Tianshu

Cairn 1e

GM
← back to review

House rules

12 in play.

ability score loss In play

"STR 0: the PC dies. DEX 0: paralyzed. WIL 0: delirious. Complete DEX or WIL loss renders the character unable to act until restored through extended rest or extraordinary means."

attack modifiers In play

"Fighting from a position of weakness (cover, bound hands) makes the attack impaired: roll 1d4 regardless of the weapon's die (Impaired Attack). Fighting from a position of advantage (helpless foe, daring maneuver) makes it enhanced: roll 1d12 instead of the normal die (Enhanced Attack)."

attacks always hit In play

"There is no attack roll. The attacker rolls their weapon die, subtracts the target's armor, and deals the remainder to the opponent's HP. The generic Attack action uses a d6 baseline; substitute the wielded weapon's die (e.g. a club is 1d10). Unarmed attacks always do 1d4."

blast In play

"Attacks with the blast quality affect all targets in the noted area, rolling damage separately for each affected character. If unsure how many targets can be affected, roll the related damage die for a result."

critical damage In play

"Damage that reduces a target's HP below zero decreases the target's STR by the amount remaining (overflow_to on the attack effects). The target must then make a STR save to avoid critical damage (the gated apply_condition). A PC suffering critical damage can only crawl weakly; with aid and rest they stabilize, untreated they die within the hour. Some enemies trigger special abilities when their target fails this save."

death In play

"When a character dies, the player creates a new character or takes control of a hireling, immediately joining the party."

detachments In play

"Large groups of similar combatants fight as a single detachment. Attacks by individuals against detachments are impaired (excluding blast); attacks by detachments against individuals are enhanced and deal blast damage. Critical damage routs or significantly weakens a detachment; 0 STR destroys it."

initiative In play

"At the start of combat each PC makes a DEX save (1d20 roll-under DEX) to act before their opponents; turn order then cycles in fixed rounds of roughly ten seconds."

morale In play

"Enemies must pass a WIL save to avoid fleeing when they take their first casualty and again when they lose half their number. Some groups may use their leader's WIL in place of their own. Lone foes must save when they're reduced to 0 HP. Morale does not affect PCs."

multiple attackers In play

"If multiple attackers target the same foe, roll all damage dice and keep the single highest result (the Dual Weapon Attack shape, kh1 over all dice rolled)."

retreat In play

"Running away from a dire situation always requires a successful DEX save as well as a safe destination to run to."

scars In play

"When damage reduces a PC's HP to exactly 0, look up the total damage taken on the Scars table and apply its prose effect: 1 Lasting Scar, 2 Rattling Blow, 3 Walloped, 4 Broken Limb, 5 Diseased, 6 Reorienting Head Wound, 7 Hamstrung, 8 Deafened, 9 Re-brained, 10 Sundered, 11 Mortal Wound, 12 Doomed."

Remove takes the rule's note off the ruleset and sends it back to review; what it compiled to stays until the ruleset is recompiled (ts-fhop). The next session plays whatever is approved.