Against the Robots House rulesThese are in addition to the changes mentioned in the other articles in this series
Races available to play
Fey - same as elves in the standard game main difference being that they are remarkable enough to develop a base fame of 10 from the beginning and are seen as almost as much a curiosity as the Pixie faeries of the standard setting
Humans - may be Generic humans which are straight out of the book and are likely
Ammrenmd or
Varazzan or of a mixed heritage or from an ethnic group to be found outside of the region.
Solmari who are standard humans but they tend to be of slimmer builds so their rolled BMI is reduced by .5 from what ever is rolled or
Kethian who are shorter than standard humans so their rolled height is reduced by 2" or even
Jehenghii who are the enemies of the empire and barbarians from beyond its western frontier an who are taller than standard humans so their rolled height is increased by 2" and their rolled strength is increased by 0/25 as they are known for their physical prowess. on the down side they are the empires enemies and before that the enemies of the
Solmari so are generally distrusted in the empire and gain a -10 reaction roll with all imperials -20 with ethnic
Solmari Half giants - detailed else where the former slave race of the true giants who revolted during the giants war
Fortekki - forest folk driven out from the dense western woods by the encroaching
Jehenghii and settled amongst the
Solmari these are very similar to Halflings in the standard game but are taller and even more stealthy in the woods ( superior hiding and sneaking in natural surroundings +65% as Grell in the standard game) an which I will expand on it their own article
Rules changes Not necessary in order at the moment but I will sort them into a better one when I have got them all down
.Changes to classes Most are unchanged however the following are
- Rangers bonus damage applies to any living bipedal humanoid opponent as humanoids are largely missing from the setting.
- Some of the elite fighting orders, knight equivalents, require the use of the bow by their members but by no means all
- Barbarians vary considerably depending on their ethnic origin Jehenghii are closest to the standard barbarian as they are militant monotheists whose ill understood religion seems to teach the racial superiority of the Jehenghii over all other cultures, and hates rather than fears magic as a culture but individual members are superstitious of all matters of the arcane. The Kethian barbarians are fine around arcane magic and are polytheistic, however they are very wary of worked metal and especially of metal artefacts which don't have an obvious function.. The Half Giant barbarians who are still in service of the true giants don't have a problem with worked metal and magic though they do not practice it and seem like there giant masters to have a religion which worships their ancestors and appeases certain powerful elemental forces, of which they can have a superstitious dread especial of lightning and thunder which is uncommon in their homelands amongst the foot hills of the giant's mountains.
- Illiterate spell casters not all spell casters in the setting can read either because they where never taught to in a culture which has a written language or are form one like the Kethians who don't have one and neither do they have sufficient contact with one that does to take that and modify it to their own use.This is not much of a limitation to clerics as they are generally part of some sort of a larger organisation and will have the secrets of the faith passed to them by a senior priest as they are required it does mean however that they need some training on levelling right from the start and whilst they can learn divine lore and use it to work out much about divine magic they are unable to use normal scrolls and are limited to culturally specific items like the Kethian worry beads which encode their spell by the size shape and composition of the beads on a thong.
- Illiterate arcane spell users have a greater limit posed by this as they must learn every thing by rote and are limited to what there master can teach them as they advance, further they are unable to memorise spells in the normal way and cast all they know as such further they are unable to use scrolls as they cant read normal ones and no equivalent of the worry beads exists. They can not learn Arcane lore and are limited to the base starting amount with the only increases being by practical experience as they advance in level.
Priors and ParticularsThe number of siblings rolled for all Fey and all Dwarves are halved form the standard table as both seem to me to have smaller families than humans
Most of the other rules changes have been noted else where in this blog and wont have an effect if any until the game the game is played and I decide to use them when I do I will be sure to add them to this article as they come up.
Source:
Against the Robots House rules