House Rules
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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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

Combat Skill Levels of the 5 point level may be bought with a -1 limitation Only to Negate Hit Location Penalities.

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.

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.

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.

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.

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.

Armor when bought as a spell will turn off when the caster is knocked unconscious, unless it is bought as a continuing charge.

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.

Mental Defense is automatic for every character at Ego/5. The power Mental Defense just adds to the base mental defense.

Shrinking reduces your running movement by 1 hex per level of shrinking. The character gains +1 to Stealth and +1 to concealment (self-only).

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.

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.

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.

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.

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.

Extra Time has an additional level of 1/2 Phase for a -1/4 disadvantage.

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.

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.

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.

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.

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.

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.

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.

Hindering Circumstances will be used in combat. See Ninja Hero book p.83.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

 

This Page was Last Updated on Tuesday, September 21, 1999