House Rules

Various house rules to fix or alter perceived issues with the game. (Lets face it, we all tinker!)

Different Die types

Pbta/Ironsworn hack

More in line with Powered by the Apocalypse engine or Ironsworn, this mod changes how players read the dice results, not how the dice are chosen or rolled.
Read As Die Result
Weak Hit: 09-11
Strong Hit: 12-13
Critical Hit: 14+
Critical Miss: Two 1's

Lower Difficulty

Changing the default Difficulty class from 10 to 9 means that a pair of d8's isn't such an unlikely hit any longer. Combining this with the "Success at a Cost" rule on page 45 of the Core Rule book and offering the players a bribe of a fabula point ensures more "interesting" successes. As the game gets going and the player character's gain bonds that thye can use to assist with rolls, raising the difficulty back to 10 becomes reasonable.

Traits as Bonus points

Using a fabula point allows you to reroll any check. A relevant trait always grants you a +2 to your roll, without spending points.

Fabula Points

Alternate ways to gain Fabula Points

Any Doubles: Gain a Fabula point
A player May spend a Fabula point to make a miss into a weak hit, or a weak hit into a strong hit.
(For Iornsworn) Instead of gaining momentum, gain a Fabula point.

Status Effects

New Status Effects layout.

More complicated and far less elegant than the published rules, but more in keeping with the frankly excessive array of possibilities that most jrpgs offer.

Status Effect Description
Blind -2 to hit with weapons
Pierce -2 Defense
Puissance -2 Magic Defense
Poison Damage over time (1/8th max hp)
Silence No casting
Dazed Temporarily reduces your Insight die size by one.
Confuse Temporarily reduces your Dexterity and Insight die sizes by one.
Curse Temporarily reduces your Might and Willpower die sizes by one.
Shaken Temporarily reduces your Willpower die size by one.
Slow Temporarily reduces your Dexterity die size by one.
Weak Temporarily reduces your Might die size by one.

Travel Rules

More Common Discoveries

Location Danger Rating Die Size Hit on a-
Within villages, cities and guarded areas Minimal d6 ≤ 1
Prairies, patrolled roads, countrysides Low d8 ≤ 2
Forests, hills, rivers Medium d10 ≤ 3
Vast forests, mountains, open sea, swamps High d12 ≤ 4
Deserts, frozen wastes, jungles, volcanoes Very High d20 ≤ 5

Non Combat Skills

Each class provides a role or collection of skills. "Things a loremaster would know." "Things a tinkerer would know."
The player's class level provides a bonus of 1/2 Class level to any roll the player makes.
What exactly a class's non combat expertise covers is between the GM and the Players.

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