House Rules

POISONS

Poisons have three characteristics, SPD, DOSE, and POT (damage per resolution). Bladevenoms have a fourth characteristic called Coat, which determine how long a blade is considered poisoned before the poison dries or drips off.
Form includes Liquid, Salve, powder and bladevenom.
SPD: can be Immediate, Fast, Moderate and Slow. Immediate poisons resolve every second. Fast every 3 seconds. Moderate poisons every minute. Slow poisons work every hour.
DOSE: is the amount of poison points the character accumulates. When resolution takes place, the character rolls vs his HT plus any poison resistance, and subtracts the successes from his poison points and takes the rest in damage. This continues until he has no more poison points.
POT: this is the maximum amount of poison tokens that can come into play at a time. If the number is 5, then success by 5 means no poison, but it also means you can only get rid of 5 poison points at a time.
Spells that neutralize or slow poison work on 2 does per point of spell for poisons that the healer doesn’t know, and 4 per point on ones the healer does know. 3 per point if someone with knowledge of the poison can describe how it works to the healer. Diagnosis will be able to tell a healer what the speed and dosage of the poison is, but without poison skill the healer will not know the potency.

Disease

Disease points work much the same as poison. When you acquire a disease point, it’s placed in the box of the appropriate stat that it affects. Disease points can affect the following statistics. ST DX IQ and PER. All diseases affect HT as well as whatever other stat they’re attacking. Some disease points can affect multiple stats and must be noted across columns.

Each disease has a SPD stat VIR stat PROG stat and notation on Target and Transmission.

SPD is once again, how often the Disease is resolved. Slow diseases are resolved every month. Moderate diseases are resolved every week. Swift diseases are resolved every day.

VIR (virulence) When a disease is resolved, you roll vs your HT, minus the VIR of the disease. For each point you succeed by, you may remove one PROG point. Every PROG point left over, however, doubles. If there are no more PROG points, you have beaten the disease off with your natural immunity. If there are points remaining, you are at minus to your HT plus affected stats based on the diminishing returns chart. What’s worse, you suffer that negative to your HT the next time you have to resolve. If you defeat a disease with your natural immune system, and that character has never contracted that disease before, then that character is immune to that disease.

PROG: Short for prognosis. The lower the number, the less advanced the disease is. When PROG points are gone, the disease is gone. Some diseases go into remission, which means if they reach a number between active and zero, they build slowly in the body until they can reemerge later. Some diseases cannot be overcome with medicine or natural immune system, they can be beaten back to 1, but will always come back.

Symptoms: Depending on the PROG points of the disease in comparison to your health you are in a stage. Less PROG than HT is early. Past HT up to 2x is onset. Past 2xHT would be advanced. Each disease should have symptoms for each level.

Target: These are the stats in addition to HT that are affected.

Transmission: This will explain if the disease is transmitted through casual, moderate or intimate contact. Casual contact can be scratches, breathing the same air, contact with contaminated water. Moderate contact requires things like bites, deep gashes, close combat or wrestling, light fluid exchange, prolonged sharing of space. Intimate contact requires very close quarters, blood or sexual fluid exchange, etc. Disease’s can have side effects as well, such as rash, irritation, pustules, inflammation, discoloration, etc. These should be noted under Notes.

Example disease:
Swampland Wasting Disease
SPD Slow VIR 1 PROG 1D6 Target ST Transmission: Intimate, waterborne. Notes: Causes high fever, sweats, and hallucinations. Anyone drinking the swamp water will come in contact with 1D6 PROG worth of this disease. Make your HT roll by 7 and it’s gone.

Heat and Cold

Below 35 degrees and above 80 degrees Fahrenheit you gain either Heat or Cold points. Every 15 minutes you roll vs the HT, subtract your successes from the Heat or Cold points you’ve acquired. This doesn’t subtract from the heat or cold points, but it does lessen the damage you take. For every point of Heat or Cold that remains in that round, you lose 1 FP down to 1 FP. If your FP reach 1 you lose HP instead. You do not go unconscious from mere FP loss alone, though can lose consciousness from damage taken by the elements or by exhausting yourself while at 1 FP.
In a 30 minute period, you gain heat points in the following ways.
1 per every 10 degrees over your comfort level
1 per every 2 cold protection your clothing offers

Fear

There’s a new optional secondary statistic called “Courage”. It starts at 10 and costs 5 points per level. Each level of fearlessness may be purchased to increase one of the three categories of Courage. There’s Battle Courage, Surprise, and Horror. Some events generate fear points, as fear points are generated, they are placed on the character sheet in the Fear column that is applicable. Fear is intensified, ie doubled, when directed at an individual. Any fear points acquired that put the character over their courage causes mental stun for a round. Thereafter, any actions taken are at the negative determined by diminishing returns for all fear points over a character’s courage. Time moves in scenes with fear. As long as the same situation is occurring, there is no additional roles required, and fear does not go away. In order to overcome the stun of fear, one must make a courage roll. A successful roll reduces the fear by the number of successes, if the amount of fear is now below courage, the character may move on, approach or even attack the source of their fear. If after three attempts, the character still cannot move forward, they must retreat or stay still and may try again in 1 minute, then ten minutes, then one hour and every hour after that. Once per scene (or more often if appropriate) the character may take time to try to calm themselves. This is done with a will roll, with successes removing fear points.

A critical failure on a courage roll could have the character pass out, or possibly gain a phobia or delusion.

Familiarity breeds contempt, and also lack of fear. It could be said that the second time a character encounters a specific monster that he’s already fought and killed, the fear value is halved. This still allows for the encounters in the future to be scary to the character, but it goes a long way to know that you can kill whatever it is.

RULE ADJUSTMENT: Because of the change, every spell or skill or power that would normally force a fright check, causes 1D6 Fear for every 2 points of energy it costs. Similarly, cures 1D6 fear for every point it costs.

Calm

Not a statistic but more of a condition. Calm gives you bonuses to deal with fear. Calm adds across the board to all courage statistics. Calm can only be granted by certain events such as rest, a warm pub, soothing bath or skills, such as music, dancing, or art. Calm is damaged every time you take 10 points of fear. You trade in one Calm for 5 points of Fear immediately. This isn’t a choice. When you have no more calm left, you take one point of negative calm for each 10 points of fear. This does not go away until you’re granted calm. Negative calm detracts from your ability to resist mental illness when significantly terrifying things occur. When a situation where a character took negatives due to fear occurs, when it’s over, the character must roll vs his willpower minus the greatest negative he took, plus Calm bonus to avoid tick, quirk, or disadvantage. Ticks are temporary quirks, lasting days after an event and any failure will cause a tick. Quirks are caused by failing by two or more. Disadvantages are caused by failing by 4, 6 or 8, each granting 5 points of disadvantage.

Weapon Breakage: If a weapon takes more than its weight in damage, it must roll vrs breakage. Fine have weight x2, very fine weight x4. It rolls vrs the craftsmanship minus how much damage over its threshold it has taken. Craftsmanship is 7 for very poor quality, 9 for poor, 11 for average, 15 for fine, 18 for very fine minimum.

The Rule of Pain: Any damage taken (before maxing out) is applied as a negative to your skill usage the next round. This is tallied in a box marked pain on your character sheet or on a piece of scratch paper. At the end of every round, the amount in the box is divided by 1 for every 4 full pts of HT the character has (+4 for HPT), until the character suffers no penalty. Pain inflicted takes effect immediately and for one full round to determine detriments to hand to hand attacks and effects strength. Skill isn’t effected until next round.

Pain Tolerance: (5pts) The character ignores up to half HT worth of pain, all additional pain after the threshold has been reached is reduced by ¼.

High Pain Threshold: The character may ignore up to HT worth of pain. All additional pain inflicted after the threshold has been reached is halved.

Pain Immunity (20pts): Character ignores all pain penalties.

Each wounded hit location gives a minimum of 2 points of pain each turn until successfully treated by first aid, then is reduced to 1 until damage is equal to or less than 1 for every 5 full points of HT that character has. Any hit location crippled or severed gives half HT in pain until successfully treated by first aid then is reduced to 2 until healed to threshold. Torso gives half HT in pain for every HT in damage taken until properly first aided.

Burns: acid or fire burns do not diminish in pain. All damage of a burn remains pain damage all the time until healed.

The Rule of Dying: If a character fails a HT roll to survive, he will die in HT seconds, this is halved for each additional failed HT roll to survive. If he receives emergency medical attention in that time he can be stabilized by competent physician or healing magics. But it will take a critical roll to stop him from dying there in the field without surgery. Simply repairing the number of hit points he’s taken won’t do. It will take a number of successes between HT roll and surgery (or another appropriate) skill equal to his HT to give him extra time. For every point over his HT your successes rate, he regains 1 second of time. Once his time reaches HT, he is stabilized. If he is moved, he must make a HT roll. If he takes any damage, he must make a HT roll minus four times the damage he took to avoid once again, starting the clock and dying, though now it’s in minutes, not seconds.

The Rule of Resurrection: In any tech level, if a carbon based life form dies and is resurrected, he is –2 to stats for every failed HT roll to live he made originally. This doesn’t count resuscitation attempts, only the original death rolls. The first point of stats comes off of HT for each –2, then roll randomly (D3) for where the other stat is. During medieval times it would take a month under a physicians care to return one point (halved if he makes a skill roll by more than 5). The time is cut by 10% per TL to TL 10.

The Rule of the Walking Dead: Characters brought back to consciousness while still at below zero do every thing twice as slow. They act once every other turn normally, but can act once per turn by expending a fatigue point. Characters below –HT perform all actions at –2 with a further –1 for every 5 points under –HT that they are. Penalties can be avoided by taking extra time. For every increment reduce the penalty by one. Characters below 0 and below 3 fatigue must make a consciousness check every 10 minutes or pass out. See “dead man moving” for further bad things.

The Rule of Dead Man Moving: Moving injured people is risky. Every time a person at below –HT is moved, they must make a Survival roll, a failure causes d6 damage to them internally. This includes characters moving themselves while injured.

The Active Defense over 12 Rule: If a player has an active defense of over 12, then any excess is subtracted from the opposing character’s chance to hit them. The maximum defense that a player can roll to successfully defend against an attack is 12.

The Rule of Bleeding: Bleeding damage is calculated every time you take a hit. For every 2 points of impaling, 4 points of cutting or 8 points of crushing, you will bleed out one point every 3 seconds from a wound. Bleeding damage is calculated on a separate sheet of paper. Every time bleeding damage is calculated the player makes a HT roll and, if successful, it is halved, unless a single wound bleeds more than half your HT. Then it will continue to bleed until it’s treated. Crushing bleeding, or internal wounds require much more sophisticated medical attention. A critical HT roll will slow the bleeding to once every 3 minutes, another critical will slow it to once every hour, until it halves out from normal HT rolls. Bandaging wounds with any success of first aid slows the bleeding to once every 3 minutes. Simply holding a wound or poorly bandaging it slows bleeding to every minute.

The Rule of Criticals: A critical defense will cancel out a critical hit. A player may sacrifice any crit result rolled to do maximum damage instead.

Severed Limbs: Every time a limb takes cutting damage equal to or greater than the HT of the owner, there is a chance that the limb will be severed. The owner must make a HT roll, minus the damage in excess of his HT to keep the limb attached. Severed limbs bleed every turn.

Magical healing: Potions give a regeneration power of 1 pt per second for the number of seconds rolled for healing. Spells cause pain equal to half the amount healed.

Shields: you only get half of your shield DB if you don’t make a shield skill roll. You need only roll once per combat.

Fast Load Arrow: New skill, speedload arrows, but works for arrows.
Holding arrows in your hand. You can hold an arrow in your bow hand while you fire, removing the need to draw one from your pack. Each arrow gives a –2 to your aim, however, and is limited to the number of fingers on that hand.

Renown: Every creature will have a renown number split into two sections. The first is for a solo kill of a creature, and the second is to be added to the group renown. Thusly every character has two renown totals, an individual and a unit value. GM should be generous awarding individual renown where party members did battle with a creature and killed it, splitting the individual renown amongst the top participants.
Renown is based off of a diminishing returns system set at 500. For every level over 500, a temporary bonus of “badass ness” is gained. It is like respect, but doesn’t directly translate to positive reputation. Evil characters can have renown as well. It simply means people are less likely to cross you intentionally and in any interaction with NPCs, your total bonus should push them away from encounters or actions that would lead to conflict. When a player’s total bonus reaches +5, he should be able to purchase a +1 reputation in that community. When a group’s renown reaches +5, as long as that group has mostly the same members and is recognizable, it should be treated as having a +1 reputation.

Volume:

This is going to be fast and loose to start. Items will be given a volume number and bags will be premade and handed out by the GM. Some basic measurements.

Volume is measured in 6 inch cubes. The first number is how many cubes it invades, and the last number is how many tenths of that cube it takes up. So a bow might be 4C3, taking up 4 cubes but only 30 percent of each. We’ll deal exclusively in C volumes to start.

C: Top or side

Teleporting out of a grapple: Distraction, cause negatives to will to cast the spell, but grappled people can teleport out of a grapple.

Starving and dehydration:

You need 1/2 lb food and 2 lb water per meal. A character needs 3 meals a day. Each failure to eat causes 1 point of starvation, and failure to drink causes 1 point of dehydration. When you reach HT in dehydration, you take 3 points fatigue per dehydration. Once at fatigue 1 (you stay at fatigue 1), you take 2 damage per dehydration. Once you reach HT in starvation you lose 1 point of ST per 2 points of starvation down to 1/4 ST, then you start taking 1 point of damage for every 2 points of starvation.

Recovery. Starvation is cured by eating regular meals at a rate of 2 points per full day of regular meals. Dehydration is cured at a rate of 2 points per day of regular hydration.

RULE ADJUSTMENT: Because of this rule, every skill or spell that generates food generates 1 point of food and 2 points of water per success or energy point.

New advantage

Retainers

Sometimes you have to have minions.

Paid: Retainers are paid a base wage by some organization or patron that requires that they work for you. A good example would be mercenaries or soldiers hired to accompany a lord. Their loyalty to you is based on how you treat them, but ultimately on their income.

Morale: affected by pay and other factors. Wins/honor/Charisma
Loyalty: Leadership Morale Discipline base by culture.
Discipline: Training (cash), Leadership, administration
Comradery

MORALE is based per race. Humans have 10.
Morale rolls are required to have the retainers perform maneuvers like fight, work extra hours, volunteer for duty.
Pay: gives morale based on the following scale: Base Morale is 8. Wins add on the diminishing returns chart. Each loss is a -1. If a unit is more positive than negative, each loss cuts the number of wins in half for morale purposes.
None: -4
Half: -2
Normal: +0
Half again: +2
2X: +6

Leadership gives a +1 for every 3 full levels of the skill.
Administration gives +1 bonus at 10, and +1 for every 2 points of skill after that up to +3

Loyalty is base 5. Some cultures get loyalty bonuses or negatives. Leadership gives +1 per 5 full points of skill. Loyalty rolls are required when the leader and the mission are at odds. Loyalty bonuses from pay only count if the leader is also paying. Loyalty rolls come into play when anything would tempt the retainers away from their mission or job. Loyalty is what is used to determine how dedicated the units are to the group that they are fighting or working for, where morale is how dedicated to the cause they are.

Pay bonus is as follows: Working off of the pay rate of $700 a month per person
None: -8
Half: -3
Normal: +5
Half again: +7
2X: +9

Discipline is a bonus to morale: Each time a unit is trained it gains 1 discipline, which adds on diminishing returns to Morale.
Comradery is a bonus to Loyalty: Each battle fought or year served together adds 1 to comradery unless the time was negative.

Morale cost:
High Morale 15: x3
Good Morale 12: x2
Average Morale 10 : x1
Poor Morale 8 : x.5

Extremely loyal (roll of 15 or less): x3.
Very loyal (roll of 12 or less): x2.
Basic loyalty (roll of 9 or less): x1.
Disloyal/Unhappy (roll of 6 or less): x1/2 (round up).

Point Total Cost
25 = 1 point
50 = 2 points
75 = 3 points
100 = 5 points
150 = 10 points

Size of Group Multiplier
3-5 x6
6-10 x8
11-25 x10
26-50 x12

Animal companion: 10

You have 1 animal companion. If one dies, you may acquire a new one with sufficient time or opportunity.

House Rules

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