House Rules

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Rat Catcher
Posts: 13
Joined: Fri May 03, 2019 1:11 am

Fri May 03, 2019 1:16 am

There was a great house rules document on the STS forums but I suppose that is now lost. It might have been an all in one document or I might have put it together myself out of all the house rules out there.

Have you incorporated any WFRP4 rules into your 1st ed games? I was specifically looking to use the rule where you can stay in a career as long as you like, yet keep on advancing, but I'm not sure how to go about it.
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Joined: Mon Jan 07, 2019 12:14 pm

Sun May 05, 2019 4:56 am

Parts of StS are still available. Try this thread: ... ght=#80476

As for using WFRP4 rules and staying in careers, try the following:

1. The cost of advances increases:
Up to +10 100 EP
Up to +20 200 EP
Up to +30 300 EP
Up to +40 400 EP

So to take three +10 advances costs 100+200+300=600EP. If you are also reducing individual advances to +5 (rather than +10), it costs 2×100+2×200+2×300=1200 EP to increase a characteristic by 30.

2. Allow advances that are not in the advance scheme at double cost. So if your maximum advance is +30, you can still take another advance at a cost of 2×400=800 EP.
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Orin J.
Posts: 142
Joined: Wed Feb 06, 2019 10:39 pm

Sun May 05, 2019 7:22 pm

Since i had a few hours where i was waiting around, i decided to rifle through the StS forums and gather what house rules i could find concise enough to understand posted there into a text file. i've put them together as lazily as i can, but they have the original poster's names attached.

I had a look and there's rules for expanding stats and skills past the norm mingled in there, from different people. you should be able to blend them together easy enough though. Have fun!
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Mon May 06, 2019 1:37 am

Wow! That's brilliant.

Thank you very much!
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