My Castles and Crusades Hack Incorporating Akratic Wizardry’s House Rules

Last week I mentioned that I was planning to run a game for some friends using Castles and Crusades with the house rules created by Akratic Wizardry.

When I first tired out C&C (Part I and Part II) I created a small area located in a bog and gave mention to a fair sized city up north by the name of Fairweather.  I am going to set the game in this city at the start of a festival that will give the players an array of activities to partake in and as the game furthers interesting choices to make.

After I realized just how much I liked C&C I decided I really would like to use it to run an Swords and Wizardry type game (which is what I had kind of already done with the two sessions, but it needed more focus).  The home brew rules Akratic Wizardry does just that.  I am refocusing the setting I created and have taken out some of the starting races and classes.

Here is my hack of C&C incorporating those house-rules mentioned above.  Many of the classes have been reworked and altered by me.  The Witch is a completely new class that I created for this setting.

Castles and Crusades HACK (PDF Version- Castles and Crusades Hack)

Character Creation-

 Players roll 3d6 eight times, rerolling any rolls of ‘1’ (so the lowest score that a starting character can have in any ability score is ‘6’).  Players drop the lowest score, and assign the other six to their characters’ abilities (strength, intelligence, wisdom, dexterity, constitution, and charisma) as they choose.  If a player’s character does not have at least two ability scores that are 13 or greater, he or she may reroll the entire set.

 

 

New Attribute-

Luck– The luck stat comes into play by burning luck points in order to do several things:

  • Automatically succeed on an ability check.
  • Cause a Target to reroll the attack or damage against you, taking the lower of the two.
  • By burning two luck points the player can add something to the story that is helpful (ie- running down an alley while being chased by goons the player burns the luck and says that there is a door in the ally, allowing them to get away).
  • Catch a Second Wind, giving you back ¼ of your total HP.
  • By burning 3 you automatically score a critical hit.

Luck does not regenerate.  This is to show that characters are lucky and can do the seemingly impossible, however everyone’s luck runs out eventually.

 

Races

Drow

Racial Attributes– +2 Dex, +2 Chr, -2 Con.

Darkvision– A Drow can see 160 ft in the dark.

Drow Immunities– Drow are immune to sleep effects and receive a +2 against Enchantment Spells and effects.

Sneaky- Drow are sneaky and use this to their advantage.  When attempting to Hide or Move Silently they receive +2 to their rolls.

Spell Like Abilities– Change Self, Darkness, and Spider Climb each 1x/day.

Light Blindness– Stunned for 1 round and is receive -2 to all rolls while in affected area.

 

Dwarf

Racial Attributes– +2 Con, +2Wis, -2 Chr.

Hardy– Dwarves receive a +2 to saving throws against Poisons, Spells, and Spell-like Abilities.

Hatred– Dwarves receive a +1 on attack rolls against Orcs and Goblins due to a special training against these enemies.

Darkvision– A Dwarf can see up to 60ft in the dark.

Stonecraft Knowledge– A dwarf lives much of his life in caves, castles, and keeps.  When passing within 10 ft of different types of stone, unique constructions, stonework traps, and structural stability they receive +2 to their Wisdom roll.  If actively looking they receive +4.

Know Direction- A Dwarf’s sense of direction underground is uncanny.  A dwarf knows roughly which direction they are facing and how deep underground they are as if it were second nature.

Slow and Steady– Dwarves move at 20 ft, but their speed is never affected by armor penalties.

 

Elves

Racial Attributes– +2 Dex, +2 Int, -2 Con.

Low-Light Vision– Elves can see twice as far as humans in dim light conditions.

Sharp Senses– Elves are known for their keen sight and heightened hearing.  All Elves receive +2 to sight and hearing based checks.

Move Silently- In the wild Elves are capable of moving silently up to ½ their speed with no penalty.  If the Elf moves faster they suffer -5 to the check.

Elven Immunities– Elves are immune to sleep effects and receive a +2 against Enchantment spells and effects.

Meditative State- Elves enter a meditative dream-like state for 4 hours to feel rested.

 

Half-Elf

Racial Attributes– +2 to any one Attribute Score.

Low-Light Vision– Half-Elves can see twice as far as humans in dim light conditions.

Partial Elven Immunities– Half- Elves receive a +2 against Enchantment spells and effects and sleep effects.

Sharp Senses– Elves are known for their keen sight and heightened hearing.  All Elves receive +2 to sight and hearing based checks.

Mixed Blood– Half Elves are able to make the most of their breeding.  They receive +2 to Charisma rolls when dealing with people.

 

Half Orc

Racial Attributes– +2 to any one Attribute Score.

Dark Vision– Orcs can see up to 60ft in the dark.

Orc Rage- Once Per day a Half Orc can tap into the anger that flows through his veins and become ferocious and dangerous.  An Orc gains +2 to damage and a Damage Reduction of 2 for 1 + his Constitution Modifier rounds.

While this ability is active a Half Orc cannot cast spells or perform tasks that require concentration.  This ability can stack with a Barbarians Rage.

Ferocious Presence– +2 to Charisma checks when intimidating.

Uncanny Sense of Smell- Half-Orcs live and hunt by their sense of smell.  They receive +2 on any perception roll having to do with smell.

 

Humans

Racial Attributes– +2 to any one Attribute Score.

Human Ingenuity– A human receives one additional Primary Attribute.

Human Constitution– Humans start with +4 HP at level 1.

 

Tiefling

Racial Attributes– +2 Dex, +2 Int, -2 Chr

Darkvision– A Tiefling can see 100 ft in the dark.

Spell-like Ability– A Tiefling can tap into their infernal blood and cast Darkness 1x/day.

Infernal Parentage- Choose One: Charm Person or Cause Fear as a Spell-like Ability (this reflects the type of Infernal that sired the Tiefling).  They can use this 1x/day.

Fiendish Resistances– Due to their heritage a Tiefling receives a +2 to any save when dealing with the following types of damage; Cold, Electric, and Fire.

 

Classes-

 

Fighter (Strength)

Level 1- Martial Training– Fighters receive a +2 to any test when attempting to disarming an opponent, Bull Rushing, Shield Bash, Stand Still, and Sunder.

and

Weapon Focus- A Fighter chooses a weapon at level 1 to become their signature weapon.  With this style of weapon they receive +1 to attack and +1 to damage.  At level 7 this bonus increases to +2/+2.

Level 4- Cleave- A fighter can make an additional attack on an adjacent target if the original attack lands.

Level 5- Bravery- A Fighter has tested their mettle against uneven odds and survived.  Fighters get +2 to any saves VS fear.

Level 6- Multi-attack– A Fighter can now make a second attack with a -5 to their Base Attack Bonus.

Level 8- Vital Strike– A Fighter can choose, full action, to put everything into one attack, adding an additional d6 damage+1.

Level 10- Improved Critical- A Fighter can get a critical on an attack roll of 19-20.

Prime Attribute- Strength

Armor Proficiency– All Armor and Shields (including Tower Shields).

 

Level

Hit Dice

Base Attack Bonus

1

d10

+1

2

d10

+2

3

d10

+3

4

d10

+4

5

d10

+5

6

d10

+6

7

d10

+7

8

d10

+8

9

d10

+8

10

d10

+10

11+

+4

+10*

 

Ranger (Strength)

Level 1- Track (Wisdom)- A Ranger is able to pick up the trail of someone or something, or hide tracks so others can’t follow him.  When a Ranger does this they receive a +2 to their Wisdom check.  At Level 3 a Ranger is able to distinguish characteristics of those being tracked.  This can be intimate info should the GM decide to reveal it.

Survival– A Ranger knows how to survive and fight in nature.  Any type of task that is nature related falls into the realm of the Ranger.  This can be from climbing impossible looking cliffs, building, finding, or disabling simple natural traps, camouflaging and hiding in the brush, being able to survive and find food and shelter, and knowledge of herbs and fauna to use to treat poisons and toxins.  Depending on what activity the Ranger is attempting will determine which Attribute is being rolled.

Favored Enemy- The Ranger has studied one enemy that has hounded them in the past.  The Ranger receives +2 to hit the enemy, +2 AC when fighting the enemy, +2 to tracking the enemy, and able to neutralize poisons of the enemy, whether manufactured or natural.

Level 5- Hunters Bond- The Ranger is able to form a strong bond with an animal of the wild.  This animal is extremely loyal to the Ranger (unless obviously abused and mistreated) and will defend the Ranger at all costs.  The type of animal should fit the area and feel of the campaign.  This could be a fox, wolf, mountain lion, black bear, or even a Dire Wolf.  The GM has final approval.

At Level 10 the Animal, from training with the Ranger, gets a +2 to attack and AC.

Level 6- Combat Marauder– A Ranger has trained hard to be most effective against their Favored Enemy.  They receive a bonus to damage that is equal to ½ their Ranger level.  If a Ranger is wearing any armor other than those allowed they lose this ability.

Level 10- Second Favored Enemy- This functions the same as described above.

 Prime Attribute- Strength

Armor Proficiency– Light and Medium Armor and Shields (Except Tower Shields).

Level Hit Dice Base Attack Bonus
1 d10 +0
2 d10 +1
3 d10 +2
4 d10 +3
5 d10 +4
6 d10 +5
7 d10 +6
8 d10 +7
9 d10 +8
10 d10 +9
11+ +4 +9*

 

Rogue (Dexterity)-

Armor- A Rogue suffers no penalty to their abilities while wearing leather armors.  Anything after that suffers a -1 to their abilities per +1 past the +3 of Studded Leather.

Level 1- Back Attack- A Rogue that is successful in sneaking up on a target unawares is able to make an attack at a +4.  If the attack is successful it does double damage.  At 5th level the damage is tripled and at 9th level it is quadrupled.

Climb (Strength)- Rogues are skilled at climbing walls, even ones that are almost sheer.  If a Rogue fails their check, they make no progress.  If the Rogue fails their check by 5 or more they lose their grip and fall and may take falling damage, if applicable.

Decipher Script (Intelligence)- A Rogue can study scripts written in code, archaic, or foreign languages and attempt to get the general idea of what is contained within.  If the check is successful it takes the Rogue 2d8 rounds to fully decipher what is on the parchment.

This can be used to understand arcane writings at a -10.  Divine scripts cannot be understood in this manner.

This can only be attempted once per writing.

Stealth (Dexterity)- Rogues live by the shadow.  When they hide it’s almost as if they are invisible.  A Rogue who moves while hiding can do so at up to ½ their normal pace with no penalty.   At up to full speed it is -5 to the check.

Listen (Wisdom)– Rogues have trained themselves to be able to listen and pick up things other might not.  Listening through a stone wall or door is -10 to the check.  Other materials may have other modifiers.

Open Lock (Dexterity)- The Rogue is able to open locks that others cannot without the use of a key.  The Rouge must have Thieves Tools to do so.

Pick Pocket (Dexterity)- A Rogue may slip something in or out of someone’s pocket or purse.  They can also use this as a sleight of hand maneuver.  A penalty of the person’s level or HD is applied to the roll.

Traps (Intelligence)- A Rogue can use this to find, disable, or set up traps.  Each one requires a separate roll.  A Rogue can use this for magical traps as well, however they are much harder to detect and deal with than mechanical ones.

The GM will determine the modifiers based on the complexity of the trap.

Level 3- Improved Sap– Rogues add +2 to their Attribute Roll using the Sap combat maneuver.

Level 4- Sneak Attack- This functions like Back Attack except that the Rogue needn’t be hiding or moving silently, the victim just needs to be unaware of the attack.  This attack gives +2 to hit and +4 damage.

Level 10- Crippling Strike- A Rogue has learned the art of fighting and exploiting the weaknesses.  On a successful Back Attack or Sneak Attack the Rogue can decide to strike the target in a way that will leave them helpless.  The target must make a Constitution roll or become paralyzed for 1d4+1 rounds.

Primary Attribute- Dexterity

Armor Proficiency– Light Armor and no Shields.

Level

Hit Dice

Base Attack Bonus

1

d6

+0

2

d6

+1

3

d6

+1

4

d6

+1

5

d6

+2

6

d6

+2

7

d6

+2

8

d6

+3

9

d6

+3

10

d6

+4

11+

+2

+4*

 

Barbarian (Constitution)

Level 1- Fast Movement- A Barbarian adds +10 to their movement.

Rage- A Barbarian embraces the ferocity of nature and taps into it.  When a Barbarian rages they gain a damage reduction of one half their level rounded down (minimum of 1), +2 to Damage, and +2 to Wisdom saving throws.  They also incur -2 to AC and -2 to Intelligence checks.  Rage lasts a number of rounds equal to one half the Barbarians level rounded down +1.  This is true except at level one; a Barbarian can rage for 2 rounds.

The damage reduction of Rage stacks with the benefits of Thick Skinned.

A Barbarian is unable to perform spells or tasks that require concentration.

 If all enemies are felled and the Barbarian is still raging he will then turn on his allies.  A Barbarian must make a Wisdom save to avoid doing this.  They do not receive their +2 to Wisdom saves here.

A Barbarian can use this ability once per day.  At level 5 this is increased to 2 times and at level 10 three times.

Primal Force- Barbarians are able to fight through pain and torment.  They receive +1 to saves VS paralysis, petrifaction, polymorph, and death effects.

This increases to +2 at 3rd level, +4 at 6th level, and +5 at 10th level.

Level 3- Brute Force– A Barbarian with a 2-handed weapon is a terrible foe to face.  They add Strength and a half to their damage instead of just the normal strength modifier.

At level 10 this increases to double strength.

Level 5- Primal Vitality- A Barbarian is able to push themselves past the normal physical boundaries and keep fighting.  Once per day a Barbarian can reinvigorate herself regaining 2d8+con HP.

A Barbarian can use this twice per day at level 10.

Thick Skinned– A Barbarian is able to shrug off damage as if it were an annoying gnat.  They are able to ignore one point of damage per attack, magical or mundane.

This is increased to 2 at Level 10.

Level 10- Primal Howl (Charisma)- A Barbarian is able to unleash a scream that rattles those on the battlefield.  On a successful Charisma check -2 those in a 30ft radius suffer -2 to attack and damage for 1d4+1 round.  A Barbarian can use this 1+Charisma modifier per day.

 Primal Attribute- Constitution

 

Armor Proficiency– Light and Medium Armor and Shields (except Tower Shields).

Level

Hit Dice

Base Attack Bonus

1

d12

+0

2

d12

+1

3

d12

+2

4

d12

+3

5

d12

+4

6

d12

+5

7

d12

+6

8

d12

+7

9

d12

+8

10

d12

+9

11+

+5

+9*

 

Wizard (Intelligence)

Level 1- Spells– Through intense study and training a Wizard is able to tap into the mystic energies and cast arcane spells.  A Wizard can cast any spell of any level that they know.  This requires studying from a scroll, another spell book, or from the instruction of another wizard.

Learning a spell requires no roll to be successful but takes 8 hours per spell level to be properly learned.  Wizards start out with all level zero spells and two level one spells and one level 2 spell.  The spells they gain after are from searching forgotten ruins, sifting through ancient tomes of knowledge, etc.

Casting spells drains the Wizard of energy.  To avoid this he must intelligently channel his energies and must make an Intelligence roll, TN is 18, to avoid being drained by his spell.

Level 5- Magical Aptitude– A Wizard has gained a particularly deep understanding of one type of magic; White, Grey, or Black.  They gain +2 to their Intelligence roll when casting those spells.

Primary Attribute- Intelligence

Armor Proficiency– Not proficient with any Armor or Shields.

Level

Hit Dice

BAB

1

d6

+0

2

d6

+1

3

d6

+1

4

d6

+1

5

d6

+1

6

d6

+2

7

d6

+2

8

d6

+2

9

d6

+2

10

d6

+3

11+

+2

+3*

Spell Casting: Exhaustion, Corruption, and Sanity

When Wizards cast ‘white magic’ spells they suffer exhaustion damage equal to one hit point plus one hit point per level of the spell cast (so a Wizard who casts a third level white magic spell would suffer four points of damage).

When Wizards cast ‘grey magic’ spells they suffer exhaustion damage equal to twice the level of the spell cast (so a Wizards who casts a third level grey magic spell would suffer six points of damage).

When Wizards cast ‘black magic’ spells they suffer exhaustion damage identical to that caused by ‘grey magic’ spells (twice the spell level).  In addition, Wizards casting ‘black magic’ spells must make a saving throw (versus ‘spells’ if using a system other than S&W) in order to avoid corruption.  If this saving roll is failed, the magician is corrupted slightly and suffers a loss of temporary Wisdom points equal to the spell level (e.g., 3 points of temporary Wisdom for a third-level spell). Temporarily lost points of Wisdom can be recovered at a rate of one point per complete day of rest and meditation (no other action possible).  The spell ‘Restoration’ will restore instantly all temporarily lost Wisdom points.

Furthermore, if a Wizard casting a ‘black magic’ spell fails his/her saving throw by rolling a ‘1,’ then that Wizard loses one point of Wisdom permanently (so if a Wizard fails his/her saving throw casting a third-level black magic spell by rolling a ‘1,’ he/she would lose one permanent point of Wisdom and two temporary points of Wisdom).  The spell ‘Restoration’ will not restore any permanently lost Wisdom points.

A Wizard whose permanent wisdom score is lowered to 2 becomes insane, and possibly the thrall of an extra-planar demonic force.  He/she henceforth is a non-player character!

Spell Listing

 White-

Level 1- Bless, Bless Water, Cure Light Wounds, Detect Evil, Endure Elements, Light, Obscuring Mist, Protection from Evil, Remove Fear, Resist Elements, Sanctuary, Shield

Level 2- Aid, Consecrate, Remove Paralysis

Level 3- Continual Flame, Glyph of Warding, Magic Circle, Remove Curse, Remove Disease, Water Breathing,

Level 4- Air/Water Walk, Control Water, Create Water, Delay Poison, Cure Serious Wounds, Fire Shield, Remove Curse, Resilient Sphere, Freedom of Movement, Hallow, Minor Globe of Invulnerability, Neutralize Poison,

Level 5- Create Food, Guards and Wards, Transmute Mud to Rock, Wall of Stone

Level 6- Blade Barrier, Faithful Hound, Globe of Invulnerability, Healing Circle, Restoration, Control Weather, True Strike

Grey-

Level 1- Arcane Mark, Change Self, Charm Person, Comprehend Language, Command, Detect Magic, Detect Secret Doors, Erase, Feather Fall, Floating Disk, Hold Portal, Hypnotism, Identify, Ghost Sound, Jump, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Read Magic, Sleep, Sound Burst, Spider Climb, Unseen Servant, Ventriloquist

Level 2- Alter Self, Detect Thoughts, Detect Traps, Fog Cloud, Knock, Levitate, Locate Object, Magic Mouth, Mirror Image, Misdirection, Pyrotechnics, See Invisibility, Shatter, Silence

Level 3- Clairvoyance, Dispel Magic, Fly, Gust of Wind, Haste, Hold Person, Nondetection, Suggestion, Tiny Hut, Tongues

Level 4- Arcane Eye, Charm Monster, Confusion, Detect Scrying, Discern Lies, Dismissal, Emotion, Hallucinatory Terrain, Locate Creature, Scrying, Seeming, Sending, Shout, Solid Fog

Level 5- Dream, False Vision, Feeblemind, Hold Monster, Nightmare, Telekinesis, True Seeing,

Level 6- Anti-Magic Shell, Banishment, Find the Path, Mass Suggestion, Mislead, Project Image

Black-

Level 1- Burning Hands, Detect Undead, Invisibility to Undead, Magic Missile, Shocking Grasp

Level 2- Acid Arrow, Augury, Darkness, Invisibility, Ray of Enfeeblement, Scare, Speak With Undead, Web

Level 3- Animate Dead, Blink, Fireball, Gaseous Form, Invisibility Sphere, Lightning Bolt, Stinking Cloud, Summon Lesser Monster,

Level 4- Dimension Door, Fear, Fire Trap, Ice Storm, Improved Invisibility, Phantasmal Killer, Polymorph, Wall of Fire, Wall of Ice

Level 5- Cloud Kill, Commune, Cone of Cold, Contact Other Plane, Ethereal Jaunt, Flame Strike, Insect Plague, Magic Jar, Passwall, Shadow Conjuration, Summon Monster, Teleport,

Level 6- Bind Elemental, Chain Lightning, Create Undead, Disintegrate, Transmute Flesh to Stone, Shades, Word of Recall

 

Witch (Charisma)-

 Bewitch– A witch is able to beguile a person into believing that she is his best friend.  The target must succeed a Willpower check VS the Witches Charisma roll or he will do pretty much anything that the Witch asks.  If the Witch asks the target to attack friends and allies he is allowed a second Willpower save with a +2. This lasts 1 hour per level.  She can use this ability the same amount of times per day as equal to her Charisma modifier.

Blood Boil– Once per day a Witch can draw dark power from within herself and make the blood of a target boil.  They must succeed at a Constitution Save -2 or be wracked with feverish pain as the innards are cooked.  Targets take 4d6 damage.  Successful save means target takes half damage.

Ravage- A Witch is able to channel her negative energies cause physical pain and wounds on a target but at risk to herself.  The Witch must declare how much damage she wishes to inflict on the opponent, 1-2d6 and then make a Willpower check minus the targets Wisdom modifier.  If she succeeds the target takes that amount of damage.  If she fails then she takes that amount of damage.

 Nightmare– The Witch is a thing of nightmares.  A Witch can turn her gaze upon a target and cause them to see horrible visions.  The Target must succeed a Willpower save VS the Witches Charisma roll or become frightened of the witch, running full bore away from her.  This lasts a number of rounds equal to the Witches Charisma Modifier.

A Witch can use this once per day till level 5 where it increases to two times per day.

Level 5- Succubus/Incubus- You are somehow you have been imbued with the ability of being able to heal yourself by absorbing another person’s life essence through sex.

You and the target (if unwilling) must make opposing Attribute rolls; Your Charisma VS the targets Constitution.  The victim receives a +2 modifier.  If you succeed you heal yourself for 1d6 damage while the target takes that amount.

If you continue to feed on the same victim for more than a 3 of days the target will start looking pale, fatigued, and sickly.  The wounds taken do not show up physically except that they will have low energy and perhaps look starved.

If they succeed against you, you are unable to feed off of them for 24 hours.

Level 5- Hex– A Witch is able to tap into dark powers and direct them at a foe, hindering them.   The target of this check must make a Willpower check -2 or suffer terrible misfortune.  If successful the next roll the target makes must be rerolled and they must take the lowest of the two.

A Witch can cast this once per day until level 8 when it increases to twice a day.

Level 10- Death Hex- The Witch has become shrouded by Dark Powers.  She is able to reach in and snuff out the life energies of an individual.  The target must make a Constitution Save +2.  Failure means the target’s life force starts fading and the target will die in 1d6 rounds.  Success means the target takes 3d6 damage.

A Witch can use this ability once per day.

 Witch Stats

Prime Attribute- Charisma

Hit Dice– d6

Level

Hit Dice

BAB

1

d6

+0

2

d6

+1

3

d6

+1

4

d6

+1

5

d6

+1

6

d6

+2

7

d6

+2

8

d6

+2

9

d6

+2

10

d6

+3

11+

+2

+3*

Starting Gear

Each Character Starts with the Following:

  • Backpack
  • Bedroll
  • Torches x2
  • Rations x 5
  • Waterskin
  • Flintand Steel
  • 1 healing potion (1d8+1 Con)
  • 1 jug of alcoholic beverage (1d8 +1HP, -2 Perception Checks)
  • 1 elixir of invigoration (1d4+2 HP)
  • Hemp Rope (50ft).
  • Adventurer’s Clothing
    • Barbarians- Hide Armor, Light Wooden Shield, and three weapons.
    • Fighter- Chainmail, Light or Heavy Steel Shield and 3 weapons.
    • Ranger- Studded Leather, Tent, and 3 Weapons.
    • Rogue- Studded Leather, Caltrops, Thieves Tools, Dagger, Hand Xbow, and 1 other weapon.
    • Witch- Dagger and 1 other weapon.
    • Wizard- Spellbook, Staff, and 1 other weapon.
  • All Characters start with 50 GP

Special Rules-

Hit Points-

Player characters’ hit points represent only ‘superficial’ damage (i.e., exhaustion, light bruises, minor scrapes, and so forth.).  Because of this, all lost hit points may be recovered by sleeping without interruption for eight full hours.  Resting (not sleeping), or sleeping for less than eight hours, will enable a player character to recover one hit point per full hour of rest or sleep.

Cure Wounds spells and potions of Healing do not heal hit points, but only lost points of Constitution (as explained below).  However, a draught of ‘strong drink’ (ale, wine, liquor) can ‘invigorate’ a character, enabling him/her to recover immediately 1d4 hit points.  Game Masters may also want to allow alchemists to sell ‘Elixirs of Invigoration’ for 200 to 300 gold pieces.  Drinking such an elixir might enable a player character to recover instantly 1d6 + 2 hit points.  Only onesuch draught, whether of strong drink or an elixir, will have this effect per day.

Once a player character’s hit points have been depleted, any further damage is done to the character’s constitution score.  Damage to a character’s constitution score represents ‘serious’ damage.  Every time a character takes damage to his/her constitution, he/she must make a saving throw (versus ‘death’ if using a system other than S&W) or fall unconscious.  In addition, a character that has taken damage to his/her constitution suffers a -2 penalty to all actions (including attack rolls and saving throws).  If a character’s constitution score is reduced to 0 or lower that character is dead.

Characters who have suffered damage to their constitution and have fallen unconscious regain consciousness after eight hours of rest.  If that character’s constitution is still reduced, he/she continues to have 0 hit points and suffers the -2 penalty to all actions until he/she can rest and recover.  Characters subsequently can recover one constitution point for every two days of complete rest (i.e., no travelling or adventuring).  The care of a doctor or other non-magical healer can improve the rate of healing to one constitution point per day of rest.  A character cannot recover any hit points until all constitution points have been recovered.

Sanity

A character’s Wisdom score as a measurement of his/her sanity.  A character with a Wisdom score of 18 has a firm grasp of the nature of reality, considerable self-discipline, and remarkable strength of will.  In contrast, a character with a Wisdom score of 3 is barely lucid, easily confuses reality with fantasy, and is on the border of lapsing into madness. Characters with Wisdom scores of 2 or lower are utterly insane, and must be treated as non-player characters.  (If this Wisdom loss is temporary, as explained below, the character is under the control of the Game Master until he/she regains his/her sanity.)

If a character witnesses an unspeakable horror, the Game Master may require the player to make a saving throw (versus ‘spells,’ if using a system other than S&W). The saving throw should be modified by the severity of the horror in question. If the character fails his or her saving throw, he or she loses points of temporary Wisdom.  The exact amount should be determined by rolling 1d6.  If a ‘6’ is rolled, the character also permanently loses one point of Wisdom (i.e., one permanent point of Wisdom and five temporary points of Wisdom). Temporarily lost points of Wisdom may be regained at a rate of one point per day of complete rest.  The spell ‘Restoration’ (which I treat as a 6th level spell of ‘white magic’ in my game) will restore instantly temporarily lost Wisdom points, but will not restore any permanently lost Wisdom points.

Characters may also lose Wisdom by casting spells that are characterized as ‘black magic’ in nature.  This will be explained in a future post.

Dodge– A character can dodge one attack per round.  Dodging adds +2 to their AC but -4 from any attribute check they make until the beginning of their next turn.

Author: Mike Evans

I am the dude behind DIY RPG Productions. I have a fuck all punk rock attitude, love meeting new people, doing nature shit, and gaming (tabletop and console) and having a good time. I love craft beer (maybe too much), punk, grunge, and industrial music. I write books. Good for me.

3 thoughts

  1. More rules hacking! Yippee! Akratic Wizardy’s rules are pretty neat. I kind of like the Weapon Damage by class idea too. Goes well with the no Weapon Prof’s from Lamentations

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