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MYTHIC AGE CAMPAIGN RULES

3/13/2023

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DEATHBRINGER!

The rules found below are house rules used for our living campaign Mythic Age that we run using the DEATHBRINGER system.

house rules: HORRIBLE WOUNDS & DEFENSES

When reduced to zero hit points, roll 1D12.1. Numerous things can happen, you may continue to fight, or you might die immediately. Let's see how your luck plays out.
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  • When you receive more damage than your remaining HP, you get a Horrible Wound.
  • We'll be rolling the table the moment that happens, there's a few potential things that can happen here. There are also two new CONDITIONS that you might possibly gain as a result of your horrible wound. You can find those below.
  • Gasping For Life means you're hanging on by a thread -- you're bleeding out, in shock, fighting the urge to surrender. Test CON 10 after you perform any action. If you fail, you die.
  • Dead Man Walking means your death is inevitable, but not immediate. No one can save you. Not even the gods. Test CON 14 after every round. When you fail, you die.
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​Armor Defenses:
  • Light +1 DEF, also reduces damage taken by D2.
  • Medium +2 DEF, also reduces damage taken by D4.
  • Heavy +3 DEF, also reduces damage taken by D6. Disadvantage on stealth checks, disadvantage on retreating from active melee engagements.

Critical hits against you, deal additional 1D12 damage.
  • Shields: Shields reduce damage taken by -1, in addition you can choose to splinter/destroy your shield to reduce all damage taken from a physical attack.

BASE CLASS UPDATES:

Grimscribe Class
Instead of choosing your spells, you roll 1D100 or 3D6 (your choice, different spell lists, you can also combine them) to get four random spells from an OSR list. Alternatively, if you have a concept for your character as to what element they have tried to master, if they're a shaman, sorcerer, or what not. I can choose four spells for you.

Scoundrel Class
Scoundrels only deal double damage when wielding a dagger or club and are behind the target.

additional classes:

Marauder
Hit Die: D12. | Cannot wear armor, can use shields.
Use a Death Bringer die to deal maximum damage.
Rage once per day at 5th level. (Rage = Half damage taken, +2 damage. Lasts #rounds equal to level).
To start: Loincloth, 2 weapons, fang necklace or other piece of savage jewelry.


Empire Dwarf Class (Maximum Level: 8)
Hit Die: D10. | Can wear all armors and use shields.
Add Con to hit points at first level only.
Spend a Deathbringer die to automatically save vs. poison.
Can see in the dark.
To start: Leather armor (+1 Def, -D2), one weapon, fragment of your father or mother, stone shaping tools.

Astral Elf Class (Maximum Level: 5)
Hit Die: D6. | Cannot wear armor.
Begins with 1D4 random astral spells.
For every corruption, an elf has, they gain +1 damage. Can spend Deathbringer die to instantly give themselves corruption equal to the result of the Deathbringer die.
To start: Tunic and pants (no armor), a simple wooden wand marked with strange sigils, a moon tear crystal.

Orc Class (Maximum Level: 8)
Hit Die: 2D6. | Can wear all armors and use shields.
Spend a Deathbringer Die to ignore a fatal wound result. Die next round instead. May spend more Deathbringer die to continue to ignore fatal results/extend your life.
Can use two-handed weapons, one-handed. Cannot dual-wield two two-handed weapons.
To start: One weapon, leather armor, skull of at least one enemy you've killed, animal-hide cloak.

Drakon Class (Maximum Level: 6)
Hit Die: D8. | Cannot wear armor, can use shields.
Acidic boils and pustules coat the throats of the Drakon, using the Deathbringer Die they can cause them to burst and spew a stream of acid at their foes.  2D6 Acid Damage.
The Drakon have thick scales covering their bodies, they have a natural +2 to their defense score, -D2 damage.
To start: One weapon, ornate ring or necklace stolen from another culture, intricate scale tattoo.

Custom Class (Human)
Hit Die: D6-D10. | Varies.
Custom features.
To start: DM choice.
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