Miscellaneous House Rules
Normal caster may cast (at most) one spell per round.
Hasted caster may cast (at most) two spells, provided that at least one of the spells cast is "instantaneous."
A character who is "juggling" a weapon as a result of a fumble can
choose to simply drop the weapon and not use it for the duration of the
fumble result, thus freeing himself to draw a different weapon or take
It is not possible to parry with a weapon that is being "juggled".
Adrenal Defense limits
Any physical shield larger than a target shield makes adrenal defense
unusable. Armour that "wears as" AT5 or higher also nulls out any
Just because a particular suit of magic armour may have no quickness or
maneuver penalties associated with its use does not necessarily mean it
"wears as" AT1. If one still has to train in the armour type to
wear it effectively, then it does not "wear as" AT1.
By house rule, unless explicitly stated otherwise in the magic item
description, extra criticals effected by magic weapons (e.g. heat,
cold, impact, etc.) are resolved by an additional, independent roll of
the dice from the initial (slash, crush, puncture) critical.
(This is in contrast to campaigns that use the same roll for both
critical tables). This greatly increases the probability of
effecting lethal wounds from such weapons, but weapons with this
characteristic were a rarity in the Campaign.
Extra criticals effected by using weapons "kata" (weapons in
conjunction with martial arts sweeps or strikes) are resolved normally
as per Arms Law rules, i.e. the same roll applied to both critical
Level bonuses for Secondary Skills
Level bonuses are as described in Character Law, with the additional
provision that any Secondary with development cost of 1 / N receives at
least a +1 / lvl bonus (max 20) and any Secondary with development cost
of 1 / 2 receives at least a +2 / lvl bonus (max 40).
Stun Relief interpretation
The effects of Stun Relief are assumed to also mitigate "must parry",
"no parry", and "loss of initiative" critical effects generally
associated with stun results.
Spells and concentrating
By house rule, a spellcaster is permitted to parry -- albeit at -50 --
while concentrating on a spell. Concentration is broken if the
spellcaster receives a critical hit.
Multipliers and adders
By house rule, a character may benefit from a spell multiplier and a
spell adder at the same time (though multipliers are never cumulative
with multipliers and adders are never cumulative with adders).
Therefore, a character with the following items:
Amulet - x4 Essence, x2 Mentalism and Channeling
Circlet - x3 Mentalism
Ring - +3 Channeling adder
would have total benefit of Essense x4, Mentalism x3, and Channeling x2 and +3.
This house rule was advocated by Mueller and opposed by Palmer.
Palmer's primary objection was that adders were never cumulative with
adders and multipliers never cumulative with multipliers, thus an
implied presumption that the items not act cumulatively with one
another. A non-cumulative ruling would have also had the
(possibly desirable) effect to spread spell enhancement items more
widely among allied non-player characters.
Off-hand weapons attacks
Characters are assumed to have a "handedness" trait where one hand is
dominant over the other. While characters are permitted to train
in weapons using the "off-hand", such attacks are at -20 penalty.
The only mitigations for this penalty are to be found in magic items or
extraordinary AG picks.
If a Conveyance spell is Cancelled or Dispelled by another caster while the Conveyance
user is out-of-body, treat this as though the spell duration has been
exhausted (caster must make saving throws every round until the caster
returns to his body).
As described in Spell Law, if an Invisible
target is physically struck, the target becomes visible. In the
context of being struck by spells, this is interpreted to mean "struck
and damaged by an elemental spell".
Targets struck and/or affected by a non-elemental Force spell do not become visible. Which is to say, an Invisible subject who is Teleported does not become visible.
Plant & Animal control
The Animist Plant Control and Animal Control
spells are base attack spells. Targets get a resistance roll
based on their level in Creatures and Treasures (C&T).
Zero-level targets can be controlled automatically. For large
groups (with a radius effect), roll a generalized RR for the
group. If that RR succeeds, another roll is made to determine
what percentage of the targets are controlled.
It is assumed that the caster of the Symbol spell must be the same individual who casts the spell being emplaced in the Symbol.
The Campaign mostly follows Character Law guidelines, which specify
an addiction factor (AF) for performance enhancing herbs /
substances. Substances can be used once a week without
risk. On the second use in a week, character must roll open-ended
versus the AF (character's CO bonus is added to the roll). Total
roll must exceed the AF to avoid addiction. Each subsequent use
within the seven-day week bumps up the effective AF by one multiple
(after third use must roll versus 2xAF, after fourth use must roll
versus 3xAF, etc.).
Effects of addiction and recovery are left up to the whim of the GM,
which itself is scarier than most things that actually appear in the
Campaign adheres to the traditional rule that characters can benefit
from, at most, the effects from two magical rings (one on each of two
Disillusion and Displacement
Campaign house rule states that characters operating with the benefits of Disillusion are not affected by a foe's Displacement
magic. Similarly, "dragonsight" (the vision of drakes, dragons,
and rare magic items granting the equivalent) is also not fooled by Displacement magic.
Contrary to the definition in RMCI, Willpower rating for a character is
defined as stat and racial bonuses for all mental stats (including
Memory) plus an additional 3 per character level.
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