Dark Albion House Rules

Dark Albion House Rules

Character Creation Summary

Every character begins as a level 0 character. Roll their social class background and prior events. They begin the game with 1d6 hit-points, modified by CON (Scots Men get a further +1 bonus hit-point). The GM can automatically move them to level 1, or play one adventure as level 0; yet, if level 0 the players should already have a clear idea of what class they want their character to become at level 1, particularly if they plan for the character to become a magister or cleric (who will be apprentices or acolytes).

Characters begin speaking Anglish (Cymri speak old cymric if they have INT 9+; Scots only speak Scot, which sounds vaguely similar to Anglish at times). Characters speak one extra language for every +1 to their INT modifier.

Exp to Level 1: Finish one adventure.

Level 0 Saving Throws

Breath Attacks

Poison or Death

Petrify or Paralyze

Wands

Spells or Spell-like Devices

17

14

16

15

18


RAW Prime Requisite is in effect

Instead of using your Prime Requisite as a bonus to XP gained, subtract it from XP needed to level up. Instead of +5% bonus, just assume you only need 95% as much XP.


Backstab

When you succeed in moving silently and attack a target who is unaware; you receive a +1 bonus on that attack.


Encumbrance

Encumbrance in Coins

Move in 1 Turn

Up to 400

120 : 40 : 120

401-800

90 : 30 : 90

801-1,200

60 : 20 : 60

1,201-1,600

30 : 10 : 30

1,601-2,400

15 : 5 : 15

2,400+

0

Mule

Move in 1 Turn

Up to 3,000

120 : 40 : 120

3,001-6,000

60 : 30 : 60

6,001+

0

 

Encumbrance Rule of Thumb: 1 Pound is equivalent to 10 gold coins