House Rules
Combat
You don't need to wait for your turn to post - as soon as it's a new round, you can say what you want to do and I'll put it together in initiative order afterward.
With the back-and-forth of choosing special effects and potentially having multiple actions per round, I'm not sure what the best way will be to make it run smoothly here, but let's start with this - when you post for the current round, you can make as many conditional statements as you want, e.g. "on my turn I attack this guy, use Compel Surrender if I can, if that doesn't work then I'll parry if he attacks me, and if I have an action point left after all that then I'm going to attack him again if he's still up, or else take cover behind the nearest tree." If this doesn't work as well as we want it to then we'll figure out something else, but let's try it this way for now.
Experience Rolls
Since this format is extra slow, I'm going to try to compensate like this - if you spend xp to improve skills, rolling low gets you +2 to the skill you rolled for, and rolling high gets you 1d6+2. Rolling a fumble still just gets you +1 at the end of that "session" (wherever we decide to draw the line).
ALSO, this part's not a house rule but a reminder about an official rule that can be easy to forget - when you are rolling against your current skill to see if you get a big or small increase, add your INT to the die roll (not to the skill value) so you are that little bit more likely to get a beneficial result.
Magic Points
Magic points automatically refresh at a rate of 1/hour, unless the winds of magic are acting up and I specify otherwise for that moment.
Difficulty Levels
I'm going to use the simplified system that gives flat modifiers instead of multiplying or dividing your skill. I like fine tuning, so there will probably also be times that I tell you a modifier that's somewhere between two levels on the table - no reason a particular roll can't be + or -10 if that feels like the right adjustment.
Luck
In addition to the standard uses for luck, you may permanently burn a luck point to:
1) prevent yourself from dying when you otherwise would have (due to narrative effects, not just negating a single die roll) OR
2) still die but get a little more narrative control over the scene, potentially making things easier for your surviving companions
In any case, you can only do this with your own personal luck points, not with the group luck pool.
The Eye of Tzeentch
Any time you cast a spell using the Folk Magic or Sorcery rules, if you rolled doubles, immediately roll on this table:
01-20: Tzeentch takes little notice of you this time (but you get a cumulative +5 modifier the next time you roll on this table, until you get a different result)
21-70: minor Chaos manifestation
71-98: major Chaos manifestation
99-00: extreme Chaos manifestation
Getting a Chaos manifestation has no bearing on whether or not your casting roll succeeded, though it could potentially change the effects of an otherwise successful spell.
This message was last edited by the GM at 15:37, Sat 03 Feb.