HOUSE RULES

Player Character Armor Class

Players roll to avoid being hit in my games, rather than me rolling for your enemies to hit. What this means is this: If a monster makes an attack on a player character, the player must roll over their AC + the monster's FA (fighting ability, usually the same as its Hit Dice) on a d20.

Shields Shall Be Splintered

Any time you take damage in combat you can opt to sacrifice your shield to avoid it.
Magic shields can absorb multiple blows (an extra one for each plus, subtracting the bonus accordingly), but will be destroyed once its limit is reached.

Spout Lore

Adapted from Dungeon World, ©2012, Sage LaTorra, Adam Koebel

When the PC consults their accumulated knowledge about something, the player makes a non-standard resolution check (a d6 roll). The referee will ask “How might you know this?” The credibility of the player's answer informs the chance-in-6 of succeeding (from 1:6 to 3:6).

If successful, the referee will reveal something interesting and useful about the subject relevant to the situation, even if they have to make it up on the spot. On a miss something bad might happen, often involving the time the PC takes thinking, but cannot be a lie, or misinformation (the player knows if they succeeded anyway).

A bard's "folklore" ability may operate on this mechanic, either receiving a bonus of +1/+2; or the ability to answer "because I'm a bard" to the referee's "how might you know this."

Orgies Etc.

Adapted from systems included in On Downtime and Demesnes, ©2019, Hack & Slash Publishing. Author: Courtney C. Campbell; and Drunken Debauchery! bu Colin Chapman

In addition to receiving XP for treasure recovered, characters can expend treasure for XP and additional rewards.

Carousing

On a given week, a character can spend up to 1d8×100 gp on one of the following activities:

If the save fails, something "interesting" happens, though that might not be a bad thing. Drinking/Orgies uses the Drunken Debauchery table. Other categories have their own tables. At the end of the week, unless contradicted by the result of a failed save, characters gain experience equal to gold spent.

Raising Attributes

This costs 2,000 gp and takes 1 month. Each additional time, increase 2,000 gp to the power of the number of times that attribute has already been raised. The second time characters raise a score it costs 4,000 gp, the third, 8,000 gp, the fourth 16,000 gp, etc. This cannot raise an attribute beyond 16.
A character can only raise a single attribute per level gain.

Rumors

Spend 1d4×10 gp and make a reaction roll, modified by Charisma. This takes 1 full day per attempt.

Check Effect
2 Failure, lose another 1d6×10 gp tracking a lead
3-5 Spend another 1d4×10 gp to hear one rumor
6-8 Hear one rumor
7-11 Pay another 2d10 gp to hear an extra rumor
12+ Hear two rumors

Rumors have to be designed around the local area and events.

Additional Equipment

Adapted from Bloody Basic – Weird Fantasy Edition, ©2015, John M. Stater. Author: John M. Stater.

Armor AC DR
Weight MV
Cost
Aketon, gambeson, ichcahuipilli 8 1 10 40
50 gp
Haubergeon, jazerant (chain shirt) 7 1 10 40
100 gp
Disk armor, mirror armor 6 0 15 40 25 gp
Rough hide, bone, shell (crocodile, rhino, giant tortoise, etc. ) 5 2 30 30
200 gp
Jack of plate, breastplate 4 1 30 30
150 gp
Brigandine 3 1 35 30
300 gp
Helms Spell Failure
Tusk Helmet +1 0 1 1:6 20 gp
Aventail, sallet, mail coif, morion, or casque (helm) +1 0 2 2:6
7 gp
Bascinet, heaume, or barbute (helm & visor or mask) +2 0 3 3:6
15 gp

Shields
Mêlée AC Missile AC Weight
Cost
Wicker shield (gerrha) +2 +0 5 7 gp
Hourglass shield, figure-of-eight shield +2 +2 7 10 gp

Melee Weapon WC Damage Weight Cost As...
Cinquedea 1 1d4+2 2 15 gp Short Sword
Cutlass 1 1d6+1 3 12 gp Short Scimitar
Estoc (tuck)1 1 1d4+1 2 15 gp Short Sword
Flambard 2 1d6+2 (1d8+2) 5 25 gp Long sword
Holy water sprinkler2 2 1d8 4 10 gp Horseman's Flail
Khopesh3 2 1d6+1 (1d8+1) 4 20 gp Scimitar
Crescent axe 3 1d10 (2d6) 8 20 gp Great Axe

1 ignores 1 point of DR from worn armor.

2 Ignores AC bonus provided by opponent’s shield (if any).

3 disarms as flail, i.e. at -2 attack penalty.