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The following are the house rules I use in my game. Some of the
rules are from supplements that not all players have, so I am posting them here as well.
If a rule from a suppliment is not listed here, I do not normally allow it in the game.
Character Creation
 | Characters start with 75 base points and up to 75
points in disadvantages. If the character is a replacement for a dead character the player
may bring 1/2 of his total experience from his old character to his new one. If the player
retires his character, he starts out with normal points.
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 | Players may earn up to 10 extra points by submitting a
background story for his character. Players may also earn extra experience by drawing up
major characters from your background.
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 | Racial Packages are created and/or approved by the GM
prior to play. They are created by paying normal cost for statistic above normal human and
subtracting 1/2 value for those below normal human. The racial powers costs are figured
normally and added to the stat cost. Decreased characteristic maxima is not applicable as
a disadvantage in this system. No race may cost less than 1 point. See the Racial Packages page for examples.
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 | Cultural and Archtype Packages are created as normal
with the exception that Package Bonus points are not considered disadvantages, but instead
are listed under powers with a negative cost. So if your package allows you a 3 point
disadvantage by the rules, you basically get those 3 points to spend again. See the Racial Packages page for examples.
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 | Base statistics are 10 below the maximum for every
race. The character only pays for the increased max, not the starting value. The increased
max is figured into the Racial Package cost.
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 | Starting Money is computed as 15d6 x 10 silver. Extra
silver may be bought with character points at the rate of 1 point for 1000 silver. I don't
allow the the perk wealthy at character creation, so this is the only way to start with
extra money.
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Skills/Perk/Talents
 | Characters start with the following everyman skills at
an 8- roll: climbing, concealment, conversation, deduction, paramedic, shadowing, stealth,
one transport familiarity, one area knowledge, and one professional skill. Characters also
start with 4 points in their native language. Each character may pick 2 of the skills from
the list to have at 11- roll for no cost. This represents the fact that even
"normal" people can excel at some skills.
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 | Acrobatics can be used to prevent being thrown to the
ground. The player must make an acrobatics roll at a -3 penalty to keep on his feet. This
does NOT prevent damage from the throw since the character is still being slammed into the
ground feet first.
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 | Acrobatics can be used by a prone character to maintain
his full DCV. In order to do so, the player must make an acrobatics roll by more than 1/2
of the normal roll. This may be done immediately after assuming a prone position. For
example, if the character has an acrobatics roll of 14, the player must roll a 7 or under.
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 | Breakfall can be used by a character to reduce damage
from any maneuver that throws him to the ground. The player rolls a breakfall roll with a
-1 for each 2d6 of damage the attack would do. With a successful roll, the character only
take half damage from the attack. Players may not use acrobatics and breakfall against the
same attack.
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 | Combat Skill Levels of the 5 point level may be bought
with a -1 limitation Only to Negate Hit Location Penalities.
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 | DCV Levels may be bought with a -1/2 limitation Based
on Skill Roll: Acrobatics. Every skill levels being used this way reduces the acrobatics
roll by -1.
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 | Quick Draw may bought by archers so they may attempt to
shoot two arrows per phase. The archer must make a quick draw roll prior to each shot. The
second shot will have a -2 OCV modifier. If the archer misses the first quick draw
roll, he may only shoot one arrow that phase. This type of quick draw is bought only for
drawing and notching arrows.
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 | Wealth may not be bought as a initial perk in my game.
I find the characters develop better if they earn their wealth. If the characters, through
game play, develop something that will generate revenue, the perk can be bought at that
time.
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 | Weapon Familiarity: Off-Hand may be bought for 1 point
and may only be bought once. Weapon Familiarity: Off-Hand allows the character to gain a
+1 DCV bonus when using a weapon in each hand. The player must have the STR minimum for
both weapons, but does not have to be ambidextrous.
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Powers
 | Aid can be used only to restore stun and body up to the
maximum heal in the group if bought as a healing aid. Independent items such as potions,
salves, etc, do not count towards that max. Such items will be very expensive or hard to
find.
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 | Armor when bought as a spell will turn off when the
caster is knocked unconscious, unless it is bought as a continuing charge.
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 | Gliding may be bought with a -2 disadvantage Only For
Not Leaving Tracks. This simulates walking over something without disturbing it. Gliding
bought this way does NOT help when falling or when walking on an object causes other
effects.
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 | Mental Defense is automatic for every character at
Ego/5. The power Mental Defense just adds to the base mental defense.
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 | Shrinking reduces your running movement by 1 hex per
level of shrinking. The character gains +1 to Stealth and +1 to concealment (self-only).
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 | Stretching may be used to grab something and bring it
back to the player in a single action as long as the total hexes the stretched limb moves
through does not exceed the characters maximum combat stretching.
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 | Telekinesis can be purchased as a mental power that
affects the physical world for 2 character points per point of strength. As such, the
attacker uses his ECV to hit the defenders DCV. It is line of sight and invisible like
other mental powers.
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 | Telekinesis can be used to hold multiple items at one
time. Each item over the first picked up with telekinesis reduces the total strength by
the amount of strength required to lift the object or by 5 points, whichever is greater.
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 | Transform when used at the major level can not increase
the total active points of the object being transformed by more than the active points of
the transform itself. For example: a mage with a 60 active point major transform,
transforms a 100 point creature into something new. The new creature can not exceed 160
points. It can of course be reduced to 0 active points. This will prevent mages with small
transforms from making powerful magic creations.
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Power Advantages/Disadvantages
 | Charges regardless of the number, can not have greater
than a +1/2 advantage. Zero Endurance is a +1/2 advantage, and that is the primary
difference between normal powers and those with charges. For continuing charges just
figure the time increment based on the advantage.
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 | Extra Time has an additional level of 1/2
Phase for a -1/4 disadvantage.
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 | Gestures take a minimum of 1/2 phase. It makes no sense
that you can perform them in no time. Gestures require that
the caster have all limbs free. Each limb held is -3 to the caster's magic skill roll. If
the caster is held, entangled, or physically controlled by someone he cannot cast a spell
with gestures.
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 | Incantations take a minimum of 1/2 phase, but can be in
the same half phase as Gestures. Incantations requires that
the caster be able hear his words. Silence will interrupt any power requiring
incantations.
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 | Side Effects may be
bought with an additional -1/4 limitation for random effect. This is done because of the
unpredictable nature of magic. It makes no sense that every time a player miscasts a spell
it is done exactly the same way, with the same results. The GM will determine the effect
of the spell. Furthermore, side effects bought in this manner have the potential to effect
objects or characters in the immediate vicinity of the caster as well as the caster
himself.
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Combat
 | Damage is computed using the option rule where the stun
multiplier is computed prior to subtracting the targets defenses, but the body multiplier
is computed after subtracting the targets defenses. Characters will take at least 1 stun
for every body that gets through the targets defenses.
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 | Bleeding occurs when a character reaches 0 body or
lower and continues at a rate of 1 body loss every post segment 12 until a successful
paramedic roll is made on the character, a healing spell is cast on the character, or the
character reaches negative his body.
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 | Unconscious Characters get normal recoveries down to
negative their CON. The unconsciousness levels then return to the normal 10 point steps.
This is to allow more physically resilient characters to regain consciousness more
quickly.
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 | Endurance is reduced to 0 when the character's body
reduce to or below zero. All actions at that point require the character to expend
stun. This is to prevent characters with massive wounds from running around and fighting
for long periods of time.
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 | Hindering Circumstances will be used in combat. See
Ninja Hero book p.83.
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 | Impairing Wounds occur when the character takes more
than 1/2 his total body in one blow. They are temporary and will wear off in time.
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 | Disabling Wounds occur when the character takes more
than his total body in one blow. They are permanent unless the character makes a
successful CON roll. Even if they are not permanent, they will remain in effect until
healed with a major heal.
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 | Death does not occur until post segment 12 of the
current round. Heals may be performed until then and as long as the healing brings the
character back to more than negative his body he will be alive.
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 | Grabs use the hit location chart using a 2d6+1 roll to
determine location. In order to pin both arms and render OAF inoperable, the character
must make the grab attack roll at -2 OCV. Limbs may be targeted for grabbing with normal
penalties.
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 | Grabs may be performed using only one hand. When
performing a grab in this manner, the attacker is at -5 STR to hold or squeeze and has
only 1/2 of any bonuses from martial arts. If the attacker holds the grip he may attack
the person grabbed using his free limb at normal OCV versus the defenders 1/2 DCV.
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 | Casual Strength may be used to attempt to break a grab
the phase the grab occurs. To do so, make a casual STR roll, against the normal STR of the
person performing the grab. This counts as a 0 phase action.
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 | Grab maneuvers allowed for all characters include the
manauvers listed in the Ninja Book on page 74. They include Grab and Block,
Grab and Control, Grab and Redirect, Grab and
Shove as well as the normal Grab and Squeeze and Grab
and Throw.
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 | Characters grabbed by only 1 limb are at a -1 OCV to
attack the person who has them grabbed. Additional penalties apply if the character is
attacking with a medium or large weapon.
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 | Disarm may be attempted against opponents with two
handed weapons, but the defender may add 5 STR to his total for purposes of holding on to
his weapon.
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 | Reserved Actions, unless used for defensive actions, do
not automatically happen first. Both characters roll with the winner going first. The
loser then gets his action if possible.
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 | Ranged Attacks fired at a target engaged in Hand to
Hand combat suffer a -2 OCV penalty. If the to hit roll is missed by 2 or less, roll a
normal attack roll against the targets opponent. If you barely miss the target you are
aiming for, you have a chance of hitting his opponent.
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This Page was Last Updated on Tuesday, September 21, 1999
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