House Rules

Fate Points (in effect as of August 18, 2012)

Fate points are a narrative device to enable the players to have an input in the game. With Fate Points, you, the player, can alter the game world in some way so as to benefit your character. Fate points are intended to offer you the chance to add to the story of your character, adapting the events around them, or the circumstances that befall your character so as to make a better story or game experience.

To gain FPs, we will be using a player-to-player and GM-to-player reward system for roleplaying and characterization. Each player will be given two chips at the start of a session which can be given to two other, different players during that session to reward stellar roleplaying and in-character tactical decisions. When players receive these chips as a reward for in-character actions, they are added to an individual tally. When a player has amassed 10 of these chip rewards for zir characterization, that player immediately receives 1 Fate Point and the tally resets to zero.

There are three standard uses for Fate Points: Left For Dead, Perfect Performance, and Destiny.

Left For Dead: Characters become unconscious when reduced to 0 hp, and die when reduced to negative bloodied HP or fail three death saves. However, when that happens, the character may use a FP in order to avoid being killed. He is instead “left for dead”. A character who is left for dead appears dead to a casual examination, but he is actually slowly recovering, soon being stable at 1 hp.

Perfect Performance: Rather than rolling to hit a target, or determine if your rogue manages to pick a lock, you can declare that you are doing a perfect performance at the cost of 1 FP. A Perfect Performance always gives the highest roll possible, always hitting and delivering maximum possible damage if used on an attack. This includes any bonus damage, such as that rolled for sneak attacks. A standard quality wooden, bronze or iron weapon always shatters irreparably when used with a Perfect Performance. If used on any other skills, the character gains a +10 modifier to the maximum roll possible. The Perfect Performance has to be used with a DM present.

Destiny: You can at any time spend one or more Fate Points, with the agreement of the DM, to alter the world in some minor way. Essentially this allows you the player to have some input into the story, over and above the actions of your character. This change must be one that is reasonable, minor, and not overwhelmingly beneficial to the player characters. It may well assist them in accomplishing their goals, but they must still accomplish those goals by their own strengths and wits, not simply by spending Fate Points! The final say is always at the DM’s discretion.

For example, a character captured by the law and imprisoned may spend a Fate Point to have a chance at escape – with a comrade or slave-girl smuggling him in a dagger, a drunken guard falling a sleep, or the discovery of a loose chunk of granite with which to smash open his ankle-chain – not have his escape handed him on a plate by a sorcerer magically putting all the guards asleep and bursting his door open.

Another option for this use of a Fate Point is to alter your own character in some minor way, by revealing a new factor to his past. This might include knowing valuable things, such as where to find a sewer entrance in a particular town, or a few words in a language useful in the current situation – or having a contact from the area from his previous dealings in the region, or through earlier acquaintances. This use of Fate Points must be believable and well explainable by the character.

Adapted from The World of Charun website

Unconscious (updated 7/29/12)

All “until the end of the encounter” effects granted by powers stop working when a character falls unconscious, but they can be restored on the first turn after awakening by spending a minor action.

Temporary Boons and Points of Awesome (removed 2/22/14)

see Between Session Rules


Buying a new ritual to master will generally cost 1/2 of the Market Price. A scroll will cost 3/4 of the Market Price. Hiring a ritual caster to perform the ritual will cost the Market Price plus the cost of components.

Mastering a ritual and/or copying a ritual into a ritual book takes 2-4 hours at heroic tier (instead of 8), but will also require a skill challenge in order to cut corners without losing some of the magic. A scroll (heroic tier) can be created in about 1-2 hours, with appropriate skill checks to cut corners without botching the magic.

Ritual Component Cost will generally be 5gp per level of the ritual, though costs like healing surges will not be reduced in any way. I will assume that you can liquidate funds to purchase components and have them on hand. To save money, you may perform a Dungeoneering check (or other check depending on location and the ritual in question) to find some of the components in the natural environment.

If the casting time is 10 minutes or less, the ritual can be cast automatically with a single skill check or as a skill challenge (when in combat) to bring about a more immediate result (at GM’s discretion). For rituals with casting times up to 30 minutes, the difficulty of the skill challenge would increase significantly in order to cut down the casting time. Rituals taking longer than 30 minutes may take less time to cast, depending on the ritual and situation. The idea is to cut down on how long rituals take so that they can be more useful to the caster, but cutting down the time requires cutting corners which, in turn, requires skill.

DCs for skill checks to cast rituals correspond to the level of the ritual. If the ritual has been cast successfully before, the moderate DC is used. If it has not been cast before, the high DC is used. Meeting the DC allows the ritual to be cast in half the time. Beating the DC by half again of the DC value results in even shorter duration at GM discretion.

In combat, the DC for any ritual corresponds to the High DC for the level of the ritual plus 1.

Casting from a ritual scroll immediately cuts down the complexity and difficulty of the skill challenge (or skill required) by half.


You must have a copy of the formula to create an alchemical item, and the formula will cost 1/2 of the Market Price to purchase. Hiring someone to make the item for you will cost the Market Price. Alchemical items that are well crafted (determined by skill checks) can be sold at Market Price.

Like for rituals, Alchemical Component Cost generally will be 5gp per level of the alchemical item to be created. Except for certain components that can only be purchased in specific places (like those for volatile or toxic substances), I will assume that alchemical components can be freely obtained in most places. If alchemical ammunition is being created, you must have the ammunition already, or the cost increases by 2gp per level per item created.

Warsmith Item Creation

From the Warsmith Background: You can construct your own weapons and armor, given proper tools and raw materials. Making a weapon takes two days, and making armor takes four days. Doing so confers no economic advantage, however. The item ultimately costs the same as it would if you’d purchased it directly. And you can cast Creation rituals as if you had the Ritual Caster feat.

Quality raw materials (or components) will cost 1/2 of Market Price of whatever item you are creating. They may be found in the environment or purchased.

The time (in days) required to make weapons or armor assumes spending 2-3 hours per day on the item. A weapon could be made in 1 full days work, and armor could be made in 2—but there would have to be sufficient in-game time to do so.

Creation rituals would work the same as outlined above in the Rituals section.

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