1. Notes

Special Rules

✅ OSE Advanced Fantasy Character Options Checklist

🧬 Character Creation

  • ✅ Race & Class can be Separate
    ⤷ Choose from Human, Elf, Dwarf, Halfling, Gnome, Half-Elf, Half-Orc and others.
    ⤷ Each race has class restrictions (see tables)

  • ✅ Choose from Advanced Classes

  • ⤷ Includes: Barbarian, Bard, Knight, Paladin, Ranger, Assassin, Acrobat, Druid, Illusionist, etc. (also Necromancer)
    ⤷ Check Prime Requisite and minimum stat requirements

  • ✅ Apply Prime Requisite XP Bonus
    ⤷ +5% XP if Prime Requisite is 13–15
    ⤷ +10% XP if Prime Requisite is 16+

  • ✅ Determine Languages by Intelligence
    ⤷ INT 10+ = literate; low INT may be illiterate
    ⤷ High INT grants extra languages from racial, alignment, or monster tongues

  • ✅ Note Class-Specific Weapon/Armor Restrictions
    ⤷ Clerics: No edged weapons
    ⤷ Magic-Users: No armor, limited weapons
    ⤷ Thieves: Light armor only (leather), some weapons


🔁 Multiclass & Dual Class

  • ✅ Demihuman? Consider Multiclassing
    ⤷ Choose two classes at character creation
    ⤷ Split XP evenly; must qualify for both
    ⤷ Only available combinations listed by race

📚 Optional Systems

  • ✅ Use Alignment Languages?
    ⤷ Present by default, but often ignored or replaced
    ⤷ GM should clarify their use in your game (mostly ignored)

  • ✅ Simplified Encumbrance Tracking Method:
    ⤷ Classic coin-weight system
    ⤷ OR simplified gear slot system (GM's discretion)


💀 Survival & Death (House Rule Options)

  • ✅ Death at 0 HP (See Below).
    ⤷ Optionally: unconscious at 0, death at – (minus) your level (for example, a second level character is dead at -2)



🧙‍♂️ Magic & Spellcasting

  • ✅ Reversible Spells
     Some spells have reversible effects (e.g., Light / Darkness, Cure / Cause Wounds).

  • ✅ Spell Acquisition (Scroll Learning & Research)
     Unlimited Spells in Spellbook. Rules for copying scrolls, researching spells, or transcribing magical texts into spellbooks.

  • ✅ Cleric Spell Preparation (House Rule)
     Allows Clerics to prepare different spells daily instead of knowing fixed spells (non-core, table-dependent).


💀 Combat Rules

  • ✅ Weapon Proficiencies (Referee’s Tome)
     Track weapon training; limit weapons by class or grant bonuses to trained ones.

  • ✅ Weapon Specialization
     Allows Fighters (or others) to specialize for extra bonuses (to-hit/damage or special moves).

  • ✅ Parrying and Disarming
     Optional maneuvers: trade attacks for AC bonuses, or attempt to disarm foes.

  • ✅ Morale System
     Expanded morale checks for monsters, NPCs, and hirelings (adds realism to battles).

  • ✅ Attack Modifiers by Situation
     Apply adjustments for elevation, cover, charging, and other battlefield conditions.

  • ☐ Called Shots or Critical Hits (No)
     Not core, but optional tables exist for location-based or dramatic hits.


🧭 Exploration & Wilderness

  • ✅ Overland Travel & Hex Crawling
     Detailed movement by terrain type; includes foraging, getting lost, and weather effects.

  • ✅ Stronghold Construction & Domain Play
     High-level rules for building castles, temples, towers, hiring staff, and managing land.

  • ✅ Retainers, Mercenaries, and Hirelings
     Costs, morale, and loyalty rules for NPC support staff in dungeons or downtime.


🛠️ Miscellaneous Rules

  • ✅ Aging Rules (this never matters)
     Characters age over time; age affects ability scores and lifespan (by race).

  • ☐ Training to Level Up (No)
     Characters must spend gold and downtime to gain new levels (adds realism and economy sink).

  • ✅ Reaction Rolls
     Used in social encounters, hiring retainers, or parleying with intelligent monsters.

More Options

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House Rules


🏰 House Rules of the Realm

These are the standing decrees of this realm—custom guidelines forged to shape the world you adventure in. They override or expand upon the official rules and are designed with new adventurers in mind. Though simple, these laws have lasting impact on the lives of heroes and villains alike.

⚔️ Character Creation & Survival

  • Maximum Starting Hit Points
    All characters begin their journey at maximum hit points for their class at 1st level. Fortune favors the bold (and the healthy)!

  • Death Threshold
    A character dies only when their hit points drop to negative their level. For example, a 2nd-level character only dies when they reach -2 HP. Until then, fate still holds a candle.

  • Stabilizing the Dying
    Simply attending to a dying ally as an action (no check required) is enough to stabilize them. Sometimes, all it takes is a steady hand and a friend nearby.

🧝 Unique Playable Options

  • Wood Elf Class and Race
    The ancient Wood Elves are available not only as a race, but as a class in their own right. Their deep connection to the land offers unique benefits. (Please refer to your custom class rules if applicable.)

  • Necromancer Class
    The dark art of Necromancy is available as a full class. Players choosing this path should be ready for both power and consequence. (Clarification or rules document may be needed for this class.)

🗡️ Factions and Background Integration

  • Thieves and the Wheelmarked Guild
    All starting Thief characters are initiates of the Wheelmarked Guild, branded with a magical tattoo denoting their membership. They begin play 1,000 gold in debt, but enjoy the benefits of guild services—safehouses, fences, informants, and more.

  • Magic Users and the Arkentower
    Most arcane casters hail from Tower Arcana (Arcantower), the region’s most prestigious (and controversial) arcane college. This is the default training ground for Wizards and other spellcasters, though players are free to invent alternative origins. See So You're a Magic User?

  • Clerics and Divine Lore
    Clerics must have a strong tie to the campaign’s pantheon, divine traditions, or sacred institutions. A divine calling is more than spell slots—it’s a calling tied to the world. See So You're a Cleric?

🧭 Retainers and Adventuring Company Life

  • Encouraged Use of Retainers
    Adventurers are encouraged to hire retainers—torchbearers, scribes, shield-bearers, cooks, and more. These NPCs can be hired at the Pale Lodge, a well-known gathering place for mercenaries and support staff.