, limb gone until magically restored, only a stump remains with regular healing.
Bowels/Belly/Chest
1-4: Internal damage and bleeding, possible minor shock. Stunned for 1d4 rounds. Pain and damage mean -2 to characters AC until properly healed.
5-7: Severe internal damage. Stunned for 1d6 rounds, knocked onto back, begin coughing blood and loose bowels. Save or pass out from shock and bloodloss. -4 to AC until properly healed.
8-10: Organs and bones crushed and hemorrhaging. Unconcionous and helpless, cannot wake for 1d6 rounds. Save or drop to 0 hp and begin dying  (if survive after this, do not roll for effect of death on mortality table, it is known). After regaining consciousnesses, even if did not begin dying, internal injuries will reopen unless healing takes place.
Head
1-4: Disoriented, stunned, possibly blinded. Stunned for 1d6 rounds, cannot communicate intelligibly during that time.
5-7: Concussion and dazed, ears ringing, bloody face. Stunned for 1d10 rounds, cannot even communicate. -2 to all actions (including saves) until properly healing occurs, natural rest requires 1d4 days. If not wearing a helmet, slightly disfigured if fail save.
8-10: Severe brain damage and death.  Save or drop to 0 hp and begin dying  (if survive after this, do not roll for effect of death on mortality table, it is known). If make the save, pass out until healing can occur. Additionally, lose 1d4 pts of Intelligence and 1 pt Charisma.

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