General House Rules (Mash Up)

Character Creation

Ability Scores

To start with roll 4d6, dropping the lowest, seven times. Yes people, I said seven times. Then assign these scores in which ever order you like to your character's seven abilities, Strength, Dexterity, Constitution, Intelligence, Charisma, Wisdom and Willpower.

Strength

Strength measures a character’s muscle and physical power, and helps characters prevail in hand-to-hand combat. High or low STR affects a character’s ability to hit and cause damage in combat with hand-wielded weapons (not including guns, grenades, etc.), and the chances of a character forcing open a door. Taking the Strength house rules from Goblinoid Games’ own Malcadon for inspiration I’ve made an expanded Strength table with increased damage and a second one for weight allowances.

Strength Score Attack Bonus Medium unarmed attack Large unarmed attack Huge unarmed attack Gargantuan unarmed attack Colossal unarmed attack Medium weapon damage bonus Large weapon damage bonus Huge weapon damage bonus Gargantuan weapon damage bonus Colossal weapon damage bonus
1-3 -3 1d2 1d4 1d6 1d8 2d6 -3 -2 -2 0 +1
4-5 -2 "" "" "" "" "" -2 -1 0 +1 +2
6-8 -1 "" "" "" "" "" -1 0 +1 +2 +3
9-12 0 1d4 1d6 1d8 2d6 2d8 0 +1 +2 +3 +4
13-15 +1 "" "" "" "" "" +1 +2 +3 +4 +5
16-17 +2 1d6 1d8 2d6 2d8 3d6 x2+1 +3 +4 +5 +6
18-20 +3 "" "" "" "" "" x2+2 x2+3 +5 +6 +7
21-23 +4 1d8 2d6 2d8 3d6 3d8 x3+2 x2+4 x2+5 +7 +8
24-26 +5 "" "" "" "" "" x3+3 x2+5 x2+6 x2+7 +9
27-29 +6 1d10 2d8 3d6 3d8 4d8 x4+3 x3+5 x2+7 x2+8 x2+9
30-32 +7 "" "" "" "" "" x4+4 x3+6 x2+8 x2+9 x2+10
33-35 +8 2d6 3d6 3d8 4d8 5d10 x5+4 x3+7 x3+8 x2+10 x2+11
36-38 +9 "" "" "" "" "" x5+5 x4+7 x3+9 x2+11 x2+12
39-41 +10 2d8 3d8 4d8 5d10 6d12 x6+5 x4+8 x3+10 x3+11 x2+13
42-44 +11 "" "" "" "" "" x6+6 x4+8 x3+11 x3+12 x2+14
45-47 +12 2d10 4d8 5d10 6d12 8d12 x7+6 x5+8 x4+11 x3+13 x3+14
48-50 +13 "" "" "" "" "" x7+7 x5+9 x4+11 x3+14 x3+15

Dexterity

Dexterity measures hand-eye coordination, fine motor skills, agility, reflexes, and balance. Strongly favored by those focused in stealth, ranged combat, crafting and acrobatics. Essentially Dexterity is the ability of precision and quickness. With a high Dexterity you can be as quick as the wind, as light as a feather and as quiet as a shadow.

Dexterity Score Attack Bonus Initiative Energy Attack Saving Throw Bonus Defense bonus – medium to heavy armor Defense bonus – light or no armor
1-3 -3 -3 -3 +3 +3
4-5 -2 -2 -2 +2 +2
6-8 -1 -1 -1 +1 +1
9-12 0 0 0 0 0
13-15 +1 +1 +1 -1 -2
16-17 +2 +1 +2 -2 -3
18-20 +3 +2 +3 -3 -5
21-23 +4 +3 +4 -4 -6
24-26 +5 +4 +5 -5 -8
27-29 +6 +4 +6 -6 -9
30-32 +7 +5 +7 -7 -11
33-35 +8 +5 +8 -8 -12
36-38 +9 +6 +9 -9 -14
39-40 +10 +6 +10 -10 -15

Constitution

Constitution is a measure of the overall health and fortitude of an individual, and can influence the effects of physical hazards such as radiation or poison. Further, this attribute determines characters’ base hit points. After all adjustments to constitution have been made from levels or race, hit points are determined by rolling and adding together a number d6s or d8s (depending on race) equal to half the character's Constitution score. For example: a character with a constitution score of 14 rolls 7 six-sided dice (7d6), adds them together to determine number of hit points.

Constitution Score Poison/Disease Saving Throw Adjustment Radiation Saving Throw Adjustment
1-3 -2 -3
4-5 -1 -2
6-8 0 -1
9-15 0 0
16 +1 0
17 +1 0
18-20 +2 +1
21-23 +3 +2
24-26 +4 +3
27-29 +5 +4
30-32 +6 +5
33-36 +7 +6
37-38 +8 +7
39-40 +9 +8

Intelligence

Aptitude at learning, retention of knowledge and affinity for critical thinking, these are all the hallmarks of intelligence. More than just the acquisition and retention of knowledge, Intelligence, in D&D and my mash-up, is the clever application of knowledge as well, in this case in the form of skill tricks. Those of higher intelligence are also frequently gifted at learning new languages, picking up new tongues as others might pick up pebbles and trinkets.

Intelligence Score Technology/Magitech roll Skill Tricks/Bonus Languages
1-3 -15% 0
4-5 -10% 0
6-8 -5% 0
9-12 0 0
13-15 +5% 1
16-17 +10% 2
18-20 +15% 3
21-23 +20% 4
24-26 +25% 5
27-29 +30% 6
30-32 +35% 7
33-35 +40% 8
36-38 +45% 9
39-40 +50% 10

Charisma

Charisma is the total sum of a person's charm, appeal and personal magnetism. In essence the gift of gab and the ability to inspire others. Among the things it covers are reaction adjustment (raw first impressions), the numbers of followers you can have and their morale/loyalty to you. Ideal for conquerors and diplomats.

Charisma Score Reaction Adjustment Followers Morale
1-3 +2 1 4
4-5 +1 2 5
6-8 +1 3 6
9-12 0 4 7
13-15 -1 5 8
16-17 -1 6 9
18 -2 7 10
19 -3 8 10
20 -3 9 11
21-23 -3 10 11
24-26 -4 11 11
27-29 -4 12 11
30-32 -5 13 11
33-35 -5 14 11
36-38 -6 15 11
39-40 -6 16 11

Wisdom
What is wisdom, you ask. Is it judgement and discernment? Perhaps it's intuition and general awareness? Or is it something else, a connection with the divine and spiritual that can transcend mere earthly bonds? Yes, they're what Wisdom is in regular D&D and in this mash-up.

Wisdom Score Bonus Energy Bonus Psychic Gifts Sixth Sense
1-3 -1 +1d6 0 N/A
4-5 -2 +2d6 0 N/A
6-8 -3 +3d6 0 N/A
9-12 0 +4d6 0 N/A
13-15 +1 +5d6 0 N/A
16-17 +2 +6d6 2 Danger Sense
18-20 +3 +7d6 3 Character Reading
21-23 +4 +8d6 4 Unique Sense (spirits) and Spirit Sense
24-26 +5 +9d6 5 -
27-29 +6 +10d6 6 -
30-32 +7 +11d6 7 -
33-35 +8 +12d6 8 -
36-38 +9 +13d6 9 -
39-40 +10 +14d6 10 -

New Ability Score*: Willpower
Conviction is needed to push for and achieve great goals and triumphs. Yet conviction cannot stand on its own, it requires strength of will to mean anything. In addition to bonuses to certain skills, Willpower grants three main benefits. The first among them is.

Willpower Score Resolve Die
1-3 +1d4
4-5 +1d6
6-8 +1d6
9-12 +1d8
13-15 +1d8
16-17 +1d10
18-20 +2d6
21-23 +2d8
24-26 +2d8
27-29 +2d10
30-32 +2d10
33-35 +2d12
36-38 +3d10
39-40 +3d10

Skills

Starting Funds

Races

Starting Age

Combat Basics

Initiative

Actions

Melee

Missile

Cover and Concealment

Environment

Light and Dark

Sound

Terrain

Adventuring Rules

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