Post by Admin on Nov 25, 2016 6:35:20 GMT
v0.05
HOUSE RULES
(Based on Dragon && White Dwarf)
FOREWORD
This is just an outline / rough copy!
Due to the lengthy tables, it is recommended that you paste this post into Notepad or a word processor, and, print it out.
Suggestions are always welcome!
PREFACE
This set of house rules is primarily based on Dragon & White Dwarf.
When I have access to full sets of Polyhedron and Imagine, then I will update with ideas from these periodicals.
INTRODUCTION
Of course, feel free to change, add, or, delete as you like!
THE GAME
Note that many concepts have been simplified.
Often, an entire article is distilled into a single sentence.
It should be noted that beginning characters tend to be a little more powerful: this is intended, as player groups tend to be smaller, these days.
CREATING THE PLAYER CHARACTER
0. All characters begin at level 0.
1. Roll for social class
2. Choose your race
3. Choose your class
4. Choose your alignment
5. Note down your minimum class scores.
6. Note down your minimum race scores.
7. Use Method 5 for all characters. Comeliness has 3 sub-abilities.
8. Adjust your scores for class.
9. Adjust your scores for race.
10. Determine age. Adjust your scores for age.
11. Determine height & weight.
12. Determine birth rank.
13. Generate background details.
14. Pick deity.
15. Roll for personality characteristics.
16. Roll for secondary skills.
17. Choose proficiencies.
18. Determine extra languages. This will increase your character's age.
19. Roll for money.
20. Choose equipment.
21. Choose spells.
22. Note level title & XP for next level.
23. Note AC, and roll for HP (min. of average HP).
24. Roll for psionics.
25. Roll for dreamer ability.
1. Choose your race (or roll d101)
1. Dwarf, Hill
2. Elf, High
3. Gnome, Surface
4. Half-Elf, High
5. Half-Orc
6. Hobbit, Hairfoot
7. Hobbit, Stout
8. Hobbit, Tallfellow
9. Hobbit, Mixed
10. Human
11. Dwarf, Gray
12. Elf, Gray
13. Elf, Wood
14. Elf, Wild
15. Elf, Valley
16. Elf, Dark
17. Gnome, Deep
18. Half-Elf, Gray
19. Half-Elf, Wood
20. Half-Elf, Wild
21. Half-Elf, Valley
22. Half-Elf, Dark
23. Korobokuru
24. Hengeyokai, Carp
25. Hengeyokai, Cat
26. Hengeyokai, Crab
27. Hengeyokai, Crane
28. Hengeyokai, Dog
29. Hengeyokai, Drake
30. Hengeyokai, Fox
31. Hengeyokai, Hare
32. Hengeyokai, Monkey
33. Hengeyokai, Raccoon Dog
34. Hengeyokai, Rat
35. Hengeyokai, Sparrow
36. Spirit Folk, Bamboo
37. Spirit Folk, River
38. Spirit Folk, Sea
39. Aarakocra
40. Half-Dryad
41. Half-Ogre
42. Half-Satyr
43. Kobold
44. Xvart
45. Goblin
46. Orc
47. Uldra
48. Brownie
49. Lizard Man
50. Centaur
51. Lammasu
52. Werebear
53. Blink Dog
54. Stone Giant
55. Timelord
56-100. Human
2. Choose your class.
1. Cavalier
2. Paladin
3. Cleric
4. Druid
5. Fighter
6. Barbarian
7. Ranger
8. Magic-User
9. Illusionist
10. Thief
11. Assassin
12. Bard
13. Samurai
14. Shukenja
15. Sohei
16. Oriental Barbarian
17. Kensai
18. Bushi
19. Wu Jen
20. Ninja-Bushi
21. Ninja-Sohei
22. Ninja-Wu Jen
23. Ninja-Yakuza
24. Yakuza
25. Accountant
26. Alchemist
27. Anti-Paladin
28. Archer
29. Archer-Ranger
30. Astrologer
31. Bandit
32. Battle Dancer
33. Beastmaster
34. Bureaucrat
35. Bounty Hunter
36. Charlatan
37. Death Master (Necromancer: WD35-36)
38. Dreamer
39. Duelist
40. Entertainer, Juggler
41. Entertainer, Acrobat
42. Entertainer, Troubador
43. Escrimador
44. Geisha
45. Halfling Guardian
46. Hopeless
47. Incantratrix
48. Jester
49. Jock
50. Cloistered Cleric
51. Magic-User
52. Mariner
53. Merchant
54. Genin (D14, CH14, I15)
55. Oracle
56. Paladin, NG
57. Paladin, CG
58. Paladin, LN
59. Paladin, N
60. Paladin, CN
61. Paladin, LE
62. Paladin, NE
63. Politician
64. Psionicist
65. Savant
66. Scribe
67. Sentinel
68. Shaman
69. Barbarian Cleric
70. Smith
71. Sumotori
72. Chef
73. Witch
74. Witch Doctor
75. Scout
76. Piao Shih
77. Cleric/Fighter <Crusader: Cleric/Fighter> (9.6.9...6.7.6) (WIS+2) (STR+2, CON+1)
78. Cleric/Ranger <Eco-terrorist: Cleric/Ranger> (13.14.13...6.14.6) (WIS+2) (STR+2, CON+1)
79. Cleric/Magic-User <Adeptus: Cleric/Magic-User> (6.9.9...6.6.6) (WIS+2) (INT+2, DEX+1)
80. Cleric/Illusionist <Pulpitationist: Cleric/Illusionist> (6.15.9...16.6.6) (WIS+2)
81. Cleric/Thief <Evangelist: Cleric/Thief> (6.6.9...9.6.6) (WIS+2) (DEX+2, INT+1)
82. Cleric/Assassin <Fanatic: Cleric/Assassin> (12.11.9...12.6.6) (WIS+2) (STR+1, DEX+2, INT+1)
83. Druid/Fighter <Warden: Druid/Fighter> (9.6.12...6.7.15) (+2 STR, +1 CON)
84. Druid/Ranger <Guardian: Druid/Ranger> (13.13.14...6.14.15) (+2 STR, +1 CON)
85. Druid/Magic-User <Ecologist: Druid/Magic-User> (6.9.12...6.6.15) (INT+2, DEX+1)
86. Druid/Thief <Activist: Druid/Thief> (6.6.12...9.6.15) (DEX+2, INT+1)
87. Fighter/Magic-User <Bladesinger: Fighter/Magic-User> (9.9.6...6.7.6) (STR+2, CON+1) (INT+2, DEX+1)
88. Fighter/Illusionist <Director: Fighter/Illusionist> (9.15.6...16.7.6) (STR+2, CON+1)
89. Fighter/Thief <Skirmisher: Fighter/Thief> (9.6.6...9.7.6) (STR+2, CON+1) (DEX+2, INT+1)
90. Fighter/Assassin <Sniper: Fighter/Assassin> (12.11.6...12.6.6) (STR+2, CON+1) (STR+1, DEX+2, INT+1)
91. Ranger/Magic-User <Green Wizard: Ranger/Magic-User> (13.13.14...6.14.6) (STR+2, CON+1) (INT+2, DEX+1)
92. Ranger/Thief
93. Magic-User/Thief <Spellfilcher: Magic-user/Thief> (6.9.6...9.6.6) (INT+2, DEX+1) (DEX+2, INT+1)
94. Magic-User/Assassin <Spellslayer: Magic-user/Assassin> (12.11.6...12.6.6) (INT+2, DEX+1) (STR+1, DEX+2, INT+1)
95. Illusionist/Thief
96. Illusionist/Assassin
97. Cleric/Fighter/Magic-User <Paragon: Cleric/Fighter/Magic-User> (9.9.9...6.7.6) (WIS+2) (STR+2, CON+1) (INT+2, DEX+1)
98. Cleric/Fighter/Thief <Preacher: Cleric/Fighter/Thief> (9.6.9...9.7.6) (WIS+2) (STR+2, CON+1) (DEX+2, INT+1)
99. Cleric/Magic-User/Thief <Theocrat: Cleric/Magic-User/Thief> (6.9.9...9.6.6) (WIS+2) (INT+2, DEX+1) (DEX+2, INT+1)
100. Fighter/Magic-User/Thief <Shadow: Fighter/Magic-User/Thief> (9.9.6...9.7.6) (STR+2, CON+1) (INT+2, DEX+1) (DEX+2, INT+1)
101. Artificer: WD68
102. Black Priest: WD22
103. Demonist: WD47 (plus extras in ?)
104. Detective: WD24
105. Elementalist: WD23
106. Houri: WD13
107. Summoner: WD27
108. War Smith: WD28
Any race/class combination is OK.
If it is officially allowable, then add +10% to your XP.
3. Use a variant of Method V to generate abilities: assign these numbers to your ability scores.
9, 8, 7, 6, 5, 4, 3, 2
Note that there are 8 abilities: comeliness and perception are added.
Note that the 2 is placed in accord with the 5 or lower rule in the PH.
Raise your abilities to their minimums.
Raise 2 scores to 15, if needed.
Apply racial and class modifiers.
Apply age modifiers.
Female STR limits apply: if any points are lost because of this, then apply the lost points to another ability.
All characters have 1 luck point per level.
On a failed save, 1 luck point is permanently used, and, the character is considered to have made the save.
Named NPCs will have luck points (LPs) as well.
4. Alignment, Background, Personality, Deity
SOCIAL CLASS
1 Lower lower class (LLC)
2 Middle lower class (MLC)
3 Upper lower class (ULC)
4 Lower middle class (LMC)
5-6 Middle middle class (MMC)
7 Upper middle class (UMC)
8 Lower upper class (LUC)
9 Middle upper class (MUC)
10 Upper upper class (UUC)
Note that social class does not restrict the class that you can enter.
5. Skills
1 skill for free
1 skill point per level
1 skill point per point of INT over 10
PH
s1. Languages
DMG
s2. Bowyer/Fletcher
s3. Farmer/Gardener
s4. Fisher (netting)
s5. Forester
s6. Gambler
s7. Hunter/Fisher (hook & line)
s8. Husbandman (animal husbandry)
s9. Jeweler/Lapidary
s10. Leather worker/Tanner
s11. Limner/Painter
s12. Mason/Carpenter
s13. Miner
s14. Navigator (fresh or salt water)
s15. Sailor (fresh or salt)
s16. Shipwright (boats or ships)
s17. Tailor/Weaver
s18. Teamster/Freighter
s19. Trader/Barterer
s20. Trapper/Furrier
s21. Woodworker/Cabinetmaker
s22. NO SKILL OF MEASURABLE WORTH
s23. ROLL TWICE IGNORING THIS RESULT HEREAFTER
OA \ ARTISAN
s24. Armorer, 2
s25. Blacksmith
s26. Bowyer^
s27. Brewer
s28. Carpenter^
s29. Civil engineer, 2
s30. Herbalist, 2
s31. Jeweler^, 2
s32. Masseur
s33. Navigator
s34. Paper-maker
s35. Potter
s36. Seamstress/tailor^
s37. Silk maker
s38. Stonemason^
s39. Tanner/Leatherworker^
s40. Weaponsmith, 3
s41. Weaver^
OA \ BARBARIAN
s42. Chanting
s43. Fire building
s44. Running
s45. Signaling
s46. Snare building
s47. Sound imitation, 2
s48. Survival, 2
s49. Tracking, 3
OA \ COMMON
s50. Agriculture^
s51. Animal handling^, 2
s52. Cooking
s53. Dance
s54. Fishing^
s55. Gaming^
s56. Horsemanship
s57. Hunting^
s58. Husbandry
s59. Iaijutsu
s60. Juggling
s61. Music
s62. Reading/writing
s63. Sailing craft
s64. Singing
s65. Small water craft
s66. Swimming
OA \ COURT
s67. Calligraphy, 2
s68. Etiquette
s69. Falconry, 2
s70. Flower arranging
s71. Heraldry
s72. Landscape gardening
s73. Noh
s74. Origami
s75. Painting
s76. Poetry
s77. Religion
s78. Tea ceremony, 2
DSG \ CRAFTSMAN
s79. Animal trainer^
s80. Armorer^, 2
s81. Blacksmith^
s82. Boatwright
s83. Bowyer/Fletcher^
s84. Carpenter^
s85. Gem Cutter, 2
s86. Leatherworker^
s87. Miner^, 2
s88. Potter^
s89. Smelter
s90. Stonemason^
s91. Weaponsmith^, 3
s92. Weaver^
DSG \ ADVENTURING
s93. Animal noise
s94. Blind-fighting
s95. Boating
s96. Direction sense
s97. Endurance, 2
s98. Fire-building
s99. Fishing
s100. Fungus ID
s101. Healing, 2
s102. Mountaineering
s103. Riding
s104. Rope use
s105. Slow respiration
s106. Sound analysis
s107. Swimming
WSG \ WILDERNESS
s108. Alertness
s109. Animal handling
s110. Animal lore
s111. Blind-fighting
s112. Boating
s113. Charioteering
s114. Direction sense
s115. Endurance, 2
s116. Fire-building
s117. Fishing
s118. Foraging
s119. Healing, 2
s120. Hunting
s121. Mountaineering
s122. Plant lore
s123. Riding, airborne, 2
s124. Riding, land-based
s125. Rope use
s126. Running, 2
s127. Survival, cold
s128. Survival, desert, 2
s129. Survival, heat
s130. Swimming
s131. Tracking
s132. Weather sense
s133. Chess
s134. Appraisal
6. Equipment
Note that a silver standard is used.
Check to see if you begin with any magic items, as per Appendix P of the DMG.
Then, roll on the 0-level treasure tables.
For each point of social class, you can pick 1 piece of equipment: however, your social class x 10gp is the maximum value of any piece of equipment that you choose.
In addition, you have coins as indicated by your starting class: copper for lower class, silver for middle class, and, gold for upper class.
7. Magic
Use spell points, which are expended during prayer/study.
A character can expend 1 HP for a 1 caster level increase.
Bonus spell points can be gained from Intelligence or Wisdom.
Typically, this will be 2 points at start.
You must purchase your material components.
8. Experience
10 XP per point of damage you inflict or receive.
Only train when you gain a new class ability.
0-level characters begin with no class abilities, and, require 500 XP to get to level 1.
9. Combat
Max. HP at 1st level.
Note that shields provide a +2 bonus to AC.
10.
1% chance of a character having dreamer abilities.
1% chance of a character being psionic.
1. CHARACTER ABILITIES
Add Perception.
Add Comeliness, which is broken down into 3 categories: Face, Body, and Voice.
Roll for Face and Voice, but, Body is the average of your STR & CON.
Ability scores can be improved: 1 week & 1000$ increases an ability score by 1%.
Intelligence provides save bonuses vs. illusion-type spells.
2. CHARACTER RACES
Any race from Dragon / White Dwarf is allowed.
Use realistic height & weight (Dragon 91).
UA races are revised.
Level limits apply: if they are exceeded, then apply a 50% XP penalty.
3. CHARACTER CLASSES
Any class from Dragon / White Dwarf is allowed.
UA classes are revised.
CHARACTER CLASSES / CAVALIER
Cavaliers automatically gain the Ride skill.
CHARACTER CLASSES / CLERIC
Clerics gain a new ability: conversion.
Clerics may use the weapon of their deity.
Clerics get a minor power (often, a spell), relating to their deity. This might not be gained at level 1.
CHARACTER CLASSES / DRUID
Druids automatically gain the Healing skill.
Druids have minor sage ability.
CHARACTER CLASSES / RANGER
The ranger gains many new skills (cf. Dragon 106).
Use the revised table for followers.
CHARACTER CLASSES / THIEF
Thieves' Cant (66.35)
CHARACTER CLASSES / ASSASSIN
Assassins hide in shadows and move silently as a thief of equal level.
Assassins gain the forgery ability.
CHARACTER CLASSES / MONK
Use the OA monk, but with d6 for HD.
CHARACTER CLASSES / BARD
Use the Dragon bard.
Bard spells are sung: they are songs.
4. ALIGNMENT
Note that there are paladins for all alignments.
CE characters may choose a patron demon.
5. SKILLS
Proficiencies are now called skills.
1 skill point per level.
Every point of INT above 10 provides a bonus skill point at 0 level.
Add Appraisal and Chess to the skill list.
SKILLS / WEAPON SPECIALIZATION
There is no bow specialization: take the Archer class instead.
1 skill point = proficiency, +1/+1
2 skill points = specialization, +2/+2.
3 skill points = mastery, +3/+3
6. EQUIPMENT
A silver standard is used, with 1 SP = 1$.
Remember that shields now provide a +2 bonus to AC.
Firearms are available.
Weapons of quality can be purchased: at 10x the cost, they provide a +1 to hit and to damage.
Armor of quality can be purchased: at 10x the cost, the armor provides a -1 bonus on AC.
A helm (bought as a separate item) will provide a -1 bonus to AC. (UA)
Remember that shields provide a +2 bonus to AC.
Shields of quality may be purchased, at 10x the cost.
Monthly living expenses are 500$ per level per month.
Poor quality weapons, armor, and shields may be bought for 1/2 price: they will be at -1 to hit and damage / +1 AC penalty.
For the weapon vs. AC table, only count the type of armor or armor/shield.
Weapons and armor of special materials may be purchased: use the 2e rules for this.
Horses have their own distinct personalities: use the 2e rules for this.
The list of ships is greatly expanded, with ships from up to and including the 19th century being available.
Garlic has potent healing benefits.
Piecemeal armor is available (112.35)
EQUIPMENT / MISCELLANEOUS
Expanded equipment tables:
338. Dungeoneer's Shopping Guide
by Robert A. Nelson
(117.22)
A variety of thieves' tools are available for purchase (D115).
EQUIPMENT / MAGIC ITEMS
A limited amount of magic items are available for purchase in cities. As a rule of thumb, generally limit this to +1 weapons, and, magic items with an equivalent spell effect of level 3 or less.
Beginning characters have a small chance to have some minor magic items, as per Appendix P of the DMG. (Count level 0 characters as level 1 characters, here).
7. MAGIC
Spell points are used.
The number is derived from the PHB et al. spell charts.
1 spell point per level.
Spell points are expended during memorization/prayer.
After 4 hours of rest, 1 spell point is regained for every hour thereafter.
This additional time includes the time spent in study/prayer.
Wisdom / intelligence provides bonus spell points.
Material components must be bought, but they are not expended upon casting.
Spell research (Dragon 37.22)
Certain spells (incl. cure and detect spells) might result in the next random encounter being a psionic encounter.
The player rolls a d20: on a roll of 1, the DM rolls a d20, and if that is a 1...
Both druids and clerics have access to 0-level spells, which are known as orisons.
8. EXPERIENCE
Only pay for training when you are going to gain either:
a) a new class ability
b) a new spell level
Training costs 1000 gp per current level.
Intelligence will reduce the time and cost for training.
10 XP per point of damage that you deal.
It is up to the players to keep a running total of their XP.
Individual XP awards are used.
100 per spell successfully cast.
100 per use of a class ability.
Thieves receive double XP for treasure. (This means that they will advance very fast).
Fighter/Cavalier classes: 100 XP for each Hit Die of a monster that they slay.
It is up to the players to keep a running total of their XP.
9. COMBAT
Use weapon vs. armor only for AC0, AC1, AC9, and AC10.
Critical Hits: roll of 20 is double damage.
Fumbles: Your opponent gets an immediate attack of opportunity against you.
Unarmed Combat: 1-2 points of damage + STR.
Turning: Use the rules in Dragon #140.
Missile fire: +1 to hit large creatures, -1 to hit small creatures.
COMBAT / INITIATIVE
The base is d10 group initiative.
When closing, the figure with the longer weapon is entitled to make an immediate attack. (This uses up his attack for the round).
When engaged, the figure with the higher weapon speed is entitled to make an immediate attack. (This uses up his attack for the round).
COMBAT / ARMOR CLASS
Shields provide a +2 bonus to AC. This does not apply to the Weapon vs. Armor table.
Helmets provide a +1 bonus to AC. This does not apply to the Weapon vs. Armor table. (UA)
COMBAT / SIZE
Large creatures do more damage, and, have more HP.
For every HD, add 1 to the total number of HP.
For every 2 full HD, add 1 to the total damage.
Small creatures suffer a -1 penalty on damage, and, a -1 penalty on HP per die.
(Small player characters just suffer -1 HP once, that's it).
COMBAT / DAMAGE / EQUIPMENT
Armor Damage: If an opponent scores max. damage on a critical, the AC damage of your armor is decreased by 1 step. Smiths can repair this at a cost of 10% of the total cost of the armor.
Shield Damage: You may negate any hit by electing to say that your shield is destroyed.
Weapon Damage: If you score max. damage on a critical hit, your weapon is destroyed (but you still do the damage). Magic weapons have their + reduced by 1, but they still continue to emit light.
Item saving throws: Only check for these on a failed save.
COMBAT / PAIN
Pain: At 1 HP, you are at -2 hit/saves/damage.
At 2 HP, you are at -1 hit/saves/damage.
Apply these penalties to creatures with 1 or 2 HP: this further reflects their lack of combat ability.
COMBAT / HP
-HP: You can go down to your CON in -HP.
A hit that immediately brings you down to -6 will cause the loss of 1 ability point, determined at random.
A hit that immediately brings you down to -9 or lower indicates the loss of a limb, or, decapitation/skull crushed.
COMBAT / MORALE
Morale: Check when the force is at 50% of their strength.
Base morale = 50% + 5% per hit die. (+1% per hit point bonus).
So, an ogre has [50] + [20] + [1] = 71% morale.
A roll of 71 or less means that the ogre stays in the fight.
COMBAT / ENERGY DRAIN
Roll d10 once for every level drained (eg. once for a wight hit, or twice for a wraith hit), or for every 10 years of aging.
d10
1. Temporary paralysis with no save, either complete or partial,
thereby preventing spell-casting, climbing,
picking locks, and giving a -2 penalty
to AC and attacks, for 1d12 + 10
rounds; curable.
<(note: the section on ghouls gives detailed rules for paralysis, incl. partial paralysis)>
2. Loss of all experience gained back to the minimum required for the character's current level.
3. Immediate loss of consciousness,
loss of 2d6 HP, plus
a permanent loss of 1 hit point per drain attack, plus
possible loss of currently memorized spells.
4. Loss of ability points at random;
character must save vs. poison to see if
each loss is permanent.
5. Permanent withering of touched
limb (limited wish or wish notwithstanding), or
bestowal of a disease of severe, chronic nature.
6. Bestowal of minor permanent curse (see "Curses!", DRAGONĀ® Magazine, issue No. 77).
7. Character stricken with insanity
(refer to DMG for types), or, if the character
is a spell-caster, the PC permanently
loses knowledge of how to cast a
certain spell at random or perform a
type of a magic.
8. Alignment shift of character, one
step per attack, toward that of the
attacking undead. Note that this could
cause back-and-forth alignment shifts
as a character with a long career
encounters undead of different alignments.
9. Immediate feeblemindedness plus
a permanent loss of 1 ability point at random
choice, save vs. poison to avoid).
10. No effect || loss of 1 level, as per standard energy drain.
10. TREASURE
10% of all items have either a quirk or a curse.
If copper pieces are found, there is a 50% chance that they will be bronze pieces instead.
If gold pieces are found, there is a 50% chance that they will be silver pieces instead.
100 cp = 10 sp = 1 gp
Named magic weapons work differently: their bonus x2 can be applied in any round. The bonus regenerates at the rate of 1 per round.
+2 sword = +4.
So, if 1 point was used, then it would be +3 for the rest of the round, returning to a +4 bonus at the beginning of the next round.
If 4 points were used, then it would be +0 for the rest of the round, returning to a +1 bonus at the beginning of the next round.
11. ENCOUNTERS
Roll for surprise on a d10.
Encounter Reactions: Use the rules in Dragon #107.
12. NPCs
Loyalty: Use the rules in Dragon #107.
13. TIME & MOVEMENT
Jumping: Use the rules in the DSG.
Falling damage: Double the damage, but allow a saving throw vs. death for half damage.
SPELLS
Cure Disease: roll for success.
Bestow Curse: roll a d20 for effect (Dragon #77)
Glyph of Warding: many new glyphs are added.
PSIONICS
Use the White Dwarf rules for psionics.
DISEASE
Characters have a 1% chance per month (checked at the end of the month) of contracting some form of a disease.
Make the disease check at the same time that you deduct monthly living expenses (50 gp per level).
DEATH
Characters that do not receive proper burial (via the Ceremony spell) stand a chance as coming back as some form of undead.
RANDOM DUNGEON GENERATION
Make 2 rolls on room contents.
MONSTERS
Demonology (Dragon #20.13).
All dragons are unique. As well, they tend to be a lot tougher.
Note that orc HD is variable. The average orc will have 2 HD: adjust numbers accordingly.
THE CAMPAIGN \ EVENTS
The OA events table can be used for occidental campaigns.
As well, at the end of each game month (when you make the disease check and levy the monthly cost of living) roll a d20 for each character.
A result of 20 indicates that the character suffers an event, as per WD.
HOUSE RULES
(Based on Dragon && White Dwarf)
FOREWORD
This is just an outline / rough copy!
Due to the lengthy tables, it is recommended that you paste this post into Notepad or a word processor, and, print it out.
Suggestions are always welcome!
PREFACE
This set of house rules is primarily based on Dragon & White Dwarf.
When I have access to full sets of Polyhedron and Imagine, then I will update with ideas from these periodicals.
INTRODUCTION
Of course, feel free to change, add, or, delete as you like!
THE GAME
Note that many concepts have been simplified.
Often, an entire article is distilled into a single sentence.
It should be noted that beginning characters tend to be a little more powerful: this is intended, as player groups tend to be smaller, these days.
CREATING THE PLAYER CHARACTER
0. All characters begin at level 0.
1. Roll for social class
2. Choose your race
3. Choose your class
4. Choose your alignment
5. Note down your minimum class scores.
6. Note down your minimum race scores.
7. Use Method 5 for all characters. Comeliness has 3 sub-abilities.
8. Adjust your scores for class.
9. Adjust your scores for race.
10. Determine age. Adjust your scores for age.
11. Determine height & weight.
12. Determine birth rank.
13. Generate background details.
14. Pick deity.
15. Roll for personality characteristics.
16. Roll for secondary skills.
17. Choose proficiencies.
18. Determine extra languages. This will increase your character's age.
19. Roll for money.
20. Choose equipment.
21. Choose spells.
22. Note level title & XP for next level.
23. Note AC, and roll for HP (min. of average HP).
24. Roll for psionics.
25. Roll for dreamer ability.
1. Choose your race (or roll d101)
1. Dwarf, Hill
2. Elf, High
3. Gnome, Surface
4. Half-Elf, High
5. Half-Orc
6. Hobbit, Hairfoot
7. Hobbit, Stout
8. Hobbit, Tallfellow
9. Hobbit, Mixed
10. Human
11. Dwarf, Gray
12. Elf, Gray
13. Elf, Wood
14. Elf, Wild
15. Elf, Valley
16. Elf, Dark
17. Gnome, Deep
18. Half-Elf, Gray
19. Half-Elf, Wood
20. Half-Elf, Wild
21. Half-Elf, Valley
22. Half-Elf, Dark
23. Korobokuru
24. Hengeyokai, Carp
25. Hengeyokai, Cat
26. Hengeyokai, Crab
27. Hengeyokai, Crane
28. Hengeyokai, Dog
29. Hengeyokai, Drake
30. Hengeyokai, Fox
31. Hengeyokai, Hare
32. Hengeyokai, Monkey
33. Hengeyokai, Raccoon Dog
34. Hengeyokai, Rat
35. Hengeyokai, Sparrow
36. Spirit Folk, Bamboo
37. Spirit Folk, River
38. Spirit Folk, Sea
39. Aarakocra
40. Half-Dryad
41. Half-Ogre
42. Half-Satyr
43. Kobold
44. Xvart
45. Goblin
46. Orc
47. Uldra
48. Brownie
49. Lizard Man
50. Centaur
51. Lammasu
52. Werebear
53. Blink Dog
54. Stone Giant
55. Timelord
56-100. Human
2. Choose your class.
1. Cavalier
2. Paladin
3. Cleric
4. Druid
5. Fighter
6. Barbarian
7. Ranger
8. Magic-User
9. Illusionist
10. Thief
11. Assassin
12. Bard
13. Samurai
14. Shukenja
15. Sohei
16. Oriental Barbarian
17. Kensai
18. Bushi
19. Wu Jen
20. Ninja-Bushi
21. Ninja-Sohei
22. Ninja-Wu Jen
23. Ninja-Yakuza
24. Yakuza
25. Accountant
26. Alchemist
27. Anti-Paladin
28. Archer
29. Archer-Ranger
30. Astrologer
31. Bandit
32. Battle Dancer
33. Beastmaster
34. Bureaucrat
35. Bounty Hunter
36. Charlatan
37. Death Master (Necromancer: WD35-36)
38. Dreamer
39. Duelist
40. Entertainer, Juggler
41. Entertainer, Acrobat
42. Entertainer, Troubador
43. Escrimador
44. Geisha
45. Halfling Guardian
46. Hopeless
47. Incantratrix
48. Jester
49. Jock
50. Cloistered Cleric
51. Magic-User
52. Mariner
53. Merchant
54. Genin (D14, CH14, I15)
55. Oracle
56. Paladin, NG
57. Paladin, CG
58. Paladin, LN
59. Paladin, N
60. Paladin, CN
61. Paladin, LE
62. Paladin, NE
63. Politician
64. Psionicist
65. Savant
66. Scribe
67. Sentinel
68. Shaman
69. Barbarian Cleric
70. Smith
71. Sumotori
72. Chef
73. Witch
74. Witch Doctor
75. Scout
76. Piao Shih
77. Cleric/Fighter <Crusader: Cleric/Fighter> (9.6.9...6.7.6) (WIS+2) (STR+2, CON+1)
78. Cleric/Ranger <Eco-terrorist: Cleric/Ranger> (13.14.13...6.14.6) (WIS+2) (STR+2, CON+1)
79. Cleric/Magic-User <Adeptus: Cleric/Magic-User> (6.9.9...6.6.6) (WIS+2) (INT+2, DEX+1)
80. Cleric/Illusionist <Pulpitationist: Cleric/Illusionist> (6.15.9...16.6.6) (WIS+2)
81. Cleric/Thief <Evangelist: Cleric/Thief> (6.6.9...9.6.6) (WIS+2) (DEX+2, INT+1)
82. Cleric/Assassin <Fanatic: Cleric/Assassin> (12.11.9...12.6.6) (WIS+2) (STR+1, DEX+2, INT+1)
83. Druid/Fighter <Warden: Druid/Fighter> (9.6.12...6.7.15) (+2 STR, +1 CON)
84. Druid/Ranger <Guardian: Druid/Ranger> (13.13.14...6.14.15) (+2 STR, +1 CON)
85. Druid/Magic-User <Ecologist: Druid/Magic-User> (6.9.12...6.6.15) (INT+2, DEX+1)
86. Druid/Thief <Activist: Druid/Thief> (6.6.12...9.6.15) (DEX+2, INT+1)
87. Fighter/Magic-User <Bladesinger: Fighter/Magic-User> (9.9.6...6.7.6) (STR+2, CON+1) (INT+2, DEX+1)
88. Fighter/Illusionist <Director: Fighter/Illusionist> (9.15.6...16.7.6) (STR+2, CON+1)
89. Fighter/Thief <Skirmisher: Fighter/Thief> (9.6.6...9.7.6) (STR+2, CON+1) (DEX+2, INT+1)
90. Fighter/Assassin <Sniper: Fighter/Assassin> (12.11.6...12.6.6) (STR+2, CON+1) (STR+1, DEX+2, INT+1)
91. Ranger/Magic-User <Green Wizard: Ranger/Magic-User> (13.13.14...6.14.6) (STR+2, CON+1) (INT+2, DEX+1)
92. Ranger/Thief
93. Magic-User/Thief <Spellfilcher: Magic-user/Thief> (6.9.6...9.6.6) (INT+2, DEX+1) (DEX+2, INT+1)
94. Magic-User/Assassin <Spellslayer: Magic-user/Assassin> (12.11.6...12.6.6) (INT+2, DEX+1) (STR+1, DEX+2, INT+1)
95. Illusionist/Thief
96. Illusionist/Assassin
97. Cleric/Fighter/Magic-User <Paragon: Cleric/Fighter/Magic-User> (9.9.9...6.7.6) (WIS+2) (STR+2, CON+1) (INT+2, DEX+1)
98. Cleric/Fighter/Thief <Preacher: Cleric/Fighter/Thief> (9.6.9...9.7.6) (WIS+2) (STR+2, CON+1) (DEX+2, INT+1)
99. Cleric/Magic-User/Thief <Theocrat: Cleric/Magic-User/Thief> (6.9.9...9.6.6) (WIS+2) (INT+2, DEX+1) (DEX+2, INT+1)
100. Fighter/Magic-User/Thief <Shadow: Fighter/Magic-User/Thief> (9.9.6...9.7.6) (STR+2, CON+1) (INT+2, DEX+1) (DEX+2, INT+1)
101. Artificer: WD68
102. Black Priest: WD22
103. Demonist: WD47 (plus extras in ?)
104. Detective: WD24
105. Elementalist: WD23
106. Houri: WD13
107. Summoner: WD27
108. War Smith: WD28
Any race/class combination is OK.
If it is officially allowable, then add +10% to your XP.
3. Use a variant of Method V to generate abilities: assign these numbers to your ability scores.
9, 8, 7, 6, 5, 4, 3, 2
Note that there are 8 abilities: comeliness and perception are added.
Note that the 2 is placed in accord with the 5 or lower rule in the PH.
Raise your abilities to their minimums.
Raise 2 scores to 15, if needed.
Apply racial and class modifiers.
Apply age modifiers.
Female STR limits apply: if any points are lost because of this, then apply the lost points to another ability.
All characters have 1 luck point per level.
On a failed save, 1 luck point is permanently used, and, the character is considered to have made the save.
Named NPCs will have luck points (LPs) as well.
4. Alignment, Background, Personality, Deity
SOCIAL CLASS
1 Lower lower class (LLC)
2 Middle lower class (MLC)
3 Upper lower class (ULC)
4 Lower middle class (LMC)
5-6 Middle middle class (MMC)
7 Upper middle class (UMC)
8 Lower upper class (LUC)
9 Middle upper class (MUC)
10 Upper upper class (UUC)
Note that social class does not restrict the class that you can enter.
5. Skills
1 skill for free
1 skill point per level
1 skill point per point of INT over 10
PH
s1. Languages
DMG
s2. Bowyer/Fletcher
s3. Farmer/Gardener
s4. Fisher (netting)
s5. Forester
s6. Gambler
s7. Hunter/Fisher (hook & line)
s8. Husbandman (animal husbandry)
s9. Jeweler/Lapidary
s10. Leather worker/Tanner
s11. Limner/Painter
s12. Mason/Carpenter
s13. Miner
s14. Navigator (fresh or salt water)
s15. Sailor (fresh or salt)
s16. Shipwright (boats or ships)
s17. Tailor/Weaver
s18. Teamster/Freighter
s19. Trader/Barterer
s20. Trapper/Furrier
s21. Woodworker/Cabinetmaker
s22. NO SKILL OF MEASURABLE WORTH
s23. ROLL TWICE IGNORING THIS RESULT HEREAFTER
OA \ ARTISAN
s24. Armorer, 2
s25. Blacksmith
s26. Bowyer^
s27. Brewer
s28. Carpenter^
s29. Civil engineer, 2
s30. Herbalist, 2
s31. Jeweler^, 2
s32. Masseur
s33. Navigator
s34. Paper-maker
s35. Potter
s36. Seamstress/tailor^
s37. Silk maker
s38. Stonemason^
s39. Tanner/Leatherworker^
s40. Weaponsmith, 3
s41. Weaver^
OA \ BARBARIAN
s42. Chanting
s43. Fire building
s44. Running
s45. Signaling
s46. Snare building
s47. Sound imitation, 2
s48. Survival, 2
s49. Tracking, 3
OA \ COMMON
s50. Agriculture^
s51. Animal handling^, 2
s52. Cooking
s53. Dance
s54. Fishing^
s55. Gaming^
s56. Horsemanship
s57. Hunting^
s58. Husbandry
s59. Iaijutsu
s60. Juggling
s61. Music
s62. Reading/writing
s63. Sailing craft
s64. Singing
s65. Small water craft
s66. Swimming
OA \ COURT
s67. Calligraphy, 2
s68. Etiquette
s69. Falconry, 2
s70. Flower arranging
s71. Heraldry
s72. Landscape gardening
s73. Noh
s74. Origami
s75. Painting
s76. Poetry
s77. Religion
s78. Tea ceremony, 2
DSG \ CRAFTSMAN
s79. Animal trainer^
s80. Armorer^, 2
s81. Blacksmith^
s82. Boatwright
s83. Bowyer/Fletcher^
s84. Carpenter^
s85. Gem Cutter, 2
s86. Leatherworker^
s87. Miner^, 2
s88. Potter^
s89. Smelter
s90. Stonemason^
s91. Weaponsmith^, 3
s92. Weaver^
DSG \ ADVENTURING
s93. Animal noise
s94. Blind-fighting
s95. Boating
s96. Direction sense
s97. Endurance, 2
s98. Fire-building
s99. Fishing
s100. Fungus ID
s101. Healing, 2
s102. Mountaineering
s103. Riding
s104. Rope use
s105. Slow respiration
s106. Sound analysis
s107. Swimming
WSG \ WILDERNESS
s108. Alertness
s109. Animal handling
s110. Animal lore
s111. Blind-fighting
s112. Boating
s113. Charioteering
s114. Direction sense
s115. Endurance, 2
s116. Fire-building
s117. Fishing
s118. Foraging
s119. Healing, 2
s120. Hunting
s121. Mountaineering
s122. Plant lore
s123. Riding, airborne, 2
s124. Riding, land-based
s125. Rope use
s126. Running, 2
s127. Survival, cold
s128. Survival, desert, 2
s129. Survival, heat
s130. Swimming
s131. Tracking
s132. Weather sense
s133. Chess
s134. Appraisal
6. Equipment
Note that a silver standard is used.
Check to see if you begin with any magic items, as per Appendix P of the DMG.
Then, roll on the 0-level treasure tables.
For each point of social class, you can pick 1 piece of equipment: however, your social class x 10gp is the maximum value of any piece of equipment that you choose.
In addition, you have coins as indicated by your starting class: copper for lower class, silver for middle class, and, gold for upper class.
7. Magic
Use spell points, which are expended during prayer/study.
A character can expend 1 HP for a 1 caster level increase.
Bonus spell points can be gained from Intelligence or Wisdom.
Typically, this will be 2 points at start.
You must purchase your material components.
8. Experience
10 XP per point of damage you inflict or receive.
Only train when you gain a new class ability.
0-level characters begin with no class abilities, and, require 500 XP to get to level 1.
9. Combat
Max. HP at 1st level.
Note that shields provide a +2 bonus to AC.
10.
1% chance of a character having dreamer abilities.
1% chance of a character being psionic.
1. CHARACTER ABILITIES
Add Perception.
Add Comeliness, which is broken down into 3 categories: Face, Body, and Voice.
Roll for Face and Voice, but, Body is the average of your STR & CON.
Ability scores can be improved: 1 week & 1000$ increases an ability score by 1%.
Intelligence provides save bonuses vs. illusion-type spells.
2. CHARACTER RACES
Any race from Dragon / White Dwarf is allowed.
Use realistic height & weight (Dragon 91).
UA races are revised.
Level limits apply: if they are exceeded, then apply a 50% XP penalty.
3. CHARACTER CLASSES
Any class from Dragon / White Dwarf is allowed.
UA classes are revised.
CHARACTER CLASSES / CAVALIER
Cavaliers automatically gain the Ride skill.
CHARACTER CLASSES / CLERIC
Clerics gain a new ability: conversion.
Clerics may use the weapon of their deity.
Clerics get a minor power (often, a spell), relating to their deity. This might not be gained at level 1.
CHARACTER CLASSES / DRUID
Druids automatically gain the Healing skill.
Druids have minor sage ability.
CHARACTER CLASSES / RANGER
The ranger gains many new skills (cf. Dragon 106).
Use the revised table for followers.
CHARACTER CLASSES / THIEF
Thieves' Cant (66.35)
CHARACTER CLASSES / ASSASSIN
Assassins hide in shadows and move silently as a thief of equal level.
Assassins gain the forgery ability.
CHARACTER CLASSES / MONK
Use the OA monk, but with d6 for HD.
CHARACTER CLASSES / BARD
Use the Dragon bard.
Bard spells are sung: they are songs.
4. ALIGNMENT
Note that there are paladins for all alignments.
CE characters may choose a patron demon.
5. SKILLS
Proficiencies are now called skills.
1 skill point per level.
Every point of INT above 10 provides a bonus skill point at 0 level.
Add Appraisal and Chess to the skill list.
SKILLS / WEAPON SPECIALIZATION
There is no bow specialization: take the Archer class instead.
1 skill point = proficiency, +1/+1
2 skill points = specialization, +2/+2.
3 skill points = mastery, +3/+3
6. EQUIPMENT
A silver standard is used, with 1 SP = 1$.
Remember that shields now provide a +2 bonus to AC.
Firearms are available.
Weapons of quality can be purchased: at 10x the cost, they provide a +1 to hit and to damage.
Armor of quality can be purchased: at 10x the cost, the armor provides a -1 bonus on AC.
A helm (bought as a separate item) will provide a -1 bonus to AC. (UA)
Remember that shields provide a +2 bonus to AC.
Shields of quality may be purchased, at 10x the cost.
Monthly living expenses are 500$ per level per month.
Poor quality weapons, armor, and shields may be bought for 1/2 price: they will be at -1 to hit and damage / +1 AC penalty.
For the weapon vs. AC table, only count the type of armor or armor/shield.
Weapons and armor of special materials may be purchased: use the 2e rules for this.
Horses have their own distinct personalities: use the 2e rules for this.
The list of ships is greatly expanded, with ships from up to and including the 19th century being available.
Garlic has potent healing benefits.
Piecemeal armor is available (112.35)
EQUIPMENT / MISCELLANEOUS
Expanded equipment tables:
338. Dungeoneer's Shopping Guide
by Robert A. Nelson
(117.22)
A variety of thieves' tools are available for purchase (D115).
EQUIPMENT / MAGIC ITEMS
A limited amount of magic items are available for purchase in cities. As a rule of thumb, generally limit this to +1 weapons, and, magic items with an equivalent spell effect of level 3 or less.
Beginning characters have a small chance to have some minor magic items, as per Appendix P of the DMG. (Count level 0 characters as level 1 characters, here).
7. MAGIC
Spell points are used.
The number is derived from the PHB et al. spell charts.
1 spell point per level.
Spell points are expended during memorization/prayer.
After 4 hours of rest, 1 spell point is regained for every hour thereafter.
This additional time includes the time spent in study/prayer.
Wisdom / intelligence provides bonus spell points.
Material components must be bought, but they are not expended upon casting.
Spell research (Dragon 37.22)
Certain spells (incl. cure and detect spells) might result in the next random encounter being a psionic encounter.
The player rolls a d20: on a roll of 1, the DM rolls a d20, and if that is a 1...
Both druids and clerics have access to 0-level spells, which are known as orisons.
8. EXPERIENCE
Only pay for training when you are going to gain either:
a) a new class ability
b) a new spell level
Training costs 1000 gp per current level.
Intelligence will reduce the time and cost for training.
10 XP per point of damage that you deal.
It is up to the players to keep a running total of their XP.
Individual XP awards are used.
100 per spell successfully cast.
100 per use of a class ability.
Thieves receive double XP for treasure. (This means that they will advance very fast).
Fighter/Cavalier classes: 100 XP for each Hit Die of a monster that they slay.
It is up to the players to keep a running total of their XP.
9. COMBAT
Use weapon vs. armor only for AC0, AC1, AC9, and AC10.
Critical Hits: roll of 20 is double damage.
Fumbles: Your opponent gets an immediate attack of opportunity against you.
Unarmed Combat: 1-2 points of damage + STR.
Turning: Use the rules in Dragon #140.
Missile fire: +1 to hit large creatures, -1 to hit small creatures.
COMBAT / INITIATIVE
The base is d10 group initiative.
When closing, the figure with the longer weapon is entitled to make an immediate attack. (This uses up his attack for the round).
When engaged, the figure with the higher weapon speed is entitled to make an immediate attack. (This uses up his attack for the round).
COMBAT / ARMOR CLASS
Shields provide a +2 bonus to AC. This does not apply to the Weapon vs. Armor table.
Helmets provide a +1 bonus to AC. This does not apply to the Weapon vs. Armor table. (UA)
COMBAT / SIZE
Large creatures do more damage, and, have more HP.
For every HD, add 1 to the total number of HP.
For every 2 full HD, add 1 to the total damage.
Small creatures suffer a -1 penalty on damage, and, a -1 penalty on HP per die.
(Small player characters just suffer -1 HP once, that's it).
COMBAT / DAMAGE / EQUIPMENT
Armor Damage: If an opponent scores max. damage on a critical, the AC damage of your armor is decreased by 1 step. Smiths can repair this at a cost of 10% of the total cost of the armor.
Shield Damage: You may negate any hit by electing to say that your shield is destroyed.
Weapon Damage: If you score max. damage on a critical hit, your weapon is destroyed (but you still do the damage). Magic weapons have their + reduced by 1, but they still continue to emit light.
Item saving throws: Only check for these on a failed save.
COMBAT / PAIN
Pain: At 1 HP, you are at -2 hit/saves/damage.
At 2 HP, you are at -1 hit/saves/damage.
Apply these penalties to creatures with 1 or 2 HP: this further reflects their lack of combat ability.
COMBAT / HP
-HP: You can go down to your CON in -HP.
A hit that immediately brings you down to -6 will cause the loss of 1 ability point, determined at random.
A hit that immediately brings you down to -9 or lower indicates the loss of a limb, or, decapitation/skull crushed.
COMBAT / MORALE
Morale: Check when the force is at 50% of their strength.
Base morale = 50% + 5% per hit die. (+1% per hit point bonus).
So, an ogre has [50] + [20] + [1] = 71% morale.
A roll of 71 or less means that the ogre stays in the fight.
COMBAT / ENERGY DRAIN
Roll d10 once for every level drained (eg. once for a wight hit, or twice for a wraith hit), or for every 10 years of aging.
d10
1. Temporary paralysis with no save, either complete or partial,
thereby preventing spell-casting, climbing,
picking locks, and giving a -2 penalty
to AC and attacks, for 1d12 + 10
rounds; curable.
<(note: the section on ghouls gives detailed rules for paralysis, incl. partial paralysis)>
2. Loss of all experience gained back to the minimum required for the character's current level.
3. Immediate loss of consciousness,
loss of 2d6 HP, plus
a permanent loss of 1 hit point per drain attack, plus
possible loss of currently memorized spells.
4. Loss of ability points at random;
character must save vs. poison to see if
each loss is permanent.
5. Permanent withering of touched
limb (limited wish or wish notwithstanding), or
bestowal of a disease of severe, chronic nature.
6. Bestowal of minor permanent curse (see "Curses!", DRAGONĀ® Magazine, issue No. 77).
7. Character stricken with insanity
(refer to DMG for types), or, if the character
is a spell-caster, the PC permanently
loses knowledge of how to cast a
certain spell at random or perform a
type of a magic.
8. Alignment shift of character, one
step per attack, toward that of the
attacking undead. Note that this could
cause back-and-forth alignment shifts
as a character with a long career
encounters undead of different alignments.
9. Immediate feeblemindedness plus
a permanent loss of 1 ability point at random
choice, save vs. poison to avoid).
10. No effect || loss of 1 level, as per standard energy drain.
10. TREASURE
10% of all items have either a quirk or a curse.
If copper pieces are found, there is a 50% chance that they will be bronze pieces instead.
If gold pieces are found, there is a 50% chance that they will be silver pieces instead.
100 cp = 10 sp = 1 gp
Named magic weapons work differently: their bonus x2 can be applied in any round. The bonus regenerates at the rate of 1 per round.
+2 sword = +4.
So, if 1 point was used, then it would be +3 for the rest of the round, returning to a +4 bonus at the beginning of the next round.
If 4 points were used, then it would be +0 for the rest of the round, returning to a +1 bonus at the beginning of the next round.
11. ENCOUNTERS
Roll for surprise on a d10.
Encounter Reactions: Use the rules in Dragon #107.
12. NPCs
Loyalty: Use the rules in Dragon #107.
13. TIME & MOVEMENT
Jumping: Use the rules in the DSG.
Falling damage: Double the damage, but allow a saving throw vs. death for half damage.
SPELLS
Cure Disease: roll for success.
Bestow Curse: roll a d20 for effect (Dragon #77)
Glyph of Warding: many new glyphs are added.
PSIONICS
Use the White Dwarf rules for psionics.
DISEASE
Characters have a 1% chance per month (checked at the end of the month) of contracting some form of a disease.
Make the disease check at the same time that you deduct monthly living expenses (50 gp per level).
DEATH
Characters that do not receive proper burial (via the Ceremony spell) stand a chance as coming back as some form of undead.
RANDOM DUNGEON GENERATION
Make 2 rolls on room contents.
MONSTERS
Demonology (Dragon #20.13).
All dragons are unique. As well, they tend to be a lot tougher.
Note that orc HD is variable. The average orc will have 2 HD: adjust numbers accordingly.
THE CAMPAIGN \ EVENTS
The OA events table can be used for occidental campaigns.
As well, at the end of each game month (when you make the disease check and levy the monthly cost of living) roll a d20 for each character.
A result of 20 indicates that the character suffers an event, as per WD.