House Rules


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Armor and Swimming Rule
Armor is particularly dangerous in water. Subtract your armor’s bonus from all Swimming rolls. This is in addition to any penalties from the armor’s weight. Ignore magical bonuses, considering only the bonus of a basic suit of that type. A suit of leather, for example, adds +1 to the user’s Toughness, and so subtracts –1 from his Swimming rolls.

Called Shots
Legs (-2): Works like Disarm but enemy makes an Agility roll (instead of Str). Failure means the character falls prone.

Sleeping Outdoors or Sleeping on the Floor
Characters sleeping outdoors on the ground without the use of a bedroll or on a hard floor (no bedroll) must perform a Vigor roll or suffer a Fatigue level for 8 hours after waking up.

A character who sleeps on his or her own bed (privately owned) can make a Vigor roll. A success indicates he or she has received a good night’s rest and adds +1 to all rolls for the next 8 hours. A raise adds +2 to all rolls.

Critical Failure
A Critical Failure results when a players rolls Snake Eyes. If you roll Snake Eyes, spending a Benny allows you to reroll to avoid a critical failure.

Option 1: Whenever a player spends a benny to reroll snake eyes, that benny goes to the NPC benny pool for the exclusive use of antagonists.

Option 2: Players can choose to keep the critical failure. The GM awards the player a Benny. However, the player suffers a consequence determined by the GM. Some examples could include losing their weapon, tripping and falling, leaving themselves open (reducing their Parry), or even leaving themselves Shaken, etc. Which of these is more interesting and more “fun” depends on the situation and the players.

Distant Visibility
For visibility with regards to how far a traveler can see. a traveler on average can see about 3 miles to the horizon. 6 miles if he were on a high hill, or over 100 miles if he were on top of a mountain. Naturally, visibility is affected by fog, clouds, rain, etc. The GM can simply cut the visibility by half or thirds if necessary.

Encumbrance
A character can carry 10 times (20 with Brawny) his Strength die type in pounds without incurring any penalties. Carrying too much weight inflicts a –1 penalty for every additional multiple of your Load Limit. The penalty applies to all Agility and Strength totals, as well as skills linked to either of those two attributes. The same penalty applies to a character’s Pace.

Encumbrance: Lifting and Dragging
A character can lift 20 (40 with Brawny) times his or her Strength score (e.g. d6 would be 120 lbs.) off the ground. If he or she tries to carry that weight, his or her Pace drops to 1. Running is not possible. 5 times a character’s normal load is the most weight he or she can push or drag along the ground. The character can push or drag this load for a number of rounds equal to his or her Vigor die. Each round after, the character must roll a Vigor check with a -1 cumulative penalty per round or suffer the effects of Fatigue.

Fire Damage
To negate the need to determine if a victim catches fire again each round, the victim can spend an action to stop the fire from continuing and/or spreading. This requires a successful Agility check at -2 to succeed.

Firing into Melee
Firing into a tangle of people, such as a melee, to shoot at a target is quite dangerous and difficult. The attacker takes a -2 penalty when trying to attempt to shoot at a target locked in melee while trying to avoid shooting an ally.

However, each miss that comes up a 1 or a 2 on the Shooting die indicates a random adjacent character was hit. No Bennies may be spent to reroll this attack. Roll damage normally. See the Innocent Bystander rule (p73) for further clarification.

Gritty Damage
Treat Extras’ wounds normally.

For Wild Cards, count wounds as usual and go through the normal steps for Incapacitation should he accumulate more than three wounds.

In addition, every time the hero suffers a wound, roll on the Injury Table and apply the results immediately (but roll only once per incident regardless how many wounds are actually caused). A hero who takes 2 wounds from an attack, for example, still only suffers one roll on the Injury Table.

Injuries sustained in this way are cured when the wound is healed. (Injuries sustained via Incapacitation may be temporary or permanent as usual).

A Shaken character who’s Shaken a second time from a damaging attack receives a wound as usual but does not have to roll on the Injury Table.

Joker’s Wild
When a player character draws a Joker during combat, he receives his normal +2 bonus to Trait and damage rolls. In addition, all player characters receive a Benny!

This also applies to the GM. He receives one Benny for his entire side.

Moving Through Occupied Spaces
Typically movement through foes are not allowed. However Shaken foes count as difficult terrain and is fairly easy to get past. Movement through non-Shaken foes requires and opposed Agility check. A success allows the character to get by them, but it counts as the rest of the movement, leaving them on the opposite side of the foe. A raise allows the character to pass through as if the foe was only difficult terrain.

A foe who is on Hold or has First Strike may resolve his action when anyone attempts to move through his space.

Operating a Cantina or Hotel
Each week, whoever is running the day-to-day affairs of the establishment must make a Knowledge (Proprietor) roll with no penalty or Smarts roll at -2 if unskilled, to determine losses and gains to the establishment. Others may help and can add +1 for every success and raise his companions achieved on their own rolls (maximum of +4).

Loss or Gain Table
Critical Failure: 10% losses! The Fates have turned on you!
Failure: 5% losses! Business is down this week!
Success (roll 1d6): 1-4 (0% anything! We broke even!), 5-6 (5% gains! Business is up this week!)
Raise: 10% gains! The Fates smile upon you!
Each Raise: +1d6% on the week’s gain.

Use the following formula to determine how much profit a tavern or inn generates each week (a week in Terramyth is ten days long):

1. Multiply the number of chairs in the tavern/inn by the quality of food served. If the inn serves two or more qualities of food, use the lowest value. The final results are averages only. E.g., a tavern with ten chairs, including bar stools, which serves cheap meals ($1) earns approximately $100 in meals per week.

2. Rooms are calculated differently. An inn with five room which costs $8 per day, per room, to rent generates $40 per day or $400 per week. However, as an average, divide the total by 1/2. Therefore the inn earns about $200 per week from the rooms. It is assumed some days didn’t see any use of any of the rooms, or only a room or two.

3. Finally, add the two final totals ($100 + $200 = $300 per week) to get the profit total for the establishment for the week before rolling on the Loss or Gain table above.

Reach Weapon Rules in Combat
Attackers may use weapons with reach against targets who are blocked by an ally or a foe. The attacker takes a -2 penalty if the target is locked in combat. Also, on a critical failure (snake eyes), the ally may be struck instead. If there are multiple allies that could be stuck, roll randomly to determine who was struck.

As an option, the attacker may spend TWO Bennys to reroll the attack to avoid striking his ally.

Volley
On the table-top, a hail of arrows fired in a “volley” at a particular area counts as Suppressive Fire (see Automatic Fire in Savage Worlds).

Volley fire by at least five archers (a cooperative roll) covers an area the size a Medium Burst Template. A volley fired by seven archers, for example, creates one template, while a volley fired by ten creates two.


House Rules

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