OSE Houserules

Travel

Journeys and Travels

When traveling between two distant locations there are two different ways to get there. If a group is taking a few days to reach another location, camping out along the way or even just traveling in a direction with no idea of what they'll find, that is called a Journey. On the other hand, if a group is taking a day trip out to a location from a base of operations which they return to by the end of the day, it is called a Travel.

Journeys

When traveling on a Journey, time is measured in watches. There are six watches in every day, so in general they each end up being around 4 hours long. In any given day two watches need to be spent resting. If not then a point of Exaustion is given until the next time the players sleep. Additionally, only two watches in a day can be spent traveling. A third can be taken, but any who force march a third watch of travel gain an exaustion level. There is also a certain amount of camp making and upkeep that must be done.

Watch Activities

Travel: Each watch the party can travel as fast as their slowest party member. When the party moves at a fractional hex rate, the half hexes are not counted towards the day's travel after resting. So traveling for 3 watches at 1/2 hex is only 1 hex, not 1 1/2 and traveling for 3 watches at 1 1/2 hex is only 4 hex and not 4 1/2.

Hunting: Hunting Takes a watch to be completed. When hunting, there is a 1-in-6 chance of encountering animals which may be suitible for eating.

Gathering: Gathering can be preformed alongside traveling. The party has a 1-in-6 chance of finding food for 1d6 humans.

Adventuring: Unless a very substantial or very little amount of time is spent at an adventuring location or dungeon, adventuring takes up an entire watch. Investigating things while traveling can be done in the middle of a watch without ending the watch.

Travels

When making a Travel, time is measured in hours. There are, of course 24 hours in any day. Because the expectation is that a day of Travel will begin and end at a base of operations, no camp making or upkeep is neccessary. If a travel becomes a Journey unexpectadly, or takes more than one day, the rules will switch over.



Encumberance and Movement Speed

How fast a character moves in any given situation is based on the number of items that character is carrying. An item is generally any individual item or a bunch of smaller items. Small items like rings or keys don't count as items for encumberance sake unless they are being carried in bulk. Two days of rations can count as one item as can up to 6 torches.

Encumberance Point Breakdown

Item Points
Wearing Chainmail Armor +1
Wearing Plate Armor +2
Carrying 7 or More Items* +1
Carrying 10 or More Items +1
Carrying 16 or More Items +1
Carrying 20 or More Items +1
Carrying an Oversized Item† +1

*Coins count as 1 item per 100 coins.
†Any two-handed weapon or item that is taller than the character.

Encumberance Levels

Points Encumberance Level Movement Speed
0-1 Lightly Encumbered 120'(40')
2-3 Encumbered 90'(30')
4 Heavily Encumbered 30'(10')
5+ Over Encumbered 0'(0')


Movement Speed Breakdown

Base / Exploration Speed Encounter Speed Overland Travel Speed Overland Journey Speed
120'/turn 40'/round 3 miles/hour 2 hexes*/watch
90'/turn 30'/round 1.5 miles/hour 1 hexes/watch
30'/turn 10'/round 0.75 miles/hour 1/2 hexes/watch

*1 hex = 6 miles

Travel Speed Modifiers

Modifying Element Effect Examples
Slightly Difficult Terrain Maximum 1 hex/watch | 1.5 miles/hour Forest, Desert, Hills
Difficult Terrain 1/2 speed Jungle, Mountains, Swamp
Bad Weather 1/2 speed Heavy Rain, Blizzards, Sandstorm
Maintained Roads + 1/2 hex/watch | + .75 miles/hour -


Animal Encumberance

Animals use a mostly similar encumberance system. Each animal has two speeds, an unencumbered speed and an encumbered speed which is half of the unencumbered speed. Any animal with encumberance points over their unencumbered max load is encumbered, and animals will not move with points over their encumbered max load.

Encumberance Point Breakdown

Item Points
Human or Dwarf riding the animal +5 (plus rider's points)
Elf riding the animal +4 (plus rider's points)
Halfling riding the animal +3 (plus rider's points)
Per 5 items carried +1
Wearing Horse Barding +1

Animals and their Encumberance Limits

Animal Unencumbered Max Load Encumbered Max Load
Camel 15 points 25 points
Horse (draft) 17 points 27 points
Horse (riding) 15 points 25 points
Horse (war) 16 points 26 points
Mule 13 points 23 points

Animal Speed

Animal Unencumbered Speed Encumbered Speed
Camel 2 hexes/watch | 3 miles/hour 1 hex/watch | 1.5 miles/hour
Horse (draft) 1 hex/watch | 1.5 miles/hour 1/2 hex/watch | .75 miles/hour
Horse (riding) 3 hexes/watch | 4.5 miles/hour 1 1/2 hexes/watch | 2.25 miles/hour
Horse (war) 1 hex/watch | 1.5 miles/hour 1/2 hex/watch | .75 miles/hour
Mule 1 hex/watch | 1.5 miles/hour 1 hex/watch | 1.5 miles/hour

Arcane Magic

Spell Books

Arcane spell casters record the spells that they know in a spell book.

Number of Spells: There is no limit to the number of spells in the character's spell book.

Beginning Spells: Arcane spell casters begin play with a number of spells in their spell book determined by their INT score (see the table below). The referee may choose these spells or may allow the player to select.

INT # of Spells
3-5 1
6-9 2
10-14 3
15-17 4
18 5

Adding Spells: An arcane spell caster may attempt to add spells to their spell book at any time, as follows:

Mechanics of Magic

Arcane Magic is the act of warping the world around you using only thought. In it's most basic forms it requires complete concentration, in-depth knowledge of all nearby aspects, and an encyclopedic understanding of magical mechamics. This complexity means that it is nearly impossible without using some kind of shortcut or cheat to create a magical effect. This often includes magic circles, runes and rituals, which can hold power, creating buildings to house complex and powerful spells, or storing magic in objects such as scrolls and wands to be released at a later point.

Arcane magic users of all types are able to cast spells at a whim without any physical instruments or shortcuts. This is due to "preperation", a special process by which magic users are able to encode a very complex spell into a pattern in their mind whch can be acessed immediately at any point after with the correct magical gestures and words. They create these patterns using the "Read Magic" spell which they learn to cast without preperation. Learning how to do any amount of magic without preperation is incredibally difficult, so learning how to read and prepare spells takes up the first years of a magic user's training.

The process of preparing a spell can take up to an hour of meditation and deep thought, along with the use of "Read Magic". It also involves that magic user's spell book. A spell book is not just a book that contains spells, it is printed on special paper and with special crystal ink. This special ink is integral to the preperation process, and spells written plainly without it cannot be prepared. Each magic user writes their spells down in their own way that works specially with their mind. Therefore copying spells from other magic users spell books is a laborious task of decoding their own system and recoding into your system.

Spell scrolls are made from the same materials as the pages of a spellbook but have been infused with the power of the spell itself.

Magical Society

Certain sects of magic users have different enough methods to be determined as different classes. These include Illusionists, Necromancers and Vivimancers. Even though they are all still magic users, they are less able to learn spells from eachother. When an arcane magic user copies a spell that is meant for another class, they learn it at a level higher. Only one spell from any other class can be memorized at each level in each day.

Some forms of magic are generally banned from use, and are mostly forgotten to time. These include:

Out of these Necromancy is still the most widely practiced.