Dungeon Hero Modifications/House Rules to Hero System Standard Rules P_o_w_e_r_s_ General: Powers bought by creatures do not use END. The exception is for the STR involved in using them (HTH attacks), or where specified. However, when using HKAs or HAs, the effective strength for powering up the attack will vary depending on the number of attacks the creature has. See below under "Multiple Attacks" for a description of this. With respect to spell like abilities, monsters pay full points for them if they can use them at will. Otherwise, the charge limitation applies with an additional -1 to the base limitation. Other limitations may apply as well, and all these limitations/advantages work against the real cost of the spell power. Senses: With respect to a few spells that drain senses (sight et al), senses are defined as being "worth" the following number of points: sight 20 points hearing 10 points smell/taste, touch 5 points each When these are drained, the amount left will inicate approximately how much the character can use the sense. Probability comfortable GMs may use this as an activation roll; 10 pts of sight is about an 11- activation roll. Alternatively, a minus to one's PER roll is also an option. Telepathy: Thoughts can be sent into a person's mind, making them think as the person with telepathy wants. This requires a +10 additional effect. So, if one wants to put a thought into memory (normally an EGO +20 effect), the telepath must get a +30 roll. HA: HA is 5 pts per DC; it is not powered up in the same way as HKA (ie, there is no maximum of doubling). Aid: All Aid-based spells (heals, etc), can heal up to their maximum roll per day per person (ie, max of 6 STUN, 3 BODY for the Clerical Cure Light Wounds spell). Growth, DI, Shrinking: Growth, density increase and shrinking are considered always on powers. Where appropriate, the stats given add to figured characteris- tics. Stat increases will raise the maximum ability scores, in addition to the base abilities. Per level, these powers are as such: Growth: +5 STR, +1 BODY, +5 PRE, -1" KB 5 pts -2 DCV, 2x reach, per 3 levels Density Increase: +5 STR, +1 BODY, -1" KB 5 pts Shrinking: +2 DCV, -2 to viewers PER rolls 10 pts cannot reach into adjoining hex can be bought in half levels S_k_i_l_l_s_ Find Weakness: As normal, except that the roll may only be made once per target. That is, a target's defenses may only be halved once. All skills can be had in one of three ways: 1) As an 8- (passing familiarity). This costs 1 point, unless the skill is an everyman skill, in which case it is free (everyone has it). Levels cannot be used to modify this roll, although other modifiers may apply. This is good enough to get you a job as an assistant to a master of the skill, or do simple operations of the skill (an 8- riding ability on horses allows one to ride a horse comfortably). The roll cannot be bought up. 2) As an 11- (good understanding). This costs 2 points, and levels can be used to modify the roll. Although not quite a master, the character is still considered to be knowledgeable in the field, and could be the head of a guild if in a small enough town. The level of skill allows the character to do some fairly complicated or difficult things (knowing how the kings taxes function, what types of armor are best for certain operations, etc). The roll can be bought up at +1 to roll per 2 points. 3) As a stat roll (expert knowledge). This costs three points, and levels can be used to modify the roll. The character is a master in the field, and understands subtleties of the field in question (mithril can be made into wonderful armor, but only if you treat it by ...). These masters are always needed in larger cities, but smaller towns may occassionally have some master who likes being a big fish in a little pond. The roll can be bought up at +1 to roll per 2 points. The following are everyman skills in Dungeon Hero: Familiarity (8- roll): Climbing, Concealment, Conversation, Deduction, Shadowing, Stealth Language: 4 pts in Native tongue, no literacy Area Knowledge (8- roll): Home province Profession (8- roll): PS of choice Note: There is default Swimming, but you have a choice of either 1" of swimming or transport familiarity with horse or cart. New skills Blather (PRE based) This skill works against anyone who can understand what language is speaking in. When used, the character rambles on rather incoherently, never giving the target time to react. Like PRE attacks, continuing blather loses its effectiveness, but will otherwise confuse and delay the target while the roll is made. Defense against this is by a skill versus skill roll. Blather is an everyman skill. Brawling Somewhat the old FH style brawling, this can be bought more than once. Each level adds one die to HTH damage and the first costs three points. Each successive level costs 1 point more than the previous level; so, for example, one die costs 3 points, two dice costs 7 points, three dice costs 12 points, and so on. As with brawling, this costs no END. One should buy Weapon Familiarity: barehanded in addition to this, but it is not required. Fast Talk (PRE based) Somewhat like a cross between persuasion and blather. The target will be convinced to do some task, agree to some position, etc, with a successful roll. It acts like blather with respect to repeated attempts. Defense against this is by a skill versus skill roll. Fast Talk is an everyman skill. Ground Fighting You can fight from the ground, and have full OCV/DCV. You will still need to spend a half phase to get up. This is a DEX-based skill; it costs 3 points +1 costs 2 points. Weapon Familiarity: Barehanded (common) Sort of exists already, but thought I'd mention it. Allows you to get the block bonus when blocking with your hands (or blocking another's barehanded strike). Weapon Familiarity: Shield (uncommon) You can use the shield as a weapon. This allows for truly gross blocks (even a small shield will allow you to block for +3 OCV), and you can use the shield CV for offensive strikes (but you lose the DCV bonus when you do this). Note that you don't get extra dice on this; it is just your strength damage, but you do get to add brawling. See below in the Combat section for further notes on this. Weapon Familiarity: Advanced (uncommon) You can have your two-handed weapon give a bonus to your DCV in a fashion similar to having an off-handed blocking weapon or shield. Note, however, that this familiarity requires the user to have a STR of two greater than the weapon's minimum. For example, in the case of a great sword (a weapon with an 18 strength minimum), the wielder would need a 20 strength. As with the rules for off-handed weapons, the minimum CV bonus is +1. C_o_m_b_a_t_ Blocking: All blocks start off with a +2 bonus to OCV if the blocker has weapon familiarity with the striking _or_ blocking weapon; there are normal minuses as per standard block rules. With regards to unarmed combat, the person is recommended to have WF with barehanded if they purchase brawling. Without it, they can still brawl, but do not get the +2 bonus to block. Primary weapon use: In addition to the normal damage potential of a weapon, a weapon in hand may also be used in a defensive manner. That is, the weapon may have it's CV bonus used for either (although DCV may only be used if the weapon is not being used to strike). Instead of using a shield in the off arm, a character may wish to use a second weapon. The following requirements must first be met: The weapon must be able to be wielded with the character's STR minus 2. So, a 10 STR character could use a dagger. If attack with the weapon is desired, the person must also have the Common Melee Weapon Familiarity: Off-Handed on the weapon in question. Note that this does _not_ allow multiple attacks; see below. Once these are met, the following effects are produced: The person can use the weapon's CV bonus in the same ways as a shield; bonus to DCV, or bonus to OCV for blocking, with a minimum of +1. If the person wishes to, they may attack with the second weapon instead of the main weapon; see above for options with the primary weapon. Shields can be used in one of three ways: 1) As a standard shield. This gives the CV bonus of the shield to the wielder's DCV; a small shield (+1 DCV) gives +1 DCV to the wielder. This is the standard, by the book option; it costs nothing to be able to use. If the person spends 1 pt on Uncommon Weapon Familiarity: Shields 2) As a blocking device. In this case, the shield gives its CV bonus to the wielder for purposes of blocking. Note that while the shield is being used for blocking, its CV bonus does not work for the wielder's DCV. Also, in so blocking, a shield may take damage and could eventually be rendered useless. 3) As a weapon. The wielder may use the shield to perform a shield bash. The damage done is the normal STR dice for the wielder (so a 10 STR character does 2d6 normal), and the CV bonus of the shield acts as a bonus to the striker's OCV. Like the blocking device listed above, the CV bonus can't be used for this purpose and DCV simultaneously. This also could damage the shield, as in example #2 above. With all the above said, only one shield/weapon may be used in a defensive. So, if you have a shield in a defensive position, you cannot use your sword accept for OCV stuff (or vice versa). Growth & Shrinking: These powers will modify how/what weapons can be used, as follows: 1 level shrinking: two handed & hand & 1/2 weapons cannot be used weapons longer than 3' become two handed weapons longer than 2' become hand & 1/2 1/2 level shrinking: two handed weapons cannot be used hand & 1/2 weapons become two-handed weapons longer than 3' become hand & 1/2 1 level of growth: two-handed weapons become hand & 1/2 weapons hand & 1/2 weapons become one handed 2 levels of growth: two handed and hand & 1/2 weapons become one handed Monster attack scheme: Monsters will often have more than one attack form; a pair of claw attacks as well as a bite, for example. When using the multiple attacks, the creature's strength for purposes of powering up each attack is divided by the number of attacks the creature is doing that phase. For example, a creature with a 30 STR with three attacks (one bite, two claws) will have an effective 10 STR to power up each attack. Note also that normally a monster cannot attack with its strength and some HA or HKA, unless it has multiple limbs or extra shot bought on its STR. Also, some attacks (breathe weapons and bites) may preclude each others usage. D_a_m_a_g_e_ Falling damage is as follows: Surface Damage type/Damage modifier Soft pack snow (1-4 BODY/hex) normal/half reduction Water/hard pack snow (5-8 BODY/hex) normal/quarter reduction Soft sand or earth (9-12 BODY/hex) normal/normal damage Hard pack earth (13+ BODY/hex) normal/max normal damage Large gravel/wood (1-4 DEF) killing/half reduction Soft stone/stone layer (5-8 DEF) killing/normal damage Hard stone/metal (9+ DEF) killing/maximum damage In addition, for every level of growth, as well as density increase, the maximum damage taken will increase by one damage class. The above is modified by location, although several locations may be affected in long falls (feet don't hold up well to terminal velocity falls). A character can still attempt to use their breakfall or STR to negate or reduce this damage. In addition to the way normal damage reduction is bought, it can be bought versus killing attacks only for 20 pts (similar to non-resistant damage reduction). You do not need to put the limitation "only versus killing attacks" on resistant damage reduction to get this effect. Non-weapon & such attacks are classified as follows: Physical Attacks Energy Attacks Sonics Flame/Fire/Heat Acids/Alkalis Cold/Frost Other corrosives Concentrated Light Pressure/Vaccuum Lightning/Electricity M_i_s_c_e_l_l_a_n_e_o_u_s_ Electricity: As there is no radiation in the game, the category "Immune to heat/cold" is changed and "Immune to radiation" is removed. Instead, we have three "Immune to ..." categories: heat, cold, and electricity. Each costs 2 pts. Poisons: Life support versus poisons is part of the "Immune to Disease" category; either can be bought separately for 2 pts, or together for the standard cost of 3 pts. Sense Groups: As radio does not exist in the game, the radio sense group is replaced by the magical sense group; replace "radio" with "magical", and you have it. Also, there is a touch sense group. Fatigue: Twice person's CON is how long in hours you can stay awake before needing sleep. Double the character's CON is normally how long the person can do non-intensive work, like reading, pleasant conversation, recreational activities, and the like. Intensive but not tiring work, like hiking, driving cattle to market, etc, is twice as tiring (you can do it for about eight hours straight). Hard work, like being in a galley, some construction, is three times as tiring (1 hour of this counts for 3 hours of normal stuff). Finally, very hard work (fighting, swimming in bad seas) is four times as intensive. These are additive; after 1 hour of fighting, 3 hours of walking, 3 hours of storytelling, and 1 hour of mountain climbing, a person is about ready to quit (assuming an 8 CON and normalish END). After being tired, the person can do other, non-intensive work for the same period of time. After that, the person needs to rest/sleep for a normal 8 hour period. Note that under the above, a person with an 8 CON (low end average, somewhat sedentary) will have 16 useful hours in their day. END useage: As in normal Hero, you may push your abilities (STR and movement for most characters) even if you're out of END, burning STUN in the process. However, the STUN damage is to be treated as an AVLD that does BODY, and is applied against the character's base ED figured for CON. So, a 15 CON character character who uses 10 END past their current END takes 5d6 damage applied to their base ED of 3. On the average, this comes out to 14.5 STUN and 2 BODY (due to internal damage like strained muscles, etc). Note that damage reduction, as is normal for this situation, does not modify the damage. Spells: Material components ala AD&D spells are not used; however, if the player really wants to, the GM may give a 10% mana discount (more if they are particularly high quality) for the supplied materials _assuming they are not already worked into the spell in question_. Items: If bought with the -1 limitation "expendable", the item can only be recreated, and not recharged. You must also have the limitation "Independant" on the item as well. If the item can be recharged, the limitation "needs caster to recharge" (-1/2) applies.