House Rules

Other People Can Heal

I'd like to see Druids be able to heal, so Druids can cast basic healing spells with a PI of one higher than the equivalent Cleric PI. Minor Healing is available at PI2, Major Healing at PI3, and Great Healing at PI4. This may change later, but it seems to capture what I want druids to be like.

In addition, Wizards cannot learn Minor Healing, even if they find a spell that requires it as a prerequisites. (The rules as written allow for this.) Replace any spell's prerequisite of "Minor Healing" with a prerequisite for "Lend Vitality." (This may also change, but the gist is that you cannot use the "prerequisite" system to shoe horn in a spell that heals hit points).

Buying/Selling

NOTE: There are special rules for buying/selling in Guntsville. You receive a -20% adjustment to the price of all items sold in the town, which means that with a 15 point advantage of "Connections" you will only get 80% (instead of 100%). And for the -5 version of "disfavored" you cannot sell in town at all. You can remove this penalty with a contact with the town's merchants, the point cost can be determined later, but for now record as a 1 point perk on your sheet. (Exact rules will come later, which will most likely replace these rules.)

We imported the following two advantages from the "Saga of Westmarch" (another Dungeon Fantasy campaign)

Connections
5, 10, or 15 points.
Prerequisite: Net positive reaction modifiers In Town
Your character has connections that allow him to readily sell the proceeds from his adventuring exploits. This may represent knowing a good fence, being a member in good standing of the Merchants' Guild, or being a member of the nobility who is exempt from taxes. The basic rate of return for sold items is 40% of their 'book' value. For 5 points, your character gets 60% of book value; for 10 points, 80%, and for 15 points, 100%.
Special Limitations
Completely legal: You have very few contacts with criminals. Treat your level of Connections as 1 lower when haggling with Streetwise. Also, the GM rolls 3d when go to market. On a 16+, one of the 4 most expensive items you intend to sell is stolen! -20%.
Underworld: Most of your connections are through the black market. Treat your level of Connections as 1 lower when haggling with Merchant. Also, the GM rolls 3d when go to market. On a 16+, one of the 4 most expensive items you intend to sell is confiscated! -20%.

Disfavored
-5 or -10 points
Your character, for whatever reason, does not make good deals while In Town. Maybe he doesn't understand negotiation, or he may be disliked by all shopkeepers, or possible he insists on paying his taxes in full and refuses to take tax breaks he's entitled to. For whatever reason, stuff he sells is worth less than normal. The basic rate of return for sold items is 40% of their 'book' value. For -5 points, your character gets 20% of book value and for -10 points he gets 0%. Even a character with Disfavored 2 may attempt Reaction rolls and haggling to get a better price.

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