House Rules


Character Creation

All new characters should be created using the sub-ability and CHARP systems found in Skills & Powers.

Abilities Generation Methods - Pick from the following:

Method V, Roll 4d6 drop lowest die
Method VI, All stats start at 8, roll 7d6
Method VII, Distribute 75 points
Method VIII, Assign 24d6 to stats; 3-6d6/stat, then roll

Latitude is given for players who have a character persona already in mind. Also, I usually let folk bump #´s around a bit; how much depending on the character´s background.
Luck Points

Each playing session each human character has as many luck points as their Charisma.

Demi-humans are not lucky. They have a host of other great abilities, but humans are the dominate race due to their collective great luck.

Luck Points can be added before most die rolls a character makes. This includes, but is not limited to: to-hit rolls, damage, saving throws, 'cure wounds' spells, ability checks, NWP checks, damage dealing spells and thief skills.

Luck Points are always added after any multipliers (such as with backstab damage).

The decision to use luck points and how many to use must be declared before the dice roll.

Luck points give +1/point or +5%/point to the roll. The rules regarding natural 20's and 1's always succeeding/failing still apply as does the rule regarding mortal's saving throws.

Luck Points may not be used for any character creation related rolls, hit points or PSPs.

Luck Points can not be used to influence the rolls of another character or of a NPC. Example - you can´t influence the villains to hit roll, but can influence your own saving throw or parry.

Sometimes I'll use Luck Points for a stat check (much like a STR on INT check). To succeed, you have to roll (on a d20) under or equal to your remaining Luck Points.

Like all rules, what applies to the heroes applies to major NPCs, human NPCs can make use of luck points.

Race

I strongly encourage human PCs.

You may however play any other PH race, except elves - there is open bigotry towards elves in Hurva.

Half-elves will have some social problems as well (Not being served food, charged 2-10 times as much for supplies, not being allowed in certain towns or establishments...)

Note that many demi-human races have a movement base of 6" (half that of humans).

Much of the campaign takes place in Ravenloft, where they may burn people that look different than them.

Dual and Multi classes PCs
Both humans and demi-humans can choose to either dual or multi-class.

Demi-humans may choose from the multi-class options in the Player´s Handbook + the Psionics HB list.

Humans can multi-class by combining a non-spell class (fighter or thief) with another non-spell class or a spell-using class (mage, cleric or psionicist).

Specialty classes (such as rangers, bards, invokers, etc.) may not be combined with another class. (except gnome illusionists)

No character may begin play already dual classed, beyond the point where the first class has been dropped and the character is about to begin in the new class. (At the beginning of first level)

Mastery, high mastery and grand mastery of weapons are limited to single class fighters.

Alignment
No evil-aligned PCs. The characters are supposed to be heroes, after all. And trust me, playing evil characters in Ravenloft is a very bad idea.

CN-aligned PCs only for darn good reasons.

Level
New characters begin one level lower than the lowest level PC, at that level´s midpoint of experience points.

Also, new PCs:

Have no magic items

If 3rd level or lower, roll for starting money, as per PHB.

If above 3rd level, they have any mundane items they want; odd or rare items need DM´s approval.

Have 5 gp/level (not much, but a reason to go adventuring!)

With each new level gained, each PC receives 3 CHARPs.

No training with a master for gobs of gp. However, it may take some time to scribe/learn spells or new powers; new NWP may start lower than their maximum and take some practice time to reach their final score.

CHARPs (Character Points as in Skills & Powers)
All class and racial abilities must be purchased at the time of character creation. The only points that may be added to these are those gained from taking disadvantages.

PCs get extra CHARPs = 3 x the number of bonus # of proficiencies for Int/knowledge. (Instead of, not in addition to) These can only be used for proficiencies, not for class or racial abilities.

CHARPs can be used to gain weapon or NWP.

CHARPs can be used to improve existing proficiencies.

For 2 CHARPs, you can roll 2 dice for hit points and keep the better roll.

Wizards may spend 5 CHARPs/spell level to acquire a spell.

Psionicists may spend 10 CHARPs to gain a devotion, 20 to gain a science.

CHARPs may not be used for rerolls in play. (Make use of those luck points!)

Hit Points
First level characters have at least 51% of the possible starting hit points. Mages (d4) get 3 hp on a roll of 1-3, Rogues (d6) get 4 hp on a roll of 1-4, Clerics (d8) get 5 hp on a roll of 1-5 and Warriors (d10) get 6 hp on a roll or 1-6. Add any appropriate CON bonuses after this adjustment to the roll.

Single class fighters are the sole exception, they receive max. hp for 1st level.

After 1st level, the dice rule; no luck points (but see CHARP rules).

Character Classes
Warriors
Single class fighters do not need to pay 5 CHARPs to take weapon specialization ability, they have it automatically. They still need to pay for the actual weapon proficiency and specialization.

All the Paladins are members of the Order of Paragons, which has two primary sects. One dedicated to Estereal, the god of Law, Ceremony and Truth. The other to his bride Soltana, the goddess of Love, Loyalty and Sacrifice. The Order used to be the King´s guard, but events of a generation or so ago have left them in ill-repute and no longer able to recruit the same caliber of hero.

Rangers and Vanilla Fighters are always fine by me and I love looking for ways to make them special. There is a city with a famous gladiator coliseum and I have a detailed barbarian tribe which still worships the old ´true´ gods - just two of many good b/g for fighters.

Single class fighters are the only characters who may take weapon mastery, specialize in more than one weapon, and are allowed to use the heroic fray rules from Combat & Tactics.

Thieves
There´s actually a law in Hurva that says that to break the law you have to be a member of a thieves guild (sorta like getting Capone for tax evasion). Also there are backstabbing variants, pick one option when the character´s created - traditional backstab / mugging / assassinate (missile weapon only)
Bards
I´ve got my own bard based on singing/playing their spells. While still extremely similar in all other ways to the PH bard, I replace the spell list with my own and they have to make a musical instrument NWP check to cast spells (20 indicates a wild surge).

Bards are also responsible for spellcasting dues for the privilege of casting spells.

Clerics
Hurva has major clerics representing the major alignment breakdowns - all are unique to my campaign, but were originally based on the designing faiths section of the Complete Priest´s Handbookand further developed and balanced using Player's Option: Spells & Magic.I also allow all of the CPH clerics as priests of minor deities, except for the ´concept´ ones (i.e. good, evil, humanity...) The major deities´ clerics are definitely more powerful than the minor ones - after all, they´re the big boys on the block.
Remember to use the updated lists in Spells & Magic.Many spells from the Player's Handbookhave been reassigned to different spheres.

Go to the Major Clerics section for further details.

Magic-Users
No wild mages - bards have enough wild surges for everyone.

Any of the Player's Handbookspecialists are allowed. All of those except enchanters & illusionists are respectable members of society and the Affiliates Amagigo (mages guild) and most likely are graduates of the College Amagigo. The guild feels that they are either weak (Illusionists) or not to be trusted (Enchanters). Any of the newer specialists I´ll look at on a case by case basis, though they would not have been a graduate of the College Amagigo.

Remember to use the updated lists in Spells & Magic.Many spells from the Player's Handbookhave been reassigned to different schools.

Mages have to pay dues for the privilege of casting spells.

Psionicists
Rare, but not unheard of. I use the PO:S&P changes to the Psionic´s HB with the further modifications of giving the class a point system to build with and altered psionic combat rules. The basic gist of these changes was to keep it as similar as possible but make psionic combat worthwhile, as opposed to the lose-lose way that Skills & Powers presented.

You must talk to me before developing a psionicist too far, because of some campaign b/g stuff and the whole ´Ravenloft is not kind to psionicists´ thing. Use of psionics is limited to psionicists - no wild talents.