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An Array of Specimens Tagged as House Rules

Do Not Take Me For Some Turner of Cheap Tricks


A mysterious chaotic unstable force permeates the very air we breath, most are oblivious to its existence, but there are those learned and reckless enough to tap into its vastness, and at any cost untold power and vision will be theirs.

Every day the Magic-User will sit down with their spellbook to memorise a certain number of….

 

Fuck that. A Magic-User’s spell limit is how many spells they can SAFELY cast. Not how good their memory is (or how many spells the mind can contain if you prefer, if that was my problem I’d bring some goddamn notes with me), but how many times they can channel otherworldly energy through themselves before they become exhausted and things start to go awry.

 

In my setting, there is no memorising of spells, if a Maleficar (also known as Hagborn, Wormeater, Plague’d One, Harbinger, or just plain Witch) has their spellbook with them they may cast any spell they know. Unless they already found the spell in preparation, casting from a spellbook takes one round longer than usual while they turn through the pages to that cherished spot, so Maleficar often carry items bearing the formula for spells they may need quickly, their minds are too full and scattered to perfectly memorise spells.

 

For example:

 

Corfus Gnash the Bloodied, (Maleficar, obviously) wears a breastplate bearing an iron bookrest and candle holder, which secures his spellbook to his chest with leather straps attached to his shoulders. The notched axe he carries has his formula for Stinking Cloud carved into the haft, something he often finds useful in a tight spot. If you ever got close enough to see his inner arms you would also find the scarred formulas for Army of One and Gaseous Form, researched and carved into his flesh during his short imprisonment.

 

Osman Vermald (another Maleficar, imagine that) does not carry a spellbook, instead each spell has been lovingly inscribed into a rat skull and hung from his neck and arms. He raised each rat from birth and can find them at a moment’s notice.

 

The Further Adventures of Tearing Power from Beyond

 

I like my Magic-Users nasty and strange, and no matter how dirty they are as soon as they sit down to memorise spells for the day they look like the prissiest wussies at the garden party.

In that spirit, I’ve mentioned risky spellcasting several times in the play reports I’ve posted, which is an idea I first gleaned from False Machine.

 

When they can’t cast any more spells safely, Maleficar may attempt to cast further spells with a 3d6 Cast the Bones roll. A penalty is applied for every spell level above 1st, but bonuses may be applied by using appropriate spell components, requiring a further round per bonus to prepare. There can be consequences to this. For a minor consequence roll on the Chaos Reigns table. When you’ve done fucked up roll on That Which Should Not Be.

 

3d6Cast the Bones
14-18Success
11-13Success/Chaos Reigns
8-10Chaos Reigns
5-7Success/That Which Should Not Be
1-4That Which Should Not Be

 

Further to that, taking damage doesn’t stop you from casting, but it does mean you need to make a Cast the Bones roll with a penalty equal to the damage you took if you want to maintain your concentration.

Maleficar can also attempt to cast any spell they know without reading from their spellbook or an item, but since that’s an awful lot to remember it requires a Cast the Bones roll, with a penalty for every spell level above 1st.

Encumbrance doesn’t stop players from casting, that’s dumb, as long as they can move they cast spells. Besides, the more they’re carrying the more will turn into goo when they have a spell mishap.

 

I like the Dungeon Crawl Classics idea of spells having variable effects, however, I also think that having a table for every single spell is an enormous pain in everyone’s butt.

In my setting spells normally have the same effect every time, after all a lot of time and willpower is spent learning to harness that spell in a specific way. But if the Maleficar wishes, they can relax their hold on the spell, attempting to create a greater affect with a 3d6 Conduit of the Cosmos roll. The player announces what they want to happen, and the Referee applies penalties accordingly. An effect without penalties would be something like double duration/damage.

e.g. If a 1st level Maleficar wants their Magic Missile to throw out two missiles, that would be a normal roll. However if they want the missile to enter their enemy’s head and crackle and grow until it explodes, spraying his friends with skull shrapnel and brain lightning, that’s probably going to be a roll at -4.

Creativity should be encouraged, so if the Maleficar spontaneously conceives of a way to use the fundamentals of a spell they know for a different purpose, they can attempt it with a Conduit of the Cosmos roll, taking penalties as the Referee sees fit, and bonuses up to +4 if it is significantly less powerful than the true spell.

 

3d6Conduit of the Cosmos
14-18Success
11-13Success/Chaos Reigns
8-10Spell Collapse
5-7Spell Collapse/Chaos Reigns
1-4That Which Should Not Be

 

On a result of Spell Collapse roll or just decide what makes most sense for the spell/situation.

 

1d6Spell Collapse
1Normal spell effect inflicted on caster
2Half spell effect inflicted on caster
3-4Spell works in unexpected way use your imaginaaaation)
5Half spell effect inflicted on random target
6Half spell effect inflicted on target

 

Chaos Reigns
1d20
1Roll on Abyssal Side-Effects. Not only does this effect happen now, but every time you cast this spell from now on.
2That's new... Roll on Transmutation table.
3A rotting golden idol melts out of thin air and hovers in the centre of the area. Everyone present rolls 3d6, including animals and inhuman monsters. Whoever rolled highest increases a random ability score by 1. Whoever rolled lowest loses 1 from the same ability score. Anyone that rolls:
18 may make a wish. Roll again. If you roll less than 13 it goes horribly wrong.
14 has golden maggots to the value of 500sp wriggle out of their tear ducts.
10 gains a random insanity.
6 permanently sheds their hair, nails and teeth.
3 collapses in agony as enormous blisters swell from their flesh and burst, releasing mud-fleshed olive green creatures somewhere between a lobster and a squid, as they writhe on the ground their flesh turns the same mud olive and the creatures consume them before the whole scene collapses in a reeking puddle.
4A screaming hairless hound manifests, it disembowels itself with fleshy pink hands, then offers you its entrails. Screaming all the while from its toothless maw.
5You start violently weeping and you don't know why. Anyone looking at you while you weep can see a dripping halo of blood over your head.
6Save vs. Magical Device every time you want to read something from your spellbook. If you fail all you can read is a shorthand account of all your personal shortcomings in the hand of whoever you have held most dear in life.
7The caster's mind switches place with that of a random enemy, or if no enemies are present, that of a man-sized putrid pink anthropomorphic toadbeast that claws its way out of the ground. The caster retains their spellcasting abilities.
8The scent of rotting cabbage wafts through the air within 30' of the caster. Save vs. Poison. Those who fail shake and sweat as if with a fever and become sexually uncontrollable for the next d4 turns (each rolls separately).
9A pale green mist billows from the caster's mouth and they lose consciousness for d8 turns. During this time the player may control the mist. They cannot communicate, move at a Lightly Encumbered rate, can expand to fill a 30' radius, and are affected by things as a normal mist would be. Anyone who breathes in the mist must save vs. Poison or die as their lungs liquefy.
10Everyone within 30' begins to feel an itching in their flesh, and if they look closely they will notice pores stretching and closing as if something was moving through them. Something is now moving beneath the skin and it burns. If anyone digs into their flesh they will discover shimmering turquoise things like jellyfish the size of fingernails, but with tentacles that harden like glass needles. After d6 rounds the itching stops and the jellyfish disappear.
11You fall to your knees and regurgitate (roll d8):
1. Green algae filled with struggling black crabs.
2. Bubbling water, you hear whispers and childlike laughter as the bubbles expand and burst.
3. A golden eel with the face of a man.
4. A bloated, pregnant rat whose belly splits open when it hits the floor, spilling its young.
5. A pool of gritty tar. A multi-sided puzzle box is slowly revealed in the centre of the puddle, it doesn't appear to emerge from the floor, more like it remains still and the tar sinks down from its sides. You can't be sure of how many sides, you always seem to lose count. You have no idea how it fit through your mouth let alone your throat.
6. Blood. And eyes and teeth and hair. Like a burst tumor.
7. Writing. Not on paper, not in patterns, just writing. It doesn't make sense and nobody else can see anything but vomit but you regurgitate writing. It tells you how you die. But you can't read it, the words won't make sense, and they keep moving, and you try to hold them down but they slip through your fingers, but you know that the writing tells you everything. If only you could read it.
8. Eight gold coins. If these coins are used to buy something, that night the person who used the coin will dream of the one they gave it to.
The air is nothing but bushfire-black fog, and molten gold runs from their face. It might fill their mouth, their eye sockets, pour from their ears.. They desire to murder you with a psychotic rage, you wronged them, why did you wrong them? If you kill them in your dream you will wake up covered in blood and brain matter, standing on their bed in what used to be their head. And vice versa.
12A plant grows in the caster's stomach. One night per week d3 dry black tendrils emerge from the caster's orifices and bear glossy plump deep purple fruit. In the centre of the fruit is a small black multi-limbed figure in a foetal position, of the same consistency as the fruit.
If the caster has been acting immorally the fruit is sweet and grants increased Strength, Dexterity and Intelligence, with a 25% chance of addiction.
If the caster has been acting morally the fruit tastes of ash and salt and induces extreme paranoia and jealousy.
13Everything the caster is wearing* has a 50% chance of (roll d6):
1. Decomposing into a swarm of cooing lime green spiders which caress you with their tiny limbs.
2. Turning into rose-coloured glass that reflects things all wrong.
3. Becoming pliable and moist. It will fuse to your skin the next time you touch it.
4. Puffing into a foul smelling dust which swirls in place for a few minutes, then reforms, then puffs into dust, and so on.
5. Splashing to the ground like thick paint.
6. Turning into hair from some kind of beast you've never seen before, some parts still have bits of scalp attached and tiny lice swarm throughout.
*Packs count as one item but anything important inside gets its own roll.
14A dog runs into the area, if you were attacking someone it immediately latches onto them. He's just the cutest most loyal little dog ever yes he is. Anyone else that looks at it sees its fur shivering and shaking while its head splits open and the monkey skull within screams at them.
15The caster vomits forth an enormous pink toad which croaks loudly and collapses into a puddle of slime. For the next 3 hours everyone who was within earshot must save vs. Poison when they wish to speak, otherwise they vomit up a small pink toad which stares and follows them. The bumps on its back constantly sweat beads of black fluid.
If you actively lick one there is a 3 in 6 chance it cures you, otherwise you hallucinate for a number of turns equal to your roll, with a 10% chance of gaining a random insanity.
16Black Blood. The caster's Strength increases to 18 and they fly into a murderous frenzy. Any wound they sustain immediately sprays acidic boiling black blood. Every round there is a 50% chance the caster sprays blood from their eyes as a 10' ranged attack in addition to their other actions. This lasts for d8 rounds, after which the caster blacks out for that many hours.
17Everyone within view of the caster must save vs. Magic. Those who fail begin to give birth through their mouths, umbilical cord and placenta and all. The foetus is them. If they kill it there are no consequences, if they allow it to live it will leech a year of their life every day, growing visibly older.
If they eat the child, increase a random ability score by 1. Do this again for every day the child has lived.
18Your lips seal shut like they never existed and your tongue seems to double in size, it's moving around your mouth and feels like it's getting bigger, it's trying to choke you. If you bite your tongue in half you'll find that your mouth is full of black, legged maggots, and your lips were never sealed shut.
50% chance you really did bite your tongue in half.
19Beacon of Sin. Others find it hard to repress taboo desires around you. A trail of incest and lynchings is left in your wake for the next d6 weeks, with 6 being permanent.
20Everything in a 5' radius around the caster is liquefied into a foul-smelling orange pus. Including the floor, their hair, and everything they are wearing. Researching spells the caster had already learned only takes half as long as usual. There's a 50% chance that living beings completely caught in the sphere will retain their sentience despite liquefying into pus.

Read the rest…


9 comments



I’d Hit That


 

Hey Logan, how do you do Hit Points?

 

Hit Points up to class starting Hit Die + Constitution modifiers measure the character’s ability to withstand injury before passing out; let’s call them Flesh. Hit Points gained beyond that measure the character’s ability to avoid injury; let’s call them Grit.

 

For example (using LotFP classes):

 

Brutus the Shamed, Deserter of the Travelling Arena (…a Fighter) rolls max Hit Points (8) and a Constitution of 17 (+2) at 1st level. At 10 Flesh he’s a strapping young specimen.

At 2nd level he rolls for Hit Points and gains 1. He already has his full class Hit Die so this goes towards Grit, and his Constitution mod pushes his Flesh up to 12. Seems like he’s been too focussed on re-living that last match with the Travelling Arena and crushing skulls to learn much about avoiding fireballs, but the scorching doesn’t hurt as much as it used to.

 

Maggie Calhoun, Undisputed Mistress of Misappropriation (Specialist) rolls 4hp (2 below max) and a Constitution of 16 (+2) at 1st level. Maggie’s a sprightly lass but her starting 6 Flesh shows that pickings have been a bit slim in the slums of Brackenholm, hence skipping town with the buff yet daft Brutus after that fateful night in the arena tent.

At 2nd level she rolls for Hit Points and gains 6. This fills out her class Hit Die and leaves 4 points for Grit, while her Constitution mod gives her another 2 Flesh. Maggie now has 10 Flesh plus 4 Grit. Seems like she’s been pilfering rations from Brutus while he’s brooding, and watching from the shadows enough to learn quite a little bit about not getting stabbed.

 

Arnestus Rutherford, Bookwyrm (Magic-User) rolls 3hp (3 below max) and a Constitution of 10 (no mod) at 1st level. At only 3 Flesh Arnestus is looking rather sickly since Brutus and Maggie convinced him to leave the Hall Between the Walls.

At 2nd level he rolls for Hit Points and gains 3. Arnestus now has his maximum 6 Flesh, but has spent too much time coming back to grips with food to learn much about the outside world.

 

 

Damage affects Grit first, which to the character will mean near misses, stunning blows, generally getting worn out by all this ducking and weaving, superficial wounds that can simply be strapped, so on and so forth. When Grit is gone the character is too worn down to ward off real physical harm, and starts taking Flesh wounds.

A character loses consciousness if reduced to 0 Flesh, and dies if reduced to negative half the class advancement Hit Die. An enemy attacking an unconscious character automatically disembowels them and feasts on the goods within.

When a critical hit is rolled against a character with Grit, the attacker has anticipated the character’s foolish jumping and stabbed them square in the chest, bypassing Grit and damaging Flesh (or in either case doing something rad that makes sense in the situation with any damage affecting the appropriate thing).

 

Attacking from behind or by surprise bypasses Grit and damages Flesh, and any single attack that deals either maximum damage or half of the character’s total Flesh worth of damage directly to Flesh causes a serious wound. This can mean losing a limb, an eye, being wounded so deeply that it will never heal properly and therefore reducing stats, blah blah blah figure it out. Suffering a serious wound will also mean the loss of any remaining Grit; finesse is hard to maintain when the gushing blood from your shoulder stump has slicked the floor around you.

 

For example:

 

Brutus the Shamed, Deserter of the Travelling Arena has had too much to drink at the Withering Apple (good cider) and insulted the local swordmaster’s trousers. And if there’s one thing Swordmaster Reginald cares about more than swordplay, it’s fashion. Reginald lunges at Brutus’ head with his rapier, scores a hit, and deals 2 damage. Brutus stood statue still but leant his head to the side, avoiding being stabbed in the face by losing his 1 point of Grit and taking 1 Flesh damage after most of his left ear comes away with the rapier.

 

In the ruckus Maggie has crept around the edge of the crowd, hoping to lift whatever that shiny thing in this old bald man’s pocket is. Unfortunately for Maggie this old bald man is a Digestive Servitor and much more aware than she gave him credit for. As Maggie draws near he turns to face her, milky-eyed and utterly hairless as his jaw drops and a torrent of yellow filth spews from his gullet. Maggie makes to roll out of the way across a table but he’s scored a critical hit and dealt 8 points of damage. Maggie leaves a sickly orange mess across the table as she rolls and by the time she hits the floor on the other side her gams are nothing but blackened bone. The critical hit bypassed Maggie’s Grit, and the serious wound causes her to lose all of said Grit as she drags herself across the floor on splintering fingernails, struggling to remain conscious on her remaining 2 points of Flesh.

 

Arnestus is still in the corner trying to tackle his Sheep’s Heel Pie.

 

 

 

BE HEALED!

 

Outside of combat, characters can roll to regain their class advancement Hit Die worth of Grit for every 10 minutes spent resting or sleeping (so Arnestus can regain 1d4 every 10 minutes). During this time they’re patching up superficial wounds, bragging to regain their confidence or just generally calming the fuck down. This does NOT have to be done in a safe place, but dropping down for a nap right after you’ve gutted the Plague Prophet in front of his congregation may not be the best idea.

Note that if the character has less than half their Flesh they can’t regain Grit until that’s dealt with via sorcery or surgeon; they’re a little too preoccupied with their spilt intestines to be practising feints.

 

 

MAGICAL HEALING IN A BOTTLE?!

 

Yeah I don’t buy in to a vial of liquid that has been infused with the same power as the Devotee of the Corpulent One who keeps trying to convert us.

In place of Healing Potions I like a nice flask of Cuckold’s Courage.

 

Cuckold’s Courage:

The (allegedly) original brew comes in a bottle printed with a woman’s face blowing a cheeky kiss and wearing stag horns, which by popular lore was first brewed for an apothecary’s brother unable to deal with his infamously unfaithful wife, but its like can be found almost anywhere. Other names it has been found under include Deadbeat’s Draught, Slattern’s Ruin, and the always subtle Hang The Harlot.

It is a mixture of booze, narcotics, and some other things you probably don’t want to know about prepared by your local alchemist or apothecary. Being lucrative as all hell, the preparation of Cuckold’s Courage is fiercely guarded by those who’ve had the knowledge passed on to them, so good luck figuring out how to brew your own.

Cuckold’s Courage costs 50 silver groats (or whatever your standard currency is) per d6 it is brewed to restore, plus a 50sp tip of the hat to the brewer. Cuckold’s Courage can ONLY be used to restore Grit, not Flesh. It can, however, be used to increase Grit above normal limits for d6 hours, and will immediately end stunning effects.

If the character drinks more than 2 bottles within 24 hours they run the risk of adverse affects and addiction.

 

 

WHY WOULD YOU DO THIIIS?!?!

 

Well I guess it depends on what you feel makes more sense.

Option Number One being that the longer a character adventures around the more injury they are able to sustain, until they can walk around with arrows sticking out of their spines and flaps of flesh hanging off like it ain’t a thing.

Or, Option Number Two being that while they do become somewhat hardier, the longer a character adventures around the more they learn about avoiding injury, whether it be sidestepping a sword thrust they would have been too clumsy to avoid when they first started out, or where best to hide when a wizard starts mumbling and his eyes get all glowy.

 

Me I’m all about Option Number Two.

It makes sense in terms of progression; at 1st level the characters are fairly inexperienced regarding the things they’ll be facing, but the more they learn the better they get at not losing body parts. So the longer they’re around the more competent they become but remain human rather than turning into demigod battlewagons.

It also does away with a lot of resource-management healing. When pretty much every fight is going to mean flesh wounds there’s going to be a lot of magical healing being thrown around before we make it out of this hellhole. But when sliding the last cultist off your sword with 1 point of Grit left means that you fought with everything you had to avoid being cut by their filth-encrusted blades, you can have a bit of a rest on a bed made of their corpses or neck a bottle of Cuckold’s Courage and you’re good to go.

It also means that combat is ALWAYS a dangerous option. Brutus can reach 7th level and have let’s say 40 Grit on top of his (thanks to Constitution mods) 22 Flesh, but a critical hit in the second round of combat can mean his opponent managed to anticipate his next move and cut his legs out from under him. Or that a peasant got reeeeeally lucky with his pitchfork.

 

 

[Addendum: some dying and infection mechanics have been added to this in The House of Rules]


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