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    Runes & r adi a t i ons

    House Rules for the Worlds Most Popular Role-playing Game

    (1974-1981)

    2012, Roberto Pacini

    http://gplus.to/Azafusehttp://gplus.to/Azafuse
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    There are six character classes in the game: the Adventurer, the Burrowlander, the Cleric, the Dwarf, the Elf and theMagic User. The Referee may invent or allow other character classes in the game, of course.

    Adventurer (A)

    What you get as an Adventurer You also get all these Additional Features

    Your HD is a d6 You have no Requirements You have no Level Limit You can use all single handed weapons You can use hide armors

    Increase your HD to d8 You can use all weapons You can use all armors and shields If you hit a creature with less HDs than yours you deal the

    same damage also to other creatures (for a maximum amoutequal to your STR Bonus) with less HDs than yours

    Burrowlander (B)

    What you get as a Burrowlander You also get all these Additional Features

    Your HD is a d4 Your Requirements are Des 9+ and Con 9+ Your Level Limit is 8 You can use all single handed weapons You can use hide armors Your size is Small (downsized weapon damage) You add +1 to hit with missile weapons You disappear out of combat at will

    Increase your HD to d6 You can use all weapons You can use all armors and shields You add twice your DEX Bonus to AC/LF when facing

    creatures whose size is Large or greater

    Cleric (C)

    What you get as a Cleric You also get all these Additional Features

    Your HD is a d4 You have no Requirements You have no Level Limit You can use clubs, slings, daggers and staves You can use hide armors You start with two Spheres of choice

    Increase your HD to d6 You are a Type B Spellcaster You can use all blunt weapons You can use all armors and shields You get Heal as a Bonus Sphere Until you own a Holy Symbol you add your WIS Bonus to

    every parameter of your spells

    Dwarf (D)

    What you get as a Dwarf You also get all these Additional Features

    Your HD is a d8 Your Requirement is Con 9+

    Your Level Limit is 12 You can use all single handed weapons You can use scale armors You detect unusual stonework (traps, passages

    and recent tunnels) at will

    You orient yourself underground at will You see in the dark up to 60 feet

    Increase your HD to d10

    You can use all weapons You can use all armors and shields You add twice your CON Bonus to AC/LF when facing

    creatures whose size is Large or greater

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    Elf (E)

    What you get as an Elf You also get all these Additional Features

    Your HD is a d4 Your Requirement is Int 9+ Your Level Limit is 10

    You can use clubs, slings, staves, bows andblades

    You can use hide armors You add +1 to hit Magical Creatures You spot hidden and concealed doors at will You orient yourself in the forest at will You see in the feeble moonlight up to 60 feet

    Increase your HD to d6 You are a Type C Spellcaster You start with two Spheres of choice You can use all weapons You can use scale armors You add twice your CHA Bonus to LF when talking with

    Magical Creatures

    Magic User (MU)

    What you get as a Magic User You also get all these Additional Features

    Your HD is a d4 You have no Requirements You have no Level Limit You can use clubs, slings, daggers and staves You can use no armors You start with two Spheres of choice

    You get two more Spheres of choice You are a Type A Spellcaster Until you own an Arcane Focus (globe, staff, book or other)

    you add your INT Bonus to every parameter of your spells

    Humans can be Adventurers (basically fighters butalso classic thieves with the proper generic features),Clerics or Magic Users; they arrive on the planetcyclically thanks to a phenomenon known as PurpleTide.

    Burrowlanders are my version of Halflings: they dwellin houses dug between secular tree roots, dress likeAinu People (with same graphical patterns) andworship ancestors. Their origin is unknown.

    Dwarves are native of the world and survivors of aMycocalypse (chemical fallout followed by a massivemycotic infestation and plant overgrowth): for thisreason they dwell underground like classic Dwarves,but with gas masks.

    Elves are exiled coming from a now wasteddimension called Fey Rift, they fight any kind ofaberration: mutants, undead and possessed creatures.

    Examples of Generic Features (Option)

    Trade one of youradditional featuresfor one of these

    Stealth (DEX): add +2 to LF focused on secrecy and concealment Quick Fingers (DEX): add +2 to LF when pilfering or doing prestidigitation Acrobatics (DEX): add +2 to LF involving tumbling or ropewalking Keen Senses (WIS): add +2 to LF involving spotting and hearing things Device Lore (INT): add +2 to LF involving locks and traps Entertainer (WIS): add +2 to LF involving music and theatricalism Backstab: if you wear no armor heavier than leather and hits a target from behind, you

    deal double damage and you treat it as an open ended process (you keep on rolling andadding outcomes as long as you roll the same value on both dice)

    Generic Features allow a sort of limited multi-classing; any class can trade 2 of his AdditionalFeatures for 1 of another class Addition Features,with some limitations:

    Only Elves can getYou are a Type A Spellcasterwith a 2:1 trade

    Nobody can get You are a Type B Spellcasterwith a trade

    You are a Type C Spellcaster grants someclasses (Adventurer, Burrowlander and Dwarf) asingle Sphere (choose to be whether an arcane or adivine spellcaster)

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    When a faction (the Referee or the players) declareshis intention to start a fight, do as it follows:1. Initiative: Each faction rolls 2d6 and sums them

    up (in case of tie keep on rolling until you have awinner)

    Faction with highest value goes first, faction withthe lowest value goes second

    When the losing faction is over, the round startsagain with the same order

    If a faction rolls a 2 or a 3 on 2d6, it takes noactions during the first round

    2. Intent: Each character/creature does a singleaction (attack, cast a spell, use a skill, etc.) duringthe round

    Attack: Attacker adds his own CR to theopponents AC, then roll 1d20

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    These House Rules have been used in a postapocalyptic science-fantasy setting, so the economy isnot based on the classic triad (gold/silver/copper) buton different currencies: a metal piece (mp) is tenfoldworth than a bone piece (bp) and hundredfold worththan a resin piece (rp).

    The price of items is the same of any other clone, justreplace gp with mp.

    Armors and Shields

    Type AC Notes

    Clothes 9 Nothing special to add

    Hide 7 Theyre flexible and madewith animal skin

    Scale 5Theyre made overlapping

    scales or bone plates

    Metal 3Theres scarcity of metal,

    so the price is tenfold

    Shield 1 point lowerShields reduce any AC by 1

    point

    Armors can be bought in a shop or you can pay anartisan to make him craft one (at triple price) withspecial components granting a proper feature to thearmour (for example a gorgons scale armor couldgrant a character a +2 bonus to LF againstpietrification).

    Weapons

    DamageKey

    Standard MetalNotes

    Small d4 d6 It can be thrownMedium d6 d8 Standard weapon

    Large d8 d10 It needs two hands to be held

    Slashing - -Critical Hit: if both dice show the maximum value, reroll them and add the result

    to the previous one (exploding dice)Blunt - - Critical Hit: roll 3 dice of the same type and drops the lowerPiercing - - Critical Hit: roll dX+d(X+2) instead of 2dXRanged - - Critical Hit: if both dice show the same number, add your DEX Bonus to damage

    Standard weapons are made of any material (wood,stone, bone or other) different from metal.

    Weapons can be made on the fly by just assemblingmore keys (the first three set the damage, the othersaffect the Critical Hit): for example a longsword isboth a Medium and a Slashing weapon.

    E Normal weapon usually assemble two keys, but moreadvanced and rare weapons could have more thantwo.

    Small sized creatures (like Burrowlanders) inflict lessdamage with weapons: d4/d6/d8 points of damagewith metal weapons, d3/d4/d6 points of damage withstandard weapons.

    Magic Equipment is rare and so cant be bought in ashop, but the Referee could create a quest to find a

    powerful artisan to create one item per character.Magic Equipment can grant just a +1 bonus (greaterbonuses belong to artifacts), a particular effect (like aflaming sword) or both: as always in a RPGs, the onlylimit is in your mind.

    You can easily use any item/weapon table taken fromany other clone.

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    The advancement rate is taken from the SRD, not theoriginal game. Every class uses the same scheme, but:

    Adventurers and Dwarves get the fastest CombatRank improvement, Magic Users get the slowest

    Adventurers and Burrowlanders need the shownXP to advance (100XP for L2, 300 XP for L3 andso on)

    Clerics need just 90% of the shown XP to advance(90XP for L2, 270XP for L3 and so on)

    Dwarves need +10% of the shown XP to advance(110XP for L2, 330XP for L3 and so on)

    Elves need +50% of the shown XP to advance(150XP for L2, 450XP for L3 and so on)

    Magic Users need +25% of the shown XP toadvance (125XP for L2, 375XP for L3 and so on)

    Players can advance only when theyre totally safeplaces (like cities or towns)

    Once a not human class has reached his LevelLimit, his player can retire (rolling a new Giftedcharacter) or continue to play (but XP earnedhereafter are halved)

    Characters earn a new HD each odd level

    Experience Points Table

    Combat RankLevel XP HD

    AD BCE MU

    LuckFactor

    Special (Option)

    1 0 1 2 2 2 42 100 2 2 2 43 300 2 2 2 2 5 +Feat4 600 4 2 2 55 1000 3 4 4 2 66 1500 4 4 4 6 +Feat7 2100 4 6 4 4 7

    8 2800 6 4 4 79 3600 5 6 6 4 8 +Feat10 4500 8 6 4 811 5500 6 8 6 6 912 6600 8 6 6 9 +Feat13 7800 7 10 8 6 1014 9100 10 8 6 1015 10500 8 10 8 6 10 +Feat

    Characters earn Experience Points (XP) through theiradventures in the following ways:

    Monsters: each defeated, avoided, lured orcheated creature grants an amount of 2HD XP (so512XP for a 9HD monster, if HD

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    Like other games, the Fine Art of Spell Casting ismade up of the following phases:

    Memorization: a PC can memorize only a limitednumber of spells in his mind (inside small cellscalled slots), and he needs to do it after a 8hours period of sleep through meditation (arcanemagic) or praying (divine magic)

    Preparation: regardless of which faction is goingto act first in a round, a PC must declare hesgoing to cast a spell before the whole round starts

    Execution: the spell is cast during the PCs turn,but if an opponent hits him between Preparationand Execution phase the PC must succeed a rollon his LF + CON Bonus or the spell is wasted

    Characters get new spell slots according to the tablebelow: just remember that a slot is a free space in thecharacters mind, not an actual spell per se.

    Memorized Spells per Level

    Type A Type B Type CLevel

    1 2 3 4 5 6 7 1 2 3 4 5 6 7 1 2 3 4

    1 1 - - - - - - - - - - - - - - - - -2 2 - - - - - - 1 - - - - - - 1 - - -3 2 1 - - - - - 2 - - - - - - 2 - - -4 3 2 - - - - - 2 1 - - - - - 2 - - -5 3 2 1 - - - - 2 2 - - - - - 2 - - -6 3 3 2 - - - - 3 2 1 - - - - 2 1 - -7 4 3 2 1 - - - 3 2 2 - - - - 2 1 - -8 4 3 3 2 - - - 3 3 2 1 - - - 3 2 - -9 4 4 3 2 1 - - 3 3 2 2 - - - 3 2 - -10 4 4 3 3 2 - - 4 3 3 2 1 - - 3 2 1 -11 5 4 4 3 2 1 - 4 3 3 2 2 - - 3 2 1 -12 5 4 4 3 3 2 - 4 4 3 3 2 1 - 3 3 2 -13 5 5 4 4 3 2 1 4 4 3 3 2 2 - 3 3 2 -

    14 5 5 4 4 3 3 2 4 4 4 3 3 2 1 4 3 2 115 5 5 5 4 4 3 2 4 4 4 3 3 2 2 4 3 2 1

    SpheresThese House Rulesdont use the classic pre-generatedspells but they focus on the concept of Spheres,where a single Sphere represents a specific theme orkinda narrow field of application:

    a Flame Sphere will focus on shaping fire andburning things

    an Illusion Sphere will focus on altering perceptionor creating hallucinations

    a Crow Sphere will focus on controlling crows orcreating them out of nowhere

    a Move Sphere will focus on moving matter oraltering motion

    a Necromancy Sphere will focus on blood, bones,life energy and corpses

    Divine Spellcasters get automatically a new Sphereeach time they earn a new slot, Arcane Spellcastersneed to find them as part of a treasure or researching

    them (one attempt per level with a roll on hisLF+(INT Bonus) to succeed).

    When a character memorizes a Sphere, he allocates itinside a single slot which remains occupied until thespell has been cast; a memorized Sphere allowsdifferent effects, but only a specific effect can takeplace and must be declared during the Preparationphase (so the same Flame Sphere could be used toburn a tree or to create an opening when surroundedby fire).

    If a character casts a spell upon himself or other allieshe must succeed in a roll on his LF + AttributeBonus (WIS for divine and INT for arcane), but ifthe target is unwilling the Referee will roll under thecreatures LF to avoid the spells effect (as already saidin the Combat chapter).Only Clerics and Magic Users add their AttributeBonus, while other classes roll just on their LF.

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    Spell Parameters

    Slot Level Effect Duration Range Area of Effect

    0 d3 Instantaneous Contact Personal1 d4 (d3 up to 4 Small creatures) 1 round per Lvl 10ft. + 3ft. per Lvl 5ft.2 d6 (d4 up to 4 Medium creatures) 10 round per Lvl 30ft. +10ft. per Lvl 15ft.3 d8 (d6 up to 4 Large creatures) 10 minutes per Lvl 60ft. +20ft. per Lvl 30ft.

    4 d10 (d8 up to 4 Huge creatures) 1 hour per Lvl 100ft. +30ft. per Lvl 50ft.5 d12 (d10 up to 4 Giant creatures) 1 day per Lvl 200ft. +60ft. per Lvl 100ft.6 d16 (d12 up to 4 Colossal creatures) 1 week per Lvl 300ft. + 100ft. per Lvl 150ft.7 d20 (d16 up to 4 Titanic creatures) 1 month per Lvl 1000ft. + 300ft. per Lvl 200ft.

    Effect: no spell damage means no die roll, spell canaffect up to a limited amount of selected targets.Duration: instantaneous spells are usually blasts, butthey also can create durable simple objects (likewooden)Range: Contact means the spell can be cast only atvery short range, from touch (0 ft.) to a maximum of

    10ft. (the reach of a lance)Area of Effect: Personal means the spell targets asingle creature or object, otherwise the spell targetseverything inside the area.

    The entity of the spells effect depends on the tableabove: whenever a character casts a spell, he mustcombine 2 columns from the SL0 line and 2 columnsfrom the actual SL line.

    Lets imagine a Level 1 Magic User with an Ice Spherememorized in a level 1 slot:

    Solution A: he throws an ice dagger dealing d3damage (SL0 Effect) in an instant (SL0 Duration)up to a distance of 13ft. (SL1 Range) able to blasta 5ft. radius area (SL1 AoE)

    Solution B: he creates a dagger (SL0 AoE) formelee combat (SL0 Range) dealing d4 damage(SL1 Effect) for a duration of 1 round (SL0Effect)

    It is also possible to merge a memorized Sphere withanother Sphere chosen on the spot: if a character doesit, he gets a malus on his LF (or a dual bonus ontargets LF) equal to twice the memorized Sphere slotlevel.

    Just remember that the memorized Sphere is alwaysdominant over the other Sphere, so that its themeaffects the other ones theme.

    Lets imagine a Magic User with two Spheres (Earthand Water).If he wants to merge Earth (memorized) with Water,

    then he could create a safe path to cross a riverIf he wants to merge Water (memorized) with Earth,then he could turn earth to mud with water.

    Lets considere the same Magic User, but with otherSpheres (Flames and Illusion).If he wants to merge Illusion (memorized) withFlames, then he could create an illusionary wall offlame everybody can see and which burns at contact.If he wants to merge Flames (memorized) withIllusion, then he could create a real campfire lookinglike that inside the Area of Effect but only a bush(spreading no light) outside of it.

    As a final note any spellcaster can cast freely a singleunharmful spell (like a minor healing) with all SL0parameters once between two encounters.

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    Monsters are exactly the same shown in other clones,except for the following changes:

    Their HDs must be halved (rounding down thevalue, minimum 1 HP)

    Monsters with less than 1HD grant 1XP, monsterswith more than 1HD grant 2HD XP

    They must have a descending AC to be used withthese House Rules

    They have a size parameterCreature Size

    Size Example

    Small GoblinMedium Man

    Large OgreHuge Stone GiantGiant Storm Giant

    Colossal DragonTitanic Mountain

    Two Weapon FightingYour character can fight holding one (Small orMedium) weapon in each hand and can roll twice around until the sum of both damage dice is smaller orequal than the lowest between DEX and STR.(For example a PC with DEX 9 and STR 16 can only

    wield two weapons with d4 as damage die).

    Feats (Option)Theyve been inspired by posts from FrDave andAndreas Davour.When a character reaches the proper levels (3rd and itsmultiples) his player chooses an Attribute (whichroughly fixes the area of application) and creates aspecific larger-than-life deed his character can

    perform a limited number of times (according to theAttribute Bonus) per level.

    The effect could be a re-roll, an automatic success oran unquestionable statement: that means the Refereehas the right to veto upon its definition (but not uponits application).

    STR: these Feats cover combat, athletics, musclesExample:Enjoy my punchs lullaby!Effect: with a single punch your character can put tosleep a target creature (Large size or smaller)INT: these Feats cover knowledge, arcane magic,theories, legends and general loreExample: Ive heard in a tavern this story about..Effect: your character spouts lore about a true rumor,like a magic axe hidden in a specific towerWIS: these Feats cover awareness, senses, divine

    magicExample: I spy, with my little eye..Effect: thanks to a minor form of clairvoyance yourcharacter knows exactly whats inside a roomCON: these Feats cover resilience, healing, personalanatomyExample:My granny was a Troll!Effect: your character is fully healed after a 8 hoursrestDEX: these Feats cover speed, movement, handskill,crafting skillExample: Catch me, if you can!

    Effect: your character can leave behind his followersand reach a safe placeCHA: these Feats cover fascination, command, verbalcommunicationExample: Heavenly WinkEffect: your character has a huge success with guys

    http://bloodofprokopius.blogspot.it/2012/01/old-school-feats.htmlhttp://theomnipotenteye.blogspot.it/2012/02/old-school-feats-my-take.htmlhttp://theomnipotenteye.blogspot.it/2012/02/old-school-feats-my-take.htmlhttp://bloodofprokopius.blogspot.it/2012/01/old-school-feats.html
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