House Rules

We have adopted a few house rules. Some of these rules are clarifications of other rules (when things are not as clear as we would like); others are alterations to the rules to provide a better balance to the game for our particular campaign.

Combat

Combat ability includes the bonuses from the Specialty and Puissant Ability (and thus add when fatigue is burned to increase an attack or defense score).

Expenditure of Fatigue need not be announced when boosting a score.

Wound Penalties

Do not apply to soak and damage scores ("no double dipping" rule).

In the event of a botch, wound and fatigue penalties should still be applied. Otherwise a botch could potentially be beneficial. Ex.: Person A has -5 due to wounds and/or fatigue and person B has -10 due to wounds and/or fatigue. Person B botches and Person A can still be injured because B's score of 0 (from the botch) is greater than A's score of -5.

Confidence

Use of confidence points need not be announced.

Confidence points may be spent at any point.

Armor/Weapons

Chain Mail is not available

Metal Scale is expensive cost

Leather Scale is standard cost

Metal Reinforced Leather is standard cost

Grogs

Fighting grogs/turb grogs are communal property. Grogs are to be playable by any person.

Wizard's Sidestep

Only the very first attack misses. All other attacks are defended at +9. No larger versions of the spell please.

Lab Texts

Lab texts are not considered "books" for the purposes of minimum scores for study/writing. Thus, a magus need not have a score of 4 in Latin to read one, nor a 5 to write one.

Spell Casting

Multiple Casting: One additional spell allowed per point of mastery: e.g. Mastery 1 = Two spells cast, Mastery 2 = Three spells cast.

Other Items

Player characters always take precedence over the "faceless masses" in a scene. The active effect of this is that a "faceless" person will never outshine a character, regardless of die-rolls involved.

Characters who have become unconscious due to fatigue loss become conscious when the storyguide indicates they do.

Any lasting magic item (a talisman, an invested item, or a limited enchantment) can only be constructed after acquiring a "special" item in game. The acquisition of "special" items should not be overly difficult, nor take more than a couple of games to acquire after a character expresses an interest in acquiring one. How the acquisition is handled is up to the designer of each game.