House Rules

From: Wulf Corbett <wulfc_at_...>
Date: Wed, 17 Jan 2001 19:35:47 +0000


Well, in an effort to start the ball rolling to collect optional rules, here are a couple of collections I like. None of these are originally mine, and I may not even use all of them, but I like them...

Augmentation
A 'level' of augmentation represents either a +1 bonus to the TN, or a +2 Edge for use in an Extended Contest.

Most augments benefit from touch range, reducing resistance by 5. Lending AP needs no further extra rules

A 'basic' or 'normal' augment may be gained by a simple Ability roll on the augmenting ability/magic. If successful, one level of augmentation is gained for every full 10 points of the ability. On a roll of 1, double this, on a roll of 20, apply it as a penalty instead.

Some abilities may augment without needing an action. Usually these are mundane abilities such as Large, Strong, Agile, Keen-eyed, etc. Even relationships may be used as automatic augments, such as Hate Tusk Riders, Friend to Aldryami, Trusted by Clan, etc. The narrator may also apply this rule to flaws such as Frail, Fear of Heights, etc. Only one such automatic augment may be used on one ability, but the narrator may allow an additional mundane augment when an automatic mundane augment has been applied. In any case, automatic augments must be of the basic type described above. For simplicity, automatic augments do not benefit from touch range, but if desired, add a level of augmentation to successful automatic augments.

A further type of augment is permitted as a 'one-use' or 'snap' augment. This takes no action, may be of automatic or normal type, but lasts for only a single action. If using a Spirit for a snap augment, AP is NOT gained, but it DOES count as one of the day's uses of the spirit.

All other augments require an action.



Magic Use
Magic is usable in one of 3 ways:
Augmentation:- Use the magic to augment a mundane ability. For example, use Great Blow to add Edge to a sword. Replacement:- Use magic instead of a closely related mundane ability. For example, use Great Blow instead of Close Combat. Missile and Payload (or, in more Gloranthan terms, Bow and Arrow):- Use the magic in combination with a closely related ability, both abilities in one action. For example, a Yinkini uses Close Combat: Claw and Bite (the Bow) to attack. If successful, he uses Paralyzing Bite (the Arrow) to disable his opponent. Or, a Vingan uses Mile Javelin Throw (the Bow) to throw a javelin a LONG way. If successful, she then uses Ranged Combat: Javelin (the Arrow) to hit and damage

Wulf

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