House Rules

Sorcery

We use Sandy's Sorcery rules:

Sorcery Rules, Rituals, Sorcery Sects and Saints.

See here for my html formatted version of Sandy's sorcery.

Additional Sorcery Spells.

Full List of Sorcery Spells

Smoothed Damage

STR + SIZ Old Dam Mod New Dam Mod
2-4 -1d4  -1d4
5-7 -1d4 -1d3
8-10 -1d4 -1d2
11-13 -1d4 -1
14-16 0 0
17-19 0 +1
20-22  0 +1d2
23-25  0 +1d3
26-28 +1d4 +1d4
29-31 +1d4 +1d5
32-34 +1d6 +1d6
35-37 +1d6 +1d8
38-40 +1d6 +1d10
41-43 +2d6 +1d12
44-46  +2d6 +2d6
47-49 +2d6 +3d4
50-53 +2d6 +5d3
54-56 +2d6 +2d8
57-59 +3d6 +3d6
60-62 +3d6 +6d3

Experience

A successful use of a skill gets you a tick. A second tick can be obtained if a subsequent use of the skill results in a Special or Critical result.  Subsequent that that, a third tick can be obtained by getting a critical result.

At the end of the adventure, up to five additional points can be awarded.  These points can be allocated to any skill that the character already has a positive modified skill. Adding a first or second tick to a skill costs one point each, a third tick costs two points. Points cannot be stored from one adventure to the next. Each skill can have no more than three ticks allocated to it.

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