Homebrew Rules

  • Damage from Falling
    • Armour has no effect.
  • Assistance & Failure
    • Assistance must make sense and be an action in of itself.
    • The less capable may provide assistance to the more capable for a bonus of +1.
    • One with an appropriate ability or boon may provide a bonus of +2.
    • Maximum of +3 to any roll from assistance.


Optional Rules (p178, CRB)

  • Re-roll for Experience
    • All rolls can be re-rolled at the cost of one (1) point of Experience, which is permanently spent.
    • Only one re-roll per Action is allowed.
    • ◆ Can you re-roll a Death Test? No.
    • ◆ Can you re-roll a Fumbled Defence? No.
    • ◆ Can you re-roll any Critical Failure? No.
  • Re-roll for Corruption
    • All rolls can be re-rolled for the cost of one (1) permanent Corruption.
    • Only one re-roll is allowed for any single test.
    • All types of tests may be re-rolled when gaining Corruption to do so.


Alternate Rules (p98, APG)

  • Research in Archives
    • Anyone can search for information in archives and libraries, but in order to find anything useful they obviously need to search in a place where the desired information can be found (in other words, searching for directions to Symbar at the town archives of Thistle Hold is hopeless).
    • Learning where to search may require a passed Cunning test in combination with suitable Contacts.
    • In practice, the search is based on the characters directing a question to the document collection.
    • If the Game Master deems that the documents may contain some relevant information, a character with the ability Loremaster rolls against Cunning while the others roll a [Cunning –5] test.
    • A character with the boon Archivist gains a second chance to pass all tests when searching document collections.
  • Flight & Hunt
    • If the characters decide to stick together, the one with the lowest value in Quick must make a test, modified by the Quick of the fastest hunter.
    • Should they split up, all of them need to make a test, again modified by the Quick of the fastest hunter.
    • If it is the other way around and the characters are on the hunt the same formula is used, but instead with a modification based on the slowest prey.
    • During the hunt, one test is made each turn – if the prey succeeds it pulls away one step, if the prey fails the hunter comes one step closer.
    • To finally get away, the hunted must reach an advantage of 3, in other words, he or she must succeed at three rolls more than he or she fails. And the prey who fails at three rolls more than he or she succeeds will of course get caught.
    • ◆ Example: The barbarian thief Hoska almost got away after a burglary in Thistle Hold when a lone watchman saw him exit the building – the hunt begins!
      • Hoska has Quick 13 and the guard Quick 9 (+1), meaning that Hoska's player must roll against 13+1=14 in an attempt to escape the hunter.
      • In the first turn, the player rolls a 7 – Hoska pulls away and has advantage 1.
      • The luck holds and the second dice roll lands on 13: advantage 2.
      • One more successful roll and Hoska is free. But unfortunately, the third roll is 17; the guard comes closer and the advantage is 1. Hoska's player sighs nervously. The hunt goes on!
  • Trade in Used Goods and Treasures
    • Sometimes the player characters will want to sell goods in the form of used weapons and armour.
    • Merchants will gladly buy such secondhand items at half of the listed price (then give them a polish and sell them to someone else at full price).
    • Items with mystical qualities tend to keep their value over time and are always sold at a price corresponding to the listed price.
    • Also, normal trade items are sold at the listed purchase price, making such finds into cumbersome but valuable treasures.
  • Mastercrafted Items
    • During their adventures, the player characters may happen upon master crafted weapons and armour, and should they instead find valuables or coin they have the opportunity to buy mastercrafts from especially skilled blacksmiths.
    • The master smith has the ability to add one or more qualities to the object in question, or alternatively to remove negative qualities.
    • For every added or removed quality, the cost/value of the item is cumulatively increased by ×5.
    • Mystical qualities cumulatively increase the price by ×10.
      • ◆ Example: If a sword costs five thaler, a master craft version with the quality Deep Impact would be worth 25 thaler (5×5 thaler).
      • If you also want that sword to be Precise, the value is ramped up to 125 thaler (5×5×5 thaler).
      • And if you also want it to be Flaming, the price is 1,250 thaler (5×5×5×10 thaler), truly a weapon for kings and queens!
  • Overlapping Effects
    • When a character acts in a way which leads to overlapping effects, the following applies:
      • ◆ A second chance to pass/fail a success test: Only one extra roll is made, no matter how many such effects are in play and what rule they derive from.
      • ◆ Simultaneous second chance to pass and fail: The effects cancel each other out, and an extra roll is only made if the character has more of one than the other.
      • ◆ Multiple positive and negative modifications on the same success test: These are added together, but only one modifier from each type of source – boons, items, elixirs – may be used.
        • If several modifications stem from the same source (i.e. many items that gives a bonus on the same test), only the highest modification comes into play.
      • ◆ Increased die tier: Effects that increase the dice tier of the effect test can at most increase it to 1d12. After that, each further increase adds +1 to the outcome.
        • Not in use.


Check (TBC)