Dark Past House Rules

CHARACTER GENERATION
I would like to allow for a wide variety of character variation and capability. To do this I’m allowing character classes and races from the PHB, ABP, and PGA. I will allow for multi-classing and ½ classing. I will also allow for a maximum of flexibility in multi-classing during the characters adventuring. I am also going to use a system of personalized specialization/development for your characters that should let you more closely get the character you want not just what the book has.
CHARCTERS FOR IN THE SHADOW OF A DARK PAST
This campaign will be focused on treasure and monster hunting in a dangerous and battle weary border region. There is much evil afoot here for those of noble aspirations, but also much unclaimed loot and land for those of a more mercenary strain. But this will not have any meta plot tie ins (no major forces of evil/law vs good/chaos) so feel free to design your character with any outlook you wish. I would caution against character builds that would be for a more urban environments and encourage classes that can deal well with nature and its aberrations. I do this not to discourage any builds, but to give you some pre-warning so that you don’t build a character that the campaign would make less fun. We will be in wilderness settings, and dungeon delving, with your own options to take on the locals if you wish.
PERSONA AND BACKSTORY
One thing I find helpful and would encourage as you create your character for this (or any game) is to first decide what kind of character you want to play. What is the persona of this adventurer you want to bring to life using the C&C system? Have a mental picture to start with. Maybe even an outline of their backstory, or at least a few bullet points. This way you can work through creating the character with a goal in mind.
Your backstory will even be one of those building blocks. First it will include a lifestyle/skill set component. Your backstory should say how/where you were raised so if on a farm you would have a farm knowledge skill that is 1 step better than your attribute would be. Also, you can work in one bit of special training that gives you a skill bump as well.
Example: A young street urchin that will eventually become a Pacer works in his families rag collection business (gains Street Merchant Cultural Knowledge Skill) he also spent too much time hanging out at the stall of the old mage Crutchmer who sold minor charms and spells in the poor area where he lived. In doing so he learned enough to have an Arcane Knowledge of Prime Level (1 step over his Secondary rating for Intelligence)
  GENERATING ATTRIBUTES
Characters can use any dice rolling method they like that is a standard 3-18 stat generation option.
Characters will then use the following stat bonus table
Stat Bonus 3 -4 4 -3 5-6 -2 7-8 -1 9-10 0 11-12 +1 13-14 +2 15-16 +3 17 +4 18 +5   PRIMARY, SECONDARY, TERTIARY ATTRIBUTES I will be using a three-step system for attributes this time. I simply believe it is better for the player thus more fun. All skill checks have a basic success number of 18 your roll to succeed will be your D20 + your level + your attribute bonus and your primary/secondary/tertiary bonus – the CL of the task.
Primary stats get a +6. Secondary stats a +3, and Tertiary stats no bonus. This will make the base chance of success needed a 12 for Primary stats, 15 for Secondary stats, and 18 for Tertiary stats.
Humans would have 3 Primary stats, 2 Secondary, and 1 Tertiary. All other races (other than half-elves that choose the Human build option) would have 2 Primary stats, 2 Secondary, and 2 Tertiary.
  PERSONALIZED SPECIALIZATION/DEVELOPMENT
Each player will be able to add a personalized specialization or development to their character. They will gain an additional one at each full odd level attained. This will be counted across all classes the character has.
These unique features will be something that allows the character to enhance their character and should have a tie in to their past or their adventuring present. They can be a specific skill, a bonus to a skill check, a spell or spell like ability, or some other beneficial property. What is not allowed are stacking offensive to hit bonuses. Examples:
1) A Ranger that spent a good amount of time with Fey growing up could have the ability to throw dancing lights and pass without trace once a day.
2) A Fighter that grew up on the tough streets of a city might be able to use any item as an improvised weapon with no negatives. 3) A Mage that was of a religious bent might be able to do Clairvoyance once a day in conditions favorable for their deity.
The power of these abilities will expand with level. They can build on the first one chosen, or switch to something else based on their adventuring. That tie to what you’ve done is key, so if you want to eventually gain say a buff to use with your weapon or a skill, then you should be using that weapon or skill.
RACE AND CLASS TRAITS/SKILLS
One thing to remember about these are that each class has a Primary attribute, you must have that attribute as one of your Primaries if you select that class. A second thing is that some skill or trait that is part of a race or class cannot be mimicked by skill checks, so if you want to track you will need to be a Ranger, or get training in that skill (Which I will describe in skill checks).
As an option to keep with my desire to allow customization any racial or class skill/trait can be modified or swapped out keeping in mind that you can’t pick a skill/trait from another class. You can do these mods/swaps as you gain the skill/trait.
Example: Your Gnome character was raised by Dwarves so they are going to put a Dwarven trait in for one of the Gnomish ones. While not every one of these will have to be a case of being raised by, give your back story a reason for this, not simply that you wanted it. It could be an encounter with a leprechaun or a pixie that was the catalyst, just create a story for it.
MULTI CLASSING
A player may choose to add additional classes to their character. C&C also allows for ½ classes to be added: these give you only part of the class features. Again, keep in mind that to multi-class you must have the Primary Attribute for that class as one of your Primaries. I want to add some features that will allow for more freedom in developing your multi-class character than a straight you are or aren’t multi-classed.
To multi-class you may choose to do it at the start. If so, you will need to split xp evenly between all the classes chosen. You will need to continue this split until all the classes have reached 2nd level.
After that you can choose to put xp where you wish as you get it. This will result in classes having different xp values. Which is fine, you may want to put everything in one class at a time or simply choose to stay at a level in a class. It’s all up to you. The one restriction is xp placed in a class must remain there.
A character that does not start out as a multi-class can start to do so at any time after they have reached 2nd level with their initial class.
Once a character has their initial class(es) at 2nd level they may add additional classes at any time. To do so will require a bit of pre-planning on the players part. You must prep for the add, by training for the new class. This can be from someone of at least level 5 in the class and will take time based on your availability to train and the classes difficulty. There are a few classes that are lifestyle classes or racial classes that can not be added these are: Barbarian, Elf, Dwarf, Halfling. In addition a character that is set up as an Elf, Dwarf, or Halfling would have to wait until 6th level to add a more specialized class.
Example: Adding thief would take some instruction and practice of skills which could easily be done on adventure, adding cleric would require a religious conversion/experience and in game devotion to the god in question, becoming an arcane caster would require some length of apprenticeship away from the party For more information on the minimum training times involved see the rules on training.
When one adds a class in play then once you must devote all xp to that class until you reach 2nd level with it. After that you can again split xp as desired. ½ classes will be handled as an add on to one class, and xp will be handled as per the PHB.
A multi-classed character with more than 1&1/2 class will take the xp value of their highest class attained and remove it from their xp levels evenly if they suffer a level drain.
HP for a multi-classed character will be done in this manner.  A character will receive the full hit dice value for any class level they attain, or 1/2 a hit die of that character class if they are using the 1/2 class option.  
LEVELING AND TRAINING Leveling will happen at the time you have completed your training for a level, both with trainer and in the field, and have obtained the xp for it.
You will be able to roll for your hp for that level, as usual, by rolling 3 die appropriate for the class, and taking the highest number rolled or 1 over half of that die as soon as you reach the goal for the next level.  You will not gain any other class benefits until you have completed training for that class.
REGULAR TRAINING
Characters will be assumed to have completed the training needed for 2nd level at start of play, with only a 2-month minimum in 1st level needed to complete their eligibility for 2nd level.
Characters will need to establish a trainer and pay them 100 sp for each target level they are training for. This can be done as soon as the player has reached a new level. Training will be some time with your trainer and the remainder done during the time you are adventuring and will be for the next level.  You may train for the next 2 levels at any time, you simply pay for and spend the time needed for both levels.
Training consists of 1 week per level with your trainer, then a minimum of 1 month per the target level in the field. Multi-class would have to do this for each class they are leveling in. They can choose to spread this out between their classes or do it all at once each level. If they choose to do all at once they will have to spend 1 week for each class with their trainer, but the field training would only be one additional month per class being trained for.
If a character adds a class after initial creation, they will have to spend that first level training with their trainer, then the 2 months minimum to clear the first level. The time spent to train will be determined based on current classes and training and the class being added. For similar classes (ie Rogue adding Bard) would be 1 week. For extremely different classes it will require at least one month in training, and for arcane casters 1 year. These are guidelines and you as the player should discuss with me, and we can see how to get this done. Maybe it happens over time a week here and there instead of all at once, also you can make a case for lesser training need. So don’t say can’t happen.
If a character suffers an xp loss that causes them to lose a level or levels, they will not have to train again for those levels and will not be held to the minimum time period.
The training times are all in game. If you are in a level for longer than the training period your active training is completed, and simply adventuring at the current level of experience is the passive training that will allow you to transition mid adventure when the requisite xp is gained.
SPECIAL TRAINING
Players can further enhance and specialize their characters through training in game. Characters can train in any skill that they wish to train in. They also are training constantly as they adventure and perform new tasks regularly.
Characters can train for any non-class skill by undertaking either formal or informal training. Formal training would be undertaken by hiring a trainer at 20 sp per step for the skill. They would train for up to 4 weeks with the trainer, but one week minimum. After that first week they can train as they adventure at one month per week not spent with the trainer. Informal training would be training as you go with no formal direction. This takes a total of 8 months to complete the training for 1 step.
Characters can train for additional benefits in their class. The process is as above for formal or informal and grants a 1 step bump for each training undertaken.
Characters can train for class skills for another class. In this case they must find a trainer and pay him 50 sp x the step they are training for. It will require that they work with their trainer for 2 weeks, then have another 6 months of training to gain the step. They cannot train for this on their own.
Each step adds a bonus based on your starting point for that skill. This is determined by the attribute of that skill. For non-class skills and for skills for their class(es) the progression would be based on their attribute classification to start them up from there: secondary/primary/+1 for each step beyond. For outside class skills it would always be Tertiary/Secondary/Primary/+1 beyond.
If a character trains in an outside class skill, then later adds that class, they would immediately get the bump to the next level.
Example: A cleric got training in tracking. So the skill became a tertiary skill for him. Later he added Ranger, at that time the tracking became a primary +1 (+7) skill for him because of that training.
A character can train for no more than 3 things at one time. This would include class training and special training.
A character can train other party members in class or special trained skills when they are 3rd level in the class or have a primary +1 rating in a special skill.
USE OF A SKILL AS TRAINING
If a character uses a skill at their base or current level, and regularly is successful in doing so, then I will be happy to award a step up for that class if I believe it is warranted. This will occur as part of levelling up. So remember what you do, and make your case at each levelling if I don’t just award it. This would most normally occur every 2-3 levels for skills that are used extensively in play. This would tend to have a greater occurrence for non-basic skills. Doing forgery would be recognized with a much lower number of successes than Perception or locating traps would.
  PLAY RULES
Most of these are rules changes I’ve used in the past that I feel enhance player enjoyment. A few will be new options. And, some are simply clarifying up front mechanical differences from other systems we play so you can adapt your tactics to the system.
MAGIC
This is a high magic environment. Magic spells and items are necessary for survival. As in old school systems your attributes do not increase over time in game, and bonuses progress slowly. So magic items are where you gain additional to hit, damage, and defense bonuses. Therefore, magic items or temporary buffs are important. I still will not have a lot of magic for sale, it will be rare and one or two items at most.
However, magic items can be commissioned if you can find a person with the skills to do so. All that will be required of you is money and blood. It may also require a side adventure to get to them, and they may task you with obtaining the material components for the sale. Magic items have a cost in treasure, time, materials, and experience points. You will need to give those over to the craftsman, and they will after a length of time dependent on what is being made complete your commission. But don’t fear the loss of blood too much, as all magic items come with an xp value that you receive as long as you possess and use the item.
These magical crafters are not available everywhere, and each can do some items but not everything so be ready to search and journey to get items made.
Treasure hauls will still be the quickest and easiest way to gain magic items.
Casters will have the standard spell slots for their class.  This will also include any bonus slots for their casting attribute.
Casters can also draw on their casting attribute when they are out of mana. This maneuver while allowing for casting will require a skill check with failure meaning the spell doesn’t work. If you go into your attribute to cast that will lower your attribute until those points are recovered over time. While you are negative in your attribute you will be limited by losing from your highest spell slot down 1 slot for each point lost.
Other exceptional casting option are:
1) to cast a spell whose level you have not attained. A caster may do this, by expending double the slot value for each level above their max. It will require a spell check. If done it goes off, and results if variable are based on the current caster level. If you fail then it has backfired, and you lose twice the cost of the spell in spell slots (eating into your attribute if you don’t have the slots).
2) to a higher spell slot to boost a spell’s casting level or affect. If you choose to do this on a spell to cast it above your level then it would be subject to a spell check. If it fails, the same rules as for 1 apply and the level bump costs included in any failure penalty.
HEALING
Besides magic healing characters can receive the following natural healing.
One time after combat, but prior to magic healing another character may make a medicine (Wis Check) to bandage the character. This will have a challenge level based on the characters current damage, and they will receive healing based on the level of success over the target number.
Damage Level of Character Challenge Level for skill check Up to ¼ hp CL 3 ¼ to ½ hp CL 2 ½ to ¾ hp CL 1 ¾ to full CL 0   A fumble on the roll will result in 1d4 damage to the target. If such a fumble results a 2nd attempt may be made if the target allows it, but at a CL 4 regardless of the damage level.
A failure will result in no hp’s regained. On a character over ½ damaged can receive a 2nd attempt at a CL 5.
Anyone can automatically stabilize a character that is below 0 hp’s by taking a combat round to do so.
DEATH AND DYING
Characters that are at 0 hp are considered unconscious, and are unable to take any actions until brought back to 1+ hp and make two successful Con saves to regain their senses. 
Characters that are below 0 hp are considered bleeding out. Once they reach -10 hp’s they will be subject to a Con save each turn.  If they fail a save that character has died. These characters must be stabilized to stop the bleed out.
Any character that has been unconscious but has not made the con saves or been up for 15 minutes will be able to communicate and walk away from danger, but little else. From the time they become unconscious until meeting the criteria above they automatically go on the 10th segment of combat.
Any character that goes below -10 hp in a single attack will have one round to be stabilized in or they are dead. These characters will have major scarring to give a bit of good flavor to them.
If in a single attack a character goes to the greater of -20 or ½ their max hp below zero will be considered dead with no chance of survival.
COMBAT
Combat in C&C is more like combat in 1e. It is fast and deadly with rounds that allow characters one action. So, you can attack or move, but not both unless you have multiple attacks then a split move/fire is allowed. In this section I will cover initiative, actions in combat, critical hits, and fumbles.
INITIATIVE
At the start of each combat round each character and monster will roll a d10, the resulting number is their initiative and they will act in the segment they rolled (1’s first 10’s last). If multiple characters and monsters are in the same segment, then the players can determine who will go when. If the number of combatants is too large, then we will roll group initiative.
On the first round of combat if one side has achieved surprise there will be a group initiative roll for each side with a 1d6. The surprised groups number will be compared to the attacking groups number. If the attacking groups number is equal to or higher then they get one free round. If their number is lower, they get 1 free round per number lower.
Example: The party surprises the Goblins. 1)They roll a 3, the Goblins roll a 5. The party has two rounds to act on the Goblins before initiative will be rolled. 2) They roll a 6, the Goblins roll a 1. The party has 1 round to act on the Goblins before initiative will be rolled.
On the first round of combat any large creatures or those with weapons longer than 10’ reach going against an opponent with less than 6’ of reach automatically go first. After that normal initiative rules apply.
ATTACKS
In combat characters can use their weapons to attack. They get one attack with a melee weapon unless they have some trait that allows for more attacks. Ranged weapons have rates of fire. Long bows, short bows, slings, and small hand weapons have a rate of 2 per round. All other melee weapons have a rate of 1 per round except heavy cross bows which have a rate of 1 shot every other round (with the interim round being used to cock and load the weapon).
You may fight two handed it is done at -3 for the primary hand and -6 for the off hand. The character’s dex modifier would count against the penalty. Their strength bonus is not used to hit when fighting with two weapons. They would be able to use their strength bonus on the damage roll for any successful attack where that would normally apply.
Other non-attack options for combat are detailed in the PHB.
Notable differences from other systems we’ve played:
Flanking is when you are to the immediate left or right of an enemy and you receive a +1 to hit.
Rear attacks are when you are in any of the three squares behind an enemy and you get a +2 to hit.
Neither situation affects others in combat with them. So, facing is important. Enemies are considered facing one member of the party they are in combat with. If an enemy is facing away from you but is not engaged in melee combat, and you charge up behind them skill checks will be made to see if they notice you and turn to face you.
All these rules apply to monsters fighting the party as well.
If you strike an opponent and kill them, and there are excess hit points to the damage. If there is an enemy in any other square around you that would have been hit with your attack roll your hit will continue and damage that enemy.
MOVEMENT IN COMBAT
Players may choose to move in that round. They can move up to 4 times their move base.
Any time a character moves in combat if it is more than half their move base but no more than double their move base, they may choose to charge. Doing so will get them a +1 to hit and +2 damage if successful, it will also lower their AC by 2 or 3 until they again have a combat turn.
If a character moves over their full move base up to double their base and does not attack anyone they are subject to a -3 to their AC until their next turn.
If a character moves over double their full move base up to quadruple their move base they are subject to a -4 to their AC until their next turn, and will automatically have the same initiative in the next round.
If a character has more than one attack in a round, they may choose to split move and fire. This allows them one half their attacks and one half their move base. Example: So, a character may take an attack on a monster killing it, but still has one attack left and no monsters in an adjacent hex. They may then move up to half their move base to be in attack position for the next round.
After a player kills a creature, they can always take a 5’ step to position themselves for the next round of combat.
If one starts a round adjacent to an enemy or moves into a square adjacent to an enemy and are not doing so evasively then they are subject to an attack of opportunity. One cannot move evasively if moving less than 10’ or more than your standard move base.
Moving out of another creature’s zone of control will possibly provoke an attack of opportunity.
OTHER ACTIONS IN COMBAT
Other standard allowable actions are detailed in the PHB. These are a list of regular options. They are not a limiting list.
CRITICAL HITS
Critical hits are natural 20’s (or natural 19’s if you have some weapon or trait that includes them). When you score one you get one max dice damage + 1 rolled dice damage + 2x your bonuses.
If you take more than ½ of your remaining hp you must make a con save or be stunned for 1d4 rounds. If it brings you to less than five hp you must make a con save or become unconscious from system shock.
The CL for this save is equal to the damage you received over ½ of your remaining hp.
Example: A 1st level character with 8 hp’s take a blow for six hp. This means he would need to make a save with CL2. A 7th level character with 21 hp remaining out of 50 takes a hit for 12 hp, they would need to make a save at CL2.
Someone unconscious while above 0 hp require a successful medicine check to wake up and must make 3 con saves (or wait 15 minutes) before they can return to combat. Again, if unconscious you get an automatic 10 in initiative until you make the con saves.
Anytime you must make a con save due to a crit you receive scarring.
FUMBLES
If you roll a 1 on any roll you are considered to have potentially made a grave error in your action. You will then make the same roll again. A success on the second roll indicates that you simply missed badly. A failure indicates that you failed and will do something to cost yourself a round, public embarrassment, or minor damage. A second one indicates a catastrophic failure that may mean a broken tool or weapon, exposing yourself to additional damage, or caused damage to an ally.           SKILL CHECKS
The siege engine is the heart of the C&C system, and I would encourage you to read more about it in the PHB. Having played the system and read the various options I’ve chosen one I feel is best for the players and the game. The two-tiered primary secondary system tends to put everyone in a feast or famine mode on skill checks. I’m choosing one to moderate that.
ATTRIBUTE DESIGNATION
At character creation you designate your attributes as either primary, secondary, or tertiary. Humans have 3 Primaries, 2 Secondaries, and 1 Tertiary. Non-Humans have 2 Primaries, 2 Secondaries and 2 Tertiaries. One Primary will be dictated by your class (or more if you choose to multi-class). The other(s) are chosen by the player.
SKILL CHECK ROLLS
Primary attributes get a +6 to all skill checks made by the character. Secondary attributes get +3 to all skill checks. Tertiary receive no pluses to skill checks. Skill checks also receive a bonus for the attribute score. If the skill check falls under a class skill or racial skill, then the players level in that class or all levels for a racial skill are added to the roll.
All skill checks require a D20 to be rolled. They need to equal or beat the skill check which is equal to 18 + the CL (Challenge Level) of the task.
WHAT IS A SKILL CHECK?
Unlike most systems where you have a list of skills that you are either skilled in or not skilled in, and they get individual bonuses based on the systems mechanics, C&C uses the broad skill categories based on the attributes. When you determine you want to do something you and the CK will determine the attribute, and you will then make the check based on that attribute.
The benefit to this system is that if you have a high score in an attribute you are equally skilled at a base level in all things dealing with that attribute. Some systems you may have a much better bonus with one skill than another though both are driven by the same attribute.
The big thing to remember is this system is open ended. There is no list, so you’re not bound by it. My advice is to think outside the box, and use your Primary attributes to your advantage.
Knowing that players like specific things that may not fall in their Prime areas, or simply prefer to even have better chances of success at specific acts, training as shown above will add to your bonus if you choose to undertake it.
      MONEY AND RESOURCES
Nothing terribly new here for those that have played with me, but just wanting to state it so it is remembered or known by new players.
MONEY
I use a silver system. In game you need to know that the base coin is the Silver Penny. This penny is about the size of a nickel but is as thin as a dime. Roaming about town a cup of wine or mug of ale probably cost a portion of a penny. You purse, and the treasure hauls you find will have many of these cut coins in them. Know they exist, and spend them freely in the tavern, but don’t worry yourself with counting them. I assume based on your level of wealth that you have the coin to buy a meal, a drink, some fruit, or a bed for the night.   The coins recorded are going to be the currency you have on hand for purchases of the weapons, armor, tools, and other things you will want to buy as an adventurer. On this larger side of coinage, we have two standard coins there is a Shilling that is worth 12 Silver Pennies. Shilling are about the size of a Silver dollar but the thickness of a nickel. There is a Gold Sovereign that is worth 21 Shillings (or 252 Silver Pennies). Those 252 Silver Pennies when collected will weigh one pound. Gold Sovereigns are about the size of a dime, and you will find them rarely. There are rare larger silver coins, that are used for trade purposes that equal a 2/3 a Pound or 1/3 a Pound these are the Crown and Half Crown. The half crown is the size of a Silver Dollar, and the Crown is twice as large so more like a medallion than a coin.
The effect of this to you as a player is you will get treasure in silver pennies and spend it in silver pennies for the most part. Occasionally larger hauls will be in gold or larger silver coins. You will find it difficult to wind up having to figure out how to deal with the weight of coins on hand.
From a how do I know the price of something? Well in the books there are price lists for items. They are given in GP’s mainly. Simply divide the price by 2 and you have the price in silver pennies. So, a dagger costs 2 GP in the book. In game it will cost a sp.
When you roll up your character use the chart in the book. Buy your gear. Then simply divide your remaining gold by 2 and that’s how much silver you have on hand.

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