House Rules
Table of contents
Template Cost Breaks
I do not care for the system in the book. It is slighted
towards lots of Student level skills and it does not encourage
players to follow their career guideline. I give a cost
break of 1/4 of the cost of the current level of the PC, rounding
0.5 down. If a PC qualifies for two templates, they take
the greater of the two cost breaks.
Mastery of Skills
A PC must have a score of 60 or higher in all supporting attributes
to raise a skill to Master level. For example: a Martial
Artist must have
Metric System
I use it.
- Movement 6 + AGL/10 meters
- Sprinting 15 + AGL/3 meters
- Normal lift is STR x 3 kg
- Student Feat of Strength is STR x 10 kg
- Teacher Feat of Strength is STR x 15 kg
- Master Feat of Strength is STR x 25 kg
Spending CIPs
- No more than four CIPs can be expended per month, up to
two on skills and up to two on attributes.
- Only one CIP may be normally spent on a given skill/attribute
in a given month.
- This level of training (4 CIPs per month) is considered
very active training, so you can not "double up" on your CIP
expenditures for a given skill/attribute, except in very unusual
circumstances, e.g. actively fighting the Unknown.
- If you feel a skill or attribute was especially used by
your character in the course of an adventure, then you can
spend a CIP on it immediately, with my approval. I will
usually give out one CIP per adventure in this fashion automatically.
- Please run all CIP expenditures by me.
Partial
CIP expenditures and intermediate skill levels
- For every 1 (2 for Martial Arts) CIPs spent en route to
a higher level of skill, the PC enjoys a +5% bonus to the
skill. For example, a normal skill (not Martial Arts)
would progress as follows:
- 1 CIP would be Student
- 2 CIPs would be Student +5%
- 3 CIPs would be Teacher
- 4 CIPs would be Teacher +5%
- 5 CIPs would be Teacher +10%
- 6 CIPs would be Teacher +15%
- 7 CIPs would be Master
Unskilled skill use
- Combat - no special modifications
- Knowledge/research - normally, there are tidbits of knowledge
associated with each level of success. Unskilled use
of such a skill only gives the knowledge associated with the
specific success rolled. So, a High success will give
you a highly useful tidbit of info, but you will not also
get the Medium and Low tidbits. This allows for the
random bit of suddenly useful trivia knowledge but still reflects
the greater breadth of knowledge that an expert in the field
would have. Never expect to get the same knowledge
a skilled person would.
Sensing the Unknown
I make all Sensing the Unknown rolls secretly. This way,
the players can never be 100% certain that the Unknown is not
present.
Luck and Luck Points
(LPs)
- I secretly roll all rolls that use Luck for the players
and keep their current Luck total secret.
- I will tell the players when their Luck refreshes or when
it runs out completely.
- PCs and major NPCs start a scenario with LPs equal to their
LCK, +10 for every level of the Edge Good Fortune.
- LPs can be spent one-for-one to modify rolls. The
player can declare a desired success level, but using this
for Colossal successes can result in a PC failing and
running out of LPs in one fell swoop. Be careful.
- A player can negate an attack that would kill a PC or render
it unconscious by spending one half of the original
LP total in LPs. Example: a PC with 30 LCK and two levels
of Good Fortune would start a scenario with 50 LPs and would
have to spend 25 LPs to negate a killing/incapacitating blow.
The PC must have this amount of LPs to accomplish this effect,
if the PC in the xample had 24 LPs, this option would not
be open to him.
- LPs regenerate between scenarios. A scenario will
probably generally correlate to one night's worth of gaming,
but it might not. Multiple scenarios might occur or
less than one. Don't waste your Luck.
Willpower
(WPR), Current WPR, and Recovering WPR
I do not care for the Resolve rules in the companion, but I do
like to allow PCs to recover their composure and resolve without
having to sleep for a day. So the following will generally
result in the recovery of 1d10 WPR or thereabouts:
- Rousing speech by fellow PC or NPC.
- Learning something about the Creature being fought.
- Learning a weakness of the Creature (cumulative with learning
something).
- Rest, relaxation, and reflection. The form depends
on the character concept, and can include meditation, going
to the gym, driving in the country, going for a walk, etc.
This should take about two hours, can only really be done
once per day normally, and is generally an individual task.
- PC is incensed by Creature's actions. This could
be just about anything that would generally piss off a PC,
for want of a better term. Examples could be the Creature
killing, threatening, or tormenting someone; burning down
the PC's home; tearing the engine out of his muscle car; etc.
The PCs are welcome to be creative provided they do not try
to abuse the rule.
Fear Checks
I use a slight modification because I am not a big fan of players
fleeing. Generally, a Fear Check that results in anything
but Colossal success can have two results:
- Fleeing
- Spending Current WPR (CWPR) to stay your ground
I don't like the limited options and I don't want PCs to throw
away WPR left and right just to stay and fight, so I have added
other options for resolving adverse effects of Fear. In
all cases, alternate options taken instead of fleeing only last
as long as fleeing would have lasted.
- Fleeing or Cowering in place - if you fail your Fear Check
but don't want to distance yourself from the party, you can
cower in place. You must do one or the other.
This is somewhat subject to CM fiat. You may have to
make a STA check to avoid fainting and/or embarrasing physical
processes spontaneously occuring. AGL checks may be
called for to avoid getting in the way of others. All
rolls are made at 1/4 the normal chance to succeed.
The cowering lasts for the same amount of time the fleeing
would have lasted. You have no defensive bonuses for
melee skills.
- Acting in spite of the Fear - if you decide to have your
PC raise their trembling hands against their Fearsome foe,
then you can do that as well. No CWPR is expended, but
the PC's skills function at 1/4 value and they do not gain
the benefit of defense bonuses for melee skills. These
adverse effects last only as long as Fleeing would have lasted.
- Spending CWPR to stay your ground - this is the same as
in the book.
Fear Check Modifiers
with the Creatures, depending on how well you handle your dealings
with them, your listings of the Creatures should be like follows:
Zombie (-20)
Instead of the number of encounters, you will record your PCs
current Fear check modifier. This may seem to demystify
it a little, but it gives you an idea how scared your PC is
of a given thing and offers you a role-playing opportunity when
you know of an upcoming encounter with something you find particularly
scary.
With newly encountered Creatures of the Unknown, you can write
down a description and then try to research it when you get
back. For example, you see a walking corpse and you are
unfamiliar with the concept of zombies
(let's say you came from a little known tribe in Africa).
So, you write down:
Walking corpse, had to shoot it in the head (-40)
For example, you meet a ghost like thing, which falls under
the general category of apparition. However, you are told
in advance that Ghosts could be killed a certain way and the
Creature you encountered died that way, so it seems. So
you might write down:
Ghost? (-whatever your current modifier is)
Fear check modifers will decrease when you successfully face
down a creature, or at least don't flee madly. There are
cases when it could increase too. You may ask if learning
more about a Creature will lower the Fear check, but that is
already accounted for in my house rules for recovered Willpower.
It is still possible that remarkable advances in your knowledge
about a creature could affect the Fear Check Modifier.
The more negative the modifier, the more llikely that learning
something about it will have a positive effect.
Shooting from melee - you
are under melee attack and trying to shoot
Roll a contest between an appropriate melee skill and the opponent's
melee skill. If the opponent does better than you, you do
not get your defensive bonus, otherwise you do. Realize
that sometimes a given melee skill may be of little use against
some attacks. Brawling and Martial Arts will often work.
Firing two pistols (NOT
set in stone)
- Any melee defense modifiers for shooting from melee double.
(See above)
- Unskilled get two shots and have a -20 penalty to the first
and -40 to the second. So, for most unskilled people,
the second shot has no chance of hitting. It is not
wise for an unskilled person to try to do this.
- For a skilled user with two pistols, you may have up to
twice as many attacks. Such a choice reflects abandoning
skillful, aimed fire so as to put as many rounds as possible
down range. You get a flat -20 plus an additional -10
for every additional bullet beyond your normal rate.
For example, a Master in Firearms could get 8 shots with a
penalty of -60, respectively. This would generally be
a bad idea unless you are facing a twelve-foot tall beastie
at point-blank range (+30 for size and +15 for point blank).
This skill abstraction gives more shots to more skilled shooters,
because the cyclic rate of a weapon is never really the limiting
factor in this game.
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