House Rules


Additional rules and flavours specific to this chronicle.

Character Creation

Before coming up with a concept, check out the Premise and More Info.

In summary then, there are several restrictions on the characters.

Characters form a band of warriors for the Clan Crowe. This is the most basic premise of the chronicle. Characters can be nearly (see below) any kind of Chosen though Chosen of the Tuatha De Danann are the most preferred.

No Soulless and no Angels are allowed. Neither types, I believe, fits well in the premise.

Magic Paths are limited to only Magic Practitioners. Later, all characters can learn magic. I just want to avoid having, initally, overwhelming options.

Chosen Characters must choose between Granted Abilities and Supernatural Abilities but cannot, initally, have both. You’ll be able to buy up Granted Abilities or Supernatural Abilities later and even learn some Magic if you so require.

Passion Points

I’m going to reduce the number of avaliable Passion Points from 10 to only 7. I may reduce this further later.

Combat

Combat will be based on the basic Story Elements system from FUDGE/LH but including Wounds and Hitpoint and a few house rules.

Combat is nearly always a resisted roll unless it makes absolutly no sense (ex. “murder” or purposly turning away from attacker). At the very least, a character can make a Instinct roll to minmise the damage.

Degree of Success = the number of rankings in the difference between the two rolls.

Damage Factor = (Body) + Degree of Success + Weapon or Maneouver Modifier

For Ranged Attacks, Damage Factor = Degree of Success + Weapon Modifer. The Weapon Modifier can be quite large from +2 upwards. Thrown weapons, if over a short range, can use Body in the calculation.

Defense Factor = Body + Armour Rating

Final Damage = Damage Factor – Defense Modifer

If “Body” is less than 0 then use just 0 in the equation. Wound penalities do not affect Body when calculating Defense Factor. Final Damage can not be negative. If Final Damage is 0 then no damage is done _except_ if the damage is reduced to 0 because of reflexive Instinct roll. In this case, Final Damage will always do at least one Scratch wound (unless the attacker’s attack wasn’t good enough).

To codify combat a bit (just so that it’s clear in my head at least), you’ll have a number of options in combat. This list is not exhaustive nor is it meant to be. Doing other actions such as jumping away or diving into the attack etc. are still permissible. The purpose, really, of this is to speed up combat, not slow it down!

Full Dodge: You attempt to Dodge. If you dont’ have a dodge skill then your using your Instinct attribute with a modifier of -1 or -2. In this instance Instinct acts like Dodge so it can negate an attack (i.e. Dodge as an Assumed Skill). You can say your attempting to dodge even if you can’t see whos attacking you.
Sample Modifiers: Surprised -1,

Full Attack: Full outright attack. If using a weapon, you use the relevant Skill. You cannot Dodge when you attack, though I may allow an Instinct roll to react but it will not negate anothers attack. Optionally, you may forgo any attempts to defend yourself and gain a +1 (i.e. a “berserk” attack).
Sample Modifiers: Charge +1, Position Advantage +1, Forgo Defense +1

One on One Clash: Both people in a fight simply clash. Parrying, dodging and attacking are all assumed. Both parties make an opposed roll and damage is worked out that way. In some cases I may forbid this option or it is impossible (such as attacking a Giant). In other cases, this can decided who wins in one roll.

One on One First Strike: Both people in fight are attacking. It all depends on who gets first strike so a roll of instinct is required. Winner strikes first but loser, like in Full Attack, may get to roll Instinct. Then the loser, if he is not out, gets to strike back.

Special Moves: Well, in these cases I’ll “fudge it” and come up with the rolls on the fly. Doing things like parrying while striking are allowed.

When your attacked, not counting supernatural advantages, you can always use your Instinct. If your otherwise engaged (such as an Attack) or unaware then they’ll be a -2 to -3 modifier. This will not negate a successful roll, just lessen the degree of success. If you are aware and free to act then you can always attempted to Dodge or Parry.

By and by most of this stuff doesn’t take into account Granted Abilities such as Above Normal Reactions which would give, at least a +1 bonus to most Instinct rolls, Lightning Speed which might give bonuses on some attacks depending on description and Eyes on the back of the Head which would nearly always allow a reflexive Instinct roll when attacked.

A round of combat lasts as long as need be. A single round can last the duration of a fight or until the next punch.

Wound Types

A Final Damage of 1 or 2 is a Scratch
A Final Damage of 3 or 4 is a Hurt wound. Hurt wounds imply a -1 penality on the victim.
A Final Damage of 5 or 6 is a Very Hurt wound. Very Hurt wounds imply a -2 penality on the victim.
A Final Damage of 7 or 8 renders the victim Incapacitated. 9+ is Death or Near Death.

Weapon Modifier

Current list of Weapon Modifiers.

Battle Axe +2
(Short) Sword +2
Javalin/Spear +2

Armour Ratings

Suit of Clothes: 0
Padding Clothes (i.e. basic celtic armour): 0 to +1

Wounds and Hitpoints

Originally I wanted to link number of hit points with the Body Attribute but I’ve changed this for two reasons.

  • It’s too confusing for me with NPCs with varying Body Attributes in combat to track.
  • Body is already factored into the Defense Modifier

I will make an exception though for beings of different size “scales” such as Dragons may have more Scratch points or even require double the wound type.

Wound Type Degree Penalty
[] Scratch 1, 2 0
[] 0
[] 0
[] Hurt 3, 4 -1
[] -1
[] Very Hurt 5, 6 -2
[] -2
[] Incapacitated 7, 8 -
[] Near Death 9+ -

Additionally, I’ll allow characters to spend a Passion Point to temporarily ignore wound penalities, if their passions are involved. This will last until they get a break, even momentary, from combat or gain a Wound in different category. Alternativily a character can roll their Will Attribute but this lasts only a few “rounds” (about two rounds) of combat.

[Note: I'll continue to update this entry with additional house rules as they come about]