Hornerville Library
The current player reference for Hornerville
Canon alignment update: August 1, 2026
Character Creation
Build a legal adventurer
Races
Current playable peoples
Classes
Canon and playtest status
Skills
Checks and final bonuses
Feats
Talents and compatibility
Arms & Gear
Weapons, armor, and coins
Magic
Hornerville class systems
Combat
Turns, rolls, and natural 1s
Conditions
Common status effects
House Rules
How Hornerville is played
Character Creation
Native Hornerville heroes use modifiers only. The retired 28-point-buy system is not used.
Native Hornerville Character — 10 Ability Point System
- Choose a concept, personality, goal, and reason to adventure.
- Choose one current Hornerville race.
- Choose a completed starter class or join an approved class playtest.
- Distribute exactly +10 across STR, DEX, CON, INT, WIS, and CHA.
- Every modifier must be at least +1 before racial adjustments.
- Apply racial adjustments, then record skills, feats, equipment, and combat totals.
Example: STR +3, DEX +2, CON +2, INT +1, WIS +1, CHA +1 = +10.
Do not create hidden ability scores or convert these modifiers back into numbers such as 14 or 18.
Starting Power
A native Hornerville hero begins at Hornerville Level 1 with four Hit Dice. This is roughly comparable to a D&D 3.5 Level 4 adventurer, but the character is still called Level 1.
Starting HP uses all four class Hit Dice: maximum first Hit Die, plus three more Hit Dice, plus the CON modifier once per Hit Die. Example for d10 with CON +2: 10 + 3d10 + 8.
Compatibility Path
With Worldkeeper approval, a legal D&D 3.5 Level 4 character may enter Hornerville through a portal, crossing, strange road, or other story event. It keeps its legal 3.5 build while Hornerville setting rules apply.
An imported race or class does not become a native Hornerville option. Pathfinder, Fifth Edition, and later-edition rules are not automatically compatible.
Playable Races
Halfling has been replaced by Shorty. Half-Orc has been replaced by Half-Giant.
| Race | Size / Speed | Modifiers | Current Traits | Status |
|---|---|---|---|---|
| Human | Medium / 30 ft. | None | Bonus feat; +4 skill points at Level 1 and +1 each later level; universal favored class. | 3.5 Compatibility |
| Elf | Medium / 30 ft. | DEX +1, CON −1 | Low-light vision; sleep immunity; +2 vs enchantment; keen senses and traditional weapon familiarity. | 3.5 Compatibility |
| Dwarf | Medium / 20 ft. | CON +1, CHA −1 | Darkvision; Stonecunning; Stability; resilience against poison and magic; armor never reduces its 20-ft. speed. | 3.5 Compatibility |
| Half-Dwarf | Medium / 30 ft. | CON +1, INT +1, CHA −1 | Choose one trained skill as a permanent class skill; Dense Frame; Workborn; Refuse to Break 1/day. | Current Playtest |
| Shorty | Small / 30 ft. | DEX +2, CHA +1, STR −1 | +1 AC and attack from size; Slip Through; Hard to Catch; Underfoot; skill bonuses; +2 vs fear. | Current Playtest |
| Gnome | Small / 20 ft. | CON +1, STR −1 | Low-light vision; illusion resistance and aptitude; +2 Listen and Craft (alchemy); temporary 3.5 defensive and spell-like traits. | 3.5 Compatibility |
| Half-Elf | Medium / 30 ft. | None | Low-light vision; Elven Heritage; keen senses; +2 Diplomacy and Gather Information; counts as Elf for ancestry effects. | 3.5 Compatibility |
| Half-Giant | Medium / 40 ft. | STR +2, CON +1, INT −1 | Powerful Build; Long Stride; Earthshaker while at maximum HP. Favored class: Berserker. | Current Playtest |
| Verdani | Medium / 30 ft. | WIS +2, CON +1, DEX −2 | Plant interaction; Life-Giving Fruit 1/day; Living Growth; Rooted Rest; nature skills; photosynthesis. One racial year equals 25 human years. | Current Playtest |
| Noctari | Medium / 30 ft. temporary | CHA −2; others pending | Echo Sense; +4 Listen; locate nearby creatures through darkness, fog, smoke, or blindness; −4 Spot and Search. | Current Playtest |
Favored class is cultural guidance only. It creates no race restriction and no multiclass penalty.
Classes of Hornerville
Nine native class paths. Completed rules and active playtest rules are labeled separately.
| Class | Primary Role | Status |
|---|---|---|
| Gladiator | Frontline leader and tactical controller | Complete |
| Shaman | Spirit guide, healer, protector, and controller | Complete |
| Alchemist | Prepared mixtures, formulas, bombs, and battlefield tools | Playtest |
| Arcanist | Prepared arcane controller, ward-maker, and counter-mage | Provisional |
| Assassin | Professional infiltrator, planner, poisoner, and precision striker | Development |
| Berserker | Relentless melee pressure triggered by a Breaking Point | Playtest |
| Bloodmage | High-risk spontaneous caster using blood and vitality | Provisional |
| Hunter | Nonmagical tracker, survivalist, field medic, and terrain expert | Active |
| Wanderer | Adaptable traveler using Road Dice and Travel Knacks | Provisional |
Gladiator Complete
Identity: A disciplined frontline leader—not a standard Fighter. The Gladiator reads opponents, exposes openings, protects allies, and controls the rhythm of battle.
Core ability family: Expose Weakness, Get Up!, Stand Your Ground, Ready Strike, Armor Break, and Inspire Confidence. Spartan Precision is the signature training feat associated with the class.
Shaman Complete
Hit Die: d8. Primary: WIS. Good save: Will. Armor: light, medium, and shields. Weapons: simple weapons, spear, staff, hand axe, shortbow, and longbow.
Core system: One hour of Spirit Communion prepares the day's spells. The Shaman spends Spirit Points equal to the spell's Circle and may recast a communed spell while points remain. Weave protects selected spaces from the Shaman's area magic.
Feature path: Spirit Communion, Spirit Points, Weave, Spirit Intervention, Spirit Vessel, Greater Spirit Vessel, Ancestral Authority, and Living Bridge.
Alchemist Playtest
Identity: A prepared mixture-maker who turns formulas, tools, doses, bombs, smoke, acid, healing, mutagens, and battlefield chemistry into controlled opportunity.
Core system: Formulas are physical doses organized by Grade. A dose may be carried, handed to an ally, stolen, broken, traded, thrown, applied, injected, or consumed when its delivery method permits it. Current exclusive formula mechanics remain playtest material.
Arcanist Provisional Playtest
Hit Die: d6. Primary: INT. Good save: Will. Role: prepared caster, investigator, ward-maker, controller, counter-mage, and precision artillery.
Core system: Arcane Codex, preparation, Arcane Points, and exclusive spell Circles. Current provisional starter package uses 7 + INT Arcane Points at Level 1; a spell costs points equal to its Circle. Save DC is 10 + Circle + INT.
Assassin Development Playtest
Identity: A professional infiltrator—not a renamed Rogue. The Assassin defeats intelligent enemies through preparation, precision, poison, security manipulation, decisive openings, and escape.
Current assassination rule: When a target is genuinely unaware of the Assassin or does not view the Assassin as a threat, a normal successful hit becomes a critical hit. The Assassin does not add ordinary Rogue sneak-attack dice to this strike.
Prepared Professional: After 10 minutes of preparation, choose the mission emphasis that applies: Entry, Escape, Target Study, or Cover Identity.
Developing feature family: Professional Entry, Professional Awareness, Prepared for This, Poisoner's Art, Evasion, Exit Strategy, Exploit Opening, and Improvised Combat. Exact numbers and the final Level 1–20 progression remain under development.
Berserker Current Playtest
Hit Die: d12. Identity: violent pressure, pain tolerance, extra attacks, and refusal to stop—not a magical Strength increase.
Breaking Point: Berserk begins automatically when the Berserker falls to 30% maximum HP or lower. The Berserker becomes Locked On to the source of the break, gains +5 speed and an extra strike, attacks anything blocking the path to that source, and cannot be dominated while raging. The break does not immediately end when the first target falls.
Bloodmage Provisional Playtest
Hit Die: d8. Primary identity ability: CHA, with CON powering the current Blood Point reserve. Good saves: Fortitude and Will. Armor: light.
Core system: Spontaneous Blood Rites, Blood Points, and Blood Price. A Bloodmage may push past the normal reserve by paying an explicit HP cost. Blood magic bargains with wounds, heartbeats, bloodlines, flesh, mortality, and sacrifice; it is not automatically evil.
Hunter Active Playtest
Identity: A completely nonmagical survivalist who studies dangerous prey, protects the party in hostile territory, uses field medicine, reads terrain, and prepares tactical advantages.
Current ability family: Study Quarry, Field Medicine, Read the Territory, Survival Plan, Prepared Shot, Field Security, Living Pharmacy, Terrain as Weapon, Hardened Body, Field Study, Trail Reader, and Prepared Ground.
Wanderer Provisional Playtest
Hit Die: d10. Primary: WIS. Good saves: Reflex and Will. Skills: 8 + INT, with all skills treated as class skills.
Core system: Road Dice and Travel Knacks. The current Level 1 packet grants four d6 Road Dice per day, two Travel Knacks, and Open Road. A Road Die may support attacks, saves, skills, initiative, AC, damage, or an ally within range when the exact rule allows it.
Skills
Hornerville uses the D&D 3.5 skill foundation where a class or race has not replaced it. Record the final bonus used during play:
ranks + ability modifier + racial + class + equipment + magic + circumstance
Common skills include Balance, Bluff, Climb, Concentration, Diplomacy, Disable Device, Escape Artist, Heal, Hide, Intimidate, Knowledge, Listen, Move Silently, Search, Sense Motive, Spot, Survival, Tumble, Use Magic Device, and Use Rope.
Some trained-only skills cannot be attempted without ranks. The class guide determines class skills and starting skill points.
Feats
Feats remain part of the 3.5 foundation, but native Hornerville characters never reconstruct hidden ability scores.
Use feats granted or approved by the current race and class guide. Humans gain one additional feat at Level 1.
When a standard 3.5 feat requires a score such as STR 13 or DEX 15, the Worldkeeper must approve its modifier-only Hornerville prerequisite. Do not convert a native modifier into an ability score merely to qualify.
| Foundation Feat | What It Does |
|---|---|
| Power Attack | Before making melee attacks, trade part of your attack bonus for extra damage. A two-handed weapon normally gains twice the sacrificed amount as damage. |
| Cleave | After dropping an enemy with a melee attack, immediately make one extra melee attack against another enemy within reach. Normally usable once per round. |
| Weapon Focus | Choose one weapon. Gain +1 on attack rolls made with that weapon. |
| Combat Expertise | Trade part of your melee attack bonus for an equal dodge bonus to AC until your next turn. The amount cannot exceed your BAB or the feat's normal limit. |
| Improved Trip | You do not provoke an opportunity attack when attempting a trip, gain +4 on the trip attempt, and may make an immediate melee attack after successfully tripping the target. |
| Dodge | Choose one opponent during your turn. Gain +1 dodge AC against that opponent until you choose a different one. |
| Mobility | Gain +4 dodge AC against opportunity attacks caused by moving through or out of threatened spaces. |
| Point Blank Shot | Gain +1 on ranged attack and damage rolls against targets within 30 feet. |
| Precise Shot | Make ranged attacks into melee without the normal −4 attack penalty. |
| Rapid Shot | During a full ranged attack, make one additional ranged attack. Every ranged attack made that round takes a −2 penalty. |
| Two-Weapon Fighting | Greatly reduces the normal attack penalties for fighting with a weapon in each hand. A light off-hand weapon reduces the penalties further under the 3.5 foundation. |
| Improved Initiative | Gain +4 on initiative rolls. |
| Combat Reflexes | Make additional opportunity attacks each round based on DEX and make opportunity attacks even while flat-footed. |
| Toughness | Gain 3 additional hit points. |
| Endurance | Gain +4 on checks involving extended physical effort, including forced marches, holding breath, resisting environmental harm, and similar endurance tests. Also allows sleeping in medium armor without becoming fatigued. |
| Iron Will | Gain +2 on Will saving throws. |
| Lightning Reflexes | Gain +2 on Reflex saving throws. |
| Alertness | Gain +2 on Listen and Spot checks. |
| Skill Focus | Choose one skill. Gain +3 on checks with that skill. |
| Spell Focus | Choose one school or approved Hornerville magic category. Effects from it gain +1 to their saving throw DC. |
| Combat Casting | Gain +4 on Concentration checks made to cast defensively or cast while grappling or pinned. |
Weapons, Armor & Currency
Standard 3.5 foundation values confirmed in the current Adventurer's Handbook.
Common Weapons
| Weapon | Damage | Critical | Range | Type |
|---|---|---|---|---|
| Dagger | 1d4 | 19–20/×2 | 10 ft. | Piercing/Slashing |
| Shortsword | 1d6 | 19–20/×2 | — | Piercing |
| Longsword | 1d8 | 19–20/×2 | — | Slashing |
| Battleaxe | 1d8 | ×3 | — | Slashing |
| Light mace | 1d6 | ×2 | — | Bludgeoning |
| Spear | 1d8 | ×3 | 20 ft. | Piercing |
| Throwing spear | 1d6 | ×3 | 20 ft. | Piercing |
| Greatsword | 2d6 | 19–20/×2 | — | Slashing |
| Shortbow | 1d6 | ×3 | 60 ft. | Piercing |
| Longbow | 1d8 | ×3 | 100 ft. | Piercing |
Common Armor
| Armor | Category | AC | Max DEX | Check | Spell Fail | Speed |
|---|---|---|---|---|---|---|
| Padded | Light | +1 | +8 | 0 | 5% | 30 ft. |
| Leather | Light | +2 | +6 | 0 | 10% | 30 ft. |
| Studded leather | Light | +3 | +5 | −1 | 15% | 30 ft. |
| Chain shirt | Light | +4 | +4 | −2 | 20% | 30 ft. |
| Hide | Medium | +3 | +4 | −3 | 20% | 20 ft. |
| Scale mail | Medium | +4 | +3 | −4 | 25% | 20 ft. |
| Chainmail | Medium | +5 | +2 | −5 | 30% | 20 ft. |
| Breastplate | Medium | +5 | +3 | −4 | 25% | 20 ft. |
| Splint mail | Heavy | +6 | +0 | −7 | 40% | 20 ft. |
| Banded mail | Heavy | +6 | +1 | −6 | 35% | 20 ft. |
| Half-plate | Heavy | +7 | +0 | −7 | 40% | 20 ft. |
| Full plate | Heavy | +8 | +1 | −6 | 35% | 20 ft. |
Shields & Coins
Buckler or light shield: +1 AC. Heavy shield: +2 AC. Tower shield: +4 AC.
10 copper = 1 silver. 10 silver = 1 gold. 100 copper = 1 gold.
Magic in Hornerville
Each magical class owns its own system and list. A spell, rite, or formula does not transfer between classes unless a later rule explicitly allows it.
Shared Magic Rules
- No default verbal or material components are required unless a specific effect says otherwise.
- Each class uses its own resource, preparation method, save DC, and exclusive list.
- Do not give one class another class's exclusive spell, rite, or formula unless a later rule creates an exception.
Shaman Completed
The Shaman prepares Spirit Circles I–VIII and spends Spirit Points equal to the Circle. Save DC is 10 + Circle + WIS. Its official identity includes Spirit Communion, Weave, Spirit Intervention, Spirit Vessel, and Living Bridge.
Confirmed corrections: Spirit Vessel replaces the older Spirit Possession wording; Acid Rain lasts 3 rounds; Mudslide creates difficult terrain for 1 minute; World Root is Reflex negates; Nature's Wrath only lets the save negate entanglement; Harmony and Living Bridge stack but never reduce cost below 1.
| Spirit Circle | Spirit Point Cost | Current Spell List |
|---|---|---|
| I | 1 | Detect Undead; Speak with Animals; Healing Sap; Bramble Lash; Stone Shield; Create Drinking Water |
| II | 2 | Enter Dreams; Speak with Trees; Healing Pollen; Grasping Roots; Ghost Lantern; Spirit Swim |
| III | 3 | Spirit Trail; Cleanse Poison; Rain Call; Armor of Thorns; Stone Spike; Summon Wolf Spirit |
| IV | 4 | Purify Body; Mist Veil; Mudslide; Curse of Misfortune; Summon Bear Spirit; Wind Wall |
| V | 5 | Greater Healing Sap; Earthbind; Acid Rain; Root Prison; Puppet Thoughts |
| VI | 6 | Call Storm; Wall of Thorns; Tremor; Awaken Tree Guardian; Beast-Shunned |
| VII | 7 | Tsunami; Volcano; Spirit Walk; Soul Bind; Nature's Wrath |
| VIII | 8 | Earthquake; World Root; Avatar of the Elderwood; Spirit Gate; Harmony of the Weave |
Restored official Shaman spells: Stampede, Tornado, and Travel Through Trees. They are official additions, but the current Drive summary says their exact Circle placement and full corrected mechanics still need to be inserted into the definitive Shaman book. They are listed here without invented placement.
Arcanist Exclusive Spell Index Playtest v0.3
Prepared Intelligence magic. Save DC: 10 + Circle + INT. The current packet contains 45 Arcanist-only spells.
| Circle | Exclusive Spells |
|---|---|
| I | Force Needle; Echo Theft; Living Ink; Shadow Stitch; Wallseed |
| II | Kinetic Siphon; Mirror Passage; Memory Lantern; Cinder Weave; False Horizon |
| III | Possible Path; Gravity Knot; Spell Thief's Mark; Folded Hall; Living Statue |
| IV | Prism Wall; Resonant Break; Door Without Wall; Rime Armor; Arcane Rebound |
| V | Chrono Stasis; Spatial Knot; Memory Vault; Orbiting Shards; All-Seeing Chamber |
| VI | Null Door; Perfect Fraud; Hourglass Prison; Mountain's Refusal; Weather Script |
| VII | Road Between Stars; Unmaking Field; Dream Architecture; Exile Step; Absolute Circle |
| VIII | Manyfold Gate; Repeating Second; Mirror Prison; World Pinch; Arcane Avalanche |
| IX | Unworn Hour; Grand Inscription; The Ninth Answer; Sovereign Thought; World Ledger |
Bloodmage Exclusive Rite Index Playtest v0.3
Every Rite requires fresh blood and carries its listed Blood Price. Current packet save DC: 10 + Circle + CON. The packet contains 36 Bloodmage-only rites.
| Circle | Exclusive Blood Rites |
|---|---|
| I | Vein Compass; Wound Ledger; Red Thread; Borrowed Pulse |
| II | Wound Exchange; Heartbeat Snare; Blood Door; Bloodprint |
| III | Crimson Marionette; Scab Armor; Kinmark; Sanguine Echo |
| IV | Hemorrhage Mirror; Last Breath Mortgage; Blood Orchard; Marrow Key |
| V | Heart Vault; Vein Storm; Fraying Body; Crimson Offering |
| VI | Body Claim; Blood Eclipse; Soulstitch; Red Dominion |
| VII | Heart of the Swarm; Lineage Curse; Death Refusal; Vessel of Many |
| VIII | Empty Vein; House of Flesh; Unkillable Wound; River of Blood |
| IX | Last Heartbeat; Blood Moon Covenant; Final Offering; Name in the Blood |
Alchemist Exclusive Formula Index Playtest v0.3
Physical doses prepared as capsules, flasks, powders, oils, draughts, serums, mutagens, pastes, or devices. Current packet save DC: 10 + Grade + INT. The packet contains 36 Alchemist-only formulas.
| Grade | Exclusive Formulas |
|---|---|
| I | Flashseed Capsule; Clingglass Resin; Borrowed Breath Ampoule; Quietstep Powder |
| II | Thermal Sink Lacquer; Ironmoth Phial; Thunderseed Capsule; Scentbreaker Tonic |
| III | Upfall Powder; Mirror Smoke; Breaching Foam; Nullsalt |
| IV | Memory Distillate; Phoenix Tonic; Second-Skin Mutagen; Ironbloom Paste |
| V | Dreamcatcher Draught; Chainfire Oil; Foldglass Flask; Quicksilver Step |
| VI | Philosopher's Bomb; Living Catalyst; Ghost Solvent; Time-Debt Tonic |
| VII | Grand Transmutation; Stormheart Mutagen; Deathless Suspension; Counterspell Sponge |
| VIII | Auric Panacea; Thousand-Form Elixir; Portable Dawn; Voidglass Bomb |
| IX | Grand Alkahest; Impossible Room; Lazarus Serum; Worldseed Catalyst |
These three exclusive indexes are playable test material, not permanent canon. Ownership is exclusive in the current packet, but names, mechanics, damage, duration, saving throws, costs, and placement may change after playtesting.
Combat & Dice
- Initiative: d20 + initiative. Highest acts first.
- Attack: d20 + BAB + ability modifier + other bonuses. Meet or exceed AC.
- Damage: roll the weapon or effect dice and add applicable modifiers.
- Critical: threaten on the listed range, then confirm under the 3.5 combat foundation.
- Turn: normally one move action and one standard action, or a full-round action.
- Saving Throw: d20 + Fortitude, Reflex, or Will against the effect DC.
- Cover: improves AC. Concealment creates a miss chance instead.
- Opportunity Attack: certain exposed movement or actions may provoke an immediate attack.
Who Rolls?
Players roll their own dice and report the raw result. The Worldkeeper adds modifiers and resolves the outcome. The Worldkeeper rolls for NPCs, enemies, hidden checks, and secret information.
Natural 1: Misfortune Die
When a player rolls a natural 1 on a d20, the Worldkeeper creates six fair, situation-specific misfortunes and explains them. The affected player rolls 1d6, and that result becomes the complication.
A natural 1 does not automatically mean friendly fire, instant death, permanent destruction, or the worst imaginable outcome.
Condition Glossary
Quick meanings for the conditions most often used during play. Hornerville-specific effects override these foundation definitions.
| Condition | Meaning and Main Effects |
|---|---|
| Blinded | Cannot see. −2 AC, loses DEX bonus to AC, moves at half speed, −4 Search and most STR/DEX skill checks. Opponents have total concealment. |
| Confused | Behavior is determined randomly each turn: act normally, babble, flee, attack the nearest creature, or attack the source when applicable. |
| Cowering | Frozen in fear. Takes no actions, loses DEX bonus to AC, and suffers −2 AC. |
| Dazed | May take no actions, but keeps normal AC. Usually lasts only a short time. |
| Deafened | Cannot hear, automatically fails Listen checks, and suffers −4 initiative. A 20% casting failure applies only when an effect specifically requires speech. |
| Disabled | At exactly 0 HP. May take one move or standard action each turn. A strenuous action causes 1 damage. |
| Dying | Below 0 HP and not stable. Unconscious and normally loses 1 HP each round until stabilized, healed, or dead. |
| Energy Drained | Has one or more negative levels, reducing attacks, saves, skill checks, ability checks, effective level, and maximum HP until removed or resolved. |
| Entangled | −2 attacks, −4 DEX, half speed, and cannot run or charge. Casting or similar concentration may require a check. |
| Exhausted | Moves at half speed and suffers −6 STR and DEX. One hour of complete rest normally reduces this to fatigued. |
| Fascinated | Stops and pays attention to the source. Takes no other actions and suffers −4 on reactive checks such as Listen and Spot. A clear threat breaks the effect. |
| Fatigued | Cannot run or charge and suffers −2 STR and DEX. Eight hours of rest normally removes it. |
| Flat-Footed | Has not yet reacted and loses the DEX bonus to AC. Normally cannot make opportunity attacks unless an ability says otherwise. |
| Frightened | Flees from the source if able and suffers −2 on attacks, saves, skill checks, and ability checks. May fight if escape is impossible. |
| Grappling | Locked in close struggle. Movement and available actions are restricted; most normal attacks, casting, and item use require special grapple options or checks. |
| Helpless | Paralyzed, bound, sleeping, unconscious, or otherwise defenseless. Treated as DEX 0; melee attacks gain +4 and a coup de grace may be possible. |
| Invisible | Cannot be seen without special senses. Gains strong concealment; sighted defenders lose DEX against its attacks, and attacks against its known location normally have a 50% miss chance. |
| Nauseated | May take only one move action each turn. Cannot attack, cast, concentrate, or perform another standard action. |
| Panicked | Drops held items and flees at top speed, choosing a random path if necessary. Suffers −2 on attacks, saves, skills, and ability checks; cowers if cornered. |
| Paralyzed | Cannot move physically; effective STR and DEX are 0. The creature is helpless but may still take purely mental actions if conscious. |
| Petrified | Turned to stone and unable to act. The body becomes an inert stone object until restored; breaking it can cause matching injury after restoration. |
| Pinned | Held immobile in a grapple. Severely limited actions, loses defensive mobility, and must escape the pin before acting normally. |
| Prone | Lying down. −4 melee attacks; +4 AC against ranged attacks but −4 AC against melee attacks. Standing normally provokes an opportunity attack. |
| Shaken | −2 on attacks, saving throws, skill checks, and ability checks. This is the mildest common fear condition. |
| Sickened | −2 on attacks, weapon damage, saving throws, skill checks, and ability checks. |
| Stable | Unconscious below 0 HP but no longer losing HP each round. May begin dying again if damaged. |
| Staggered | May take one standard action or one move action each turn, but not both. Cannot take a full-round action. |
| Stunned | Drops held items, takes no actions, suffers −2 AC, and loses DEX bonus to AC. |
| Unconscious | Knocked out and helpless. Cannot act or perceive normally until awakened, healed, or otherwise restored. |
Hornerville House Rules
1. Character Names Only
Players must use only their character's name in all game interactions, logs, and posts. Personal real-world names stay private. This keeps everyone anonymous and protects the boundary between the game and real life.
2. Play Your Character — No Guardrails
You are free to be a hero, a villain, or anything in between. Allies can and will betray you. Act cautiously. Hornerville has no fantasy safety nets. Actions carry real consequences, the same way the real world does.
3. Reputation and the Living World
The world remembers.
As your reputation grows, NPCs, locations, and other players will react to what you've done. You may see billboards, hear rumors, gain trust from certain groups, or find doors closing with others.
Playing a certain way does not permanently lock you out of the game. It closes some paths and opens others. There is no “wrong” or “right” way to play—only the way your character would act.
Example: A character who deals in stolen goods will often be trusted more by the underworld than a strict law-abiding citizen.
4. Player vs. Player (PvP)
PvP is allowed but not encouraged.
If two characters have a serious conflict, they may settle it with an in-game fight. Non-lethal resolution is strongly preferred.
Whatever happens in the game stays in the game.
Repeated unprovoked attacks on other players will eventually trigger world consequences. Occasional disputes that get resolved in character are fine. Turning the game into constant player-hunting is not.
5. Rules Hierarchy
Hornerville is its own system. It draws from D&D 3.5 but is not D&D 3.5.
Hornerville rules always come first.
If a situation cannot be resolved with Hornerville rules, fall back to D&D 3.5 as the secondary reference.
6. Town Crier — Strongly Encouraged
At the end of every session, players are strongly encouraged to post a short entry in the Town Crier.
Include:
- Key events and outcomes
- Any notable battles or moments
- Exact locations—locations are fixed on the Hornerville maps
This lets other players read about what happened, hear rumors in-game, and react when they visit those same places.
Example: “In Webster City, Dirk the gnome defeated so-and-so in the arena.” Later players traveling there may hear about the mighty little gnome.
These rules keep Hornerville feeling like a living, reactive world while protecting the people playing it.