Cellar House Rules

back to It Started In a Cellar

Article 1: Personal Rules

1.1 Dr. Pepper

1.1.1. No Drinking Dr. Pepper without bringing your GM one.

1.1.2. Bringing your GM a Dr. Pepper will not result in better outcomes for your character

1.1.3. At any moment your GM may require you to get him a Dr. Pepper from the place where they are being stored

1.1.4. If you drink the last Dr. Pepper, your character will die from an unexpected sinkhole opening beneath them.

1.2. Your GM’s Name

1.2.1. Your GM’s name is “Jonathan”. Any attempt to call him something else (excluding GM or Master or Great One) will result in bad things happening to your character.

1.2.2. “Bad things” are defined by your GM and cannot be undone by anyone except the GM.

Article 2: Rebounds and Magic

2.1. Rebound (Move)

2.1.1 When casting spell and double 1’s are rolled, there is a chance that the spell will rebound on a player. The player will roll 2d6 – the spell level. On a 10+ the spell does not rebound. On a 7-9, the spell does not rebound, but the player must choose a debility. On a 6- a Rebound happens. The GM will tell the player what the effect is.

2.1.2. Holy characters (or characters that takes a move allowing them to cast spells like a cleric) are immune to Rebound effects as long as they play within their alignment (judged by the GM)

2.1.3. If a Holy character is being played (or a character that takes a move allowing them to cast spells like a cleric), that character must act on his/her alignment. Should the GM believe that a character is not playing within his/her alignment, then the GM can call for the Rebound move.

Article 3: Spells and Undead

3.1. Any spell that mentions undead is instead replaced with Fae creatures.

3.2. Any spell that reanimates the dead actually enslaves a Fae creature into the dead body

Article 4: Class Custom Moves

4.1. Bard

4.1.1. Changes to Arcane Art

You weave a performance into a basic spell, choose an effect:
-Choose an Ally, Heal 1d8 damage
-Choose an Ally, 1d4 forward to damage
-Choose an Ally, Their mind is shaken clear of one enchantment.
-Choose an Ally, The next time someone successfully assists the target with aid, they get +2 instead of +1
Then rollCha. On a 10+, the ally gets the selected effect. On a 7-9, your spell still works, but you draw unwanted attention or your magic reverberates to other targets affecting them as well, GM’s choice.

4.1.2. Optional Bard Improvements

Improvement 1 to “Arcane Art” (Level 2-5 improvements)
Add this to your spell choices:
Create an illusion up to the size of a human that last for 1d4 minutes. Illusion can distract lesser intelligent enemies. Describe the illusion.

Improvement 2 to “Arcane Art” (Level 6-10 improvements)
Add this to your spell choices:
Create 1d4 1ft tall minions that last 1d4 minutes. They may move on almost any surface, follow your orders, and carry 2 weight each. Describe their appearance.

4.2. Fighter

4.2.1. Additional Starting Move: “Pain for Memories”

When you’re in combat and an innocent, a party member, or someone under your protection dies, or you fight a foe who killed one before, roll+CON. On a 10+, take the first option. On a 7-9 take both options. You’re clearly impacted by something painful. Effect last until you can rest. On a miss, take the last option.
-During Hack and Slash you can deal +d6 damage
-During Hack and Slash treat a 7-9 as a miss.

4.2.2. Optional Fighter Improvements.

Improvement option for lvl 2-5
Oh Yeah!
When you’re in intense combat roll+STR to move past obstacles to get to or away from something.  On a 10+, the obstacles are of no concern and you get what you want. On a 7–9 the obstacles are of no concern and you get what you want, but Choose 2:
-take 1-damage (ignores armor),
-are disoriented and in danger in follow-up actions, -1 Forward
-leave something behind, or something comes with you (at the GM’s choice)

Improvement option for lvl 6-10
Crippling Blow
When you hack and slash on a 10+ choose 2. On a 7-9 choose 1:
-Temporarily Stun the enemy
-Deal an extra d4 damage
-Knock the weapon from the enemy’s hand
-Stop their spell from casting
-Push the enemy back

4.3. Ranger as a Navigator

4.3.1. Navigator Starting Moves

These are moves that were either added for the Navigator or adapted from the Ranger. Anything not listed from the Ranger class, was simply not changed.

Navigation
When you take the helm of a ship, roll+WIS. On a 10+, you will get the ship to it’s destination. On a 7-9, you will eventually get the ship to it’s destination, but you took a slower route. On a miss, you get lost a sea and need to spend some time getting your bearings.

Smuggler’s Chase (Wis)
When you follow a trail of clues left behind by passing creatures (or people), roll+WIS. On a 7+, you follow the creature’s trail until there’s a significant change in its direction or mode of travel. On a 10+, you also choose 1:
• Gain a useful bit of information about your quarry, the GM will tell you what
• Determine what caused the trail to end Take -1 if the creature is not aquatic or if the trail is not near water.

4.3.2. Navigator Improvements

These are improvement that were adapted from the Ranger to work with the Navigator theme. Anything not listed from the Ranger class, was simply not changed.

4.3.2.1. Improvements for levels 2-5

Wet Empathy
You can speak with and understand aquatic animals.

Aquatic Familiarity
When you spout lore about a monster you use WIS instead of INT.

God Amidst the Waters
Dedicate yourself to the god of the sea. You gain the commune and cast a spell cleric moves. When you select this move, treat yourself as a cleric of level 1 for using spells. Every time you gain a level thereafter, increase your effective cleric level by 1.

Follow Me Through the Deep
When you undertake a perilous journey over or near water you can take two roles. You make a separate roll for each.

A Safe Place at Sea
When you set the watch for the night on board a ship or near water, everyone takes +1 to take watch.

4.3.2.1. Improvements for levels 6-10

Wet Speech
Replaces: Wet Empathy
You can speak with and understand any aquatic animal or Fae creature.

Navigator’s Wisdom
Replaces: Aquatic Familiarity
When you spout lore about an aquatic monster you use WIS instead of INT. On a 12+, in addition to the normal effects, you get to ask the GM any one question about the subject.

Water Walk
Replaces: Follow Me Through the Deep
When you undertake a perilous journey over or near water you can take two roles. Roll twice and use the better result for both roles.

A Safer Place at Sea
Replaces: A Safe Place at Sea
When you set the watch for the night on board a ship or near water everyone takes +1 to take watch. After a night in camp when you set the watch everyone takes +1 forward.

Observant
When you give a Smuggler’s Chase, on a hit you may also ask one question about the creature you are tracking from the discern realities list for free.

Aquatic Ally
You may take an additional animal companion that is an aquatic, not a land animal. Describe it. Give it +2 ferocity and +1 instinct, plus a new training.

Article 5:

Cellar House Rules

Chronicles JonBrogdon