You are on page 1of 2

Instead of rolling Spell Dice, Tears require investing

HOUSE RULES spell dice temporarily until you expend them for Break
effects. The following are the Rank 1 Tears that all
These Rules are still under testing and may need
characters know:
adjusting as we see fit.
ARMOR
INVENTORY SLOTS Rank 1 Tear
A character has 18 inventory slots, with +1 slot per STR Invest: 1-4 Dice
bonus. Armor may reduce slots. Magic Items can
Gain +2 Defence per die invested, up to a maximum
increase these slots. An item may take up 1/4, 1, 2, or 3
of 18 Defense. If you use this Tear your Agility bonus is
Slots depending on size.
not added to Defense.

USAGE / AMMUNITON DICE Break: Gain 1d4+1 temporary hit points per die
expended. These hit points only last till combat
Ammunition or Most Usable items have a dice
ends.
associated with them, when used you roll that die, if
the result is a 1 or 2 you decrease the die size. This SHIELD
also applies to weapons and armor in the form of Rank 1 Tear
durability. Any usage item automatically restores to
Invest: 1 Die
it's full size when 24hrs has been spent resting in a
town. Creates a magical shield that will block all damage
of one attack of your choice.
ARMOR AND PENETRATION Break: Casts any Arcane Dart spell.
If you are wearing armor you gain a die that reduces
ELEMENTAL RESISTANCE
damage by it's ammount rolled when you are hit.
Rank 1 Tear
Penetration reduces the Damage reduction by it's
value. Invest: 1 Die
Grants Resistance to a chosen damage type (Acid,
SHIELDS Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic,
Shields have a die size associated with them, they can Radiant, or Thunder).
block all damage for you but you must decrease the
Break: Grants Immunity to chosen damage type for
die size.
the next attack that would effect you of that type
this round.
BREATHS AND GASPS
CULTIVATION
Your hit points should be divided into 3 pools.
Rank 1 Tear
Between each of those pools is a breath, when you hit
0 in a pool you Gasp, allowing you to take a slow turn Invest: 1-4 Dice
immediately and then taking some sort of injury as the
Increases Unarmed damage for each die invested
adrennalin wears off. When you hit your final gasp you
(1d6>1d8>1d10>2d6). In addition it Grants a boon
may go unconcious and roll on the Long Term Injury
when resisting poison, and allows Enhances Physical
table or you make Take your Last Gasp then roll on the
Strength.
Incapacitation table.
Break: Knocks back all enemies, allows for a save
RUIN DICE against an ongoing effect, also allows super human
physical feats.
A way for the DM to ramp up the tension, the DM adds
to the pool as neccisary and depending on the LIGHTNESS
urgency of the situation adds D4/6/8 to the pool. Rank 1 Tear
Once 6 dice are in the pool (or the situation calls for
Invest: 1 Die
it) the DM rolls the Ruin Pool and something bad
happens with the roll of a 1. Increases Speed by 5, Enhances Atheletics, Allows
Feather Falling.
SPELL DICE Break: Doubles Speed, Allows Super Human
All characters have a number of spell dice equal to Atheletics, Allows fast falling with no damage
Power+Intellect/Willpower. When you attempt to cast taken.
any rank 1 or higher spell you roll any ammount of
RESTORE ESSENCE
spell dice in order to get a total of 5+1 per spell rank to
Rank 1 Tear
cast the spell. For each result of 1 or 2 you lose a spell
die until you rest. Multiple 1's lead to critical failure. Invest: Any number of dice.
Multiple 6's lead to critical success!
Break: Heal for 1d6 per dice expended.

TEARING
Amoria Domine | Ruin and Rime 6
You may use a simple action or reaction to activate
STRONGHOLDS, FOLLOWERS, Complex Mind, this ability allows you to gain a third
AND WARFARE. concentration slot, however each round you must Roll
We will be using the rules from MCDMs Strongholds the Recharge die and decrement as needed. While this
and Followers for this game. Every player is going to ability is active you may not use a Recharge action.
start with a level 1 retainer, and any player may obtain
a Stronghold or command over a Warfare unit over
time.
HEDGE MAGIC
No special abilities but allows you to later select what

MAGICAL AFFINITY form of magical affinity you would like to have.

Choose one of the Following:

ARCANE
SPELL BURN:
You may Burn a Gasp to boost a spell's effect,
Increase Damage by 2 dice or Give 2 Banes.
WARP AND WEFT:
Add a Die to the Tension pool to regain 1d3 Spell Dice.
Roll the Ruin pool to cast a spell, on any roll of 1
something bad happens to your character.

DIVINE
PRAYER DICE:
Use Prayer Dice to cast spells, if you add 1 prayer die
your spell gains a minor effect based on your domains,
If you add 2 dice it gains an intermediate effect, if you
add 3 dice it gains a greater effect. You gain spell dice
equal to your power (up to a maximum of 3) when
you rest and by pleasing your god. You lose them any
time you roll a 1 to cast a spell with them or displease
your god in a major way.
MIRACLES:
You may expend 5 (or more) Prayer Dice to perform a
Miracle using one of your God's domains, the exact
nature of the Miracle should be discussed with the DM.

PSIONIC
PSIONIC ENERGY:
You gain a number of PSI points equal to your Power
+ your Intellect bonus. You also have a D8 Recharge
Die, you may use a complex action to use the recharge
die to regain PSI points equal to the roll, not
exceeding your maximum. However each time you
Gasp, you suffer feedback reducing your PSI points by
the ammount rolled on the recharge die, then you
decrement the Recharge die. Psi points may be spent
to add +1 per point spent on spell dice rolls, you may
spend a maximum ammount of PSI points equal to
your power on each roll.
COMPLEX MIND:

7 Amoria Domine | Ruin and Rime

You might also like