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ArsMagica: HouseRules

House Rules


Enchanting Arms and Armour

New Experience Rules

New Experimental Results

New Fatigue Rules

New Spell Design Rules


Enchantment of Arms and Armour


(From the Parma Fabula, Atlas Games)

Nota bene: these rules provide simple, subtle enchantments that modify equipment's statistics.

Nota bene: When multiple effects are instilled in an item, they must work co-operatively. Thus, the effects noted below combine to form a single effect so long as they share Form and Technique; the magnitude is the magnitude of all component effects.

Rego Terram (or Herbam) effects:

Muto Terram (or Herbam) effects

Muto Herbam effects

Enhanced defence

ArmourMinimum Load Possible
Shield0.0
Hauberk-1.0
Half armour-2.0
Full armour-3.0

Nota bene: If, for mythic or practical reasons an enhancement is enemy-specific (only applies against one type of opponent), the bonus is doubled.

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New Experience Rules


Nota bene: These are some of John's wacky new ideas - they are not approved, but are hopefully being discussed.

Also, experience has changed markedly with 5th edn.

Practice

Training

Lectio

Disputatio

Study

Exposure


New Experimental Results Table


(Stress die + risk modifier)

DieResult
BotchDisaster
1-4No extraordinary effects
5-6No benefit
7+Roll AgainResult
 1-3Complete faliure
 4-5Modified effect
 6-7Side effect
 8Special event
 9-10Discovery

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New Fatigue Rules


Nota Bene: These are some of John's wacky new ideas - they are not approved, but are hopefully being discussed.

The rules for combat fatigue in Ordo Nobilis seem sensible, and cut down on the amount of dice-rolling during the game (not that this is a big problem for us now).

The basic Ease Factor for fatigue rolls brought on by strenuous activity will increase from 6 to 9. To mitigate this, in most (if not all!) cases, the Athletics ability will be added to characters' fatigue totals.

If a character is forced to roll to see if they are fatigued, a roll of 9+ means that they suffer no Fatigue Level loss. If the result is below 9 then one Fatigue Level is lost. If the result is more than 3 below 9 then an additional Fatigue Level is lost; if the roll is more than 6 below 9 then two additional Fatigue Levels are lost; and so on. Botched rolls result in an additional Fatigue Level loss for each level of the botch. If all Fatigue Levels are lost, then Body Levels are lost.

The fatigue from travel rules will also be altered. The difficulty of the travelling will result in a higher Ease Factor, making more Fatigue Level loss likely; however experienced marchers will be more able to travel with less ill-effects. A list of Ease Factors for travel-related fatigue tests follows:

difficulty

ease

Easy

9+

Light

12+

Medium

12+

Hard

15+

Very Hard

15+

Terrible

15+


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New Spell Design Rules


When designing a spell or effect that will not Warp its target(s), add three levels - as if creating a device with limited access - to the design process (not the spell's level).

Alternative idea: rather than a flat three levels, add one level per extra individual included. If doing this, you may assume that any combination of those included may be targeted without Warping.

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Page last modified on August 27, 2005, at 01:14 PM