house_rules
Differences
This shows you the differences between two versions of the page.
| Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
| house_rules [2023/07/20 22:33] – nmorse | house_rules [2026/10/04 23:22] (current) – [Talents] admin | ||
|---|---|---|---|
| Line 18: | Line 18: | ||
| **Fast Draw**: Simply having Fast Draw for your ammunition type will allow you to load and fire your ranged weapon as a normal attack action. | **Fast Draw**: Simply having Fast Draw for your ammunition type will allow you to load and fire your ranged weapon as a normal attack action. | ||
| + | |||
| + | **Gambling**: | ||
| **Languages**: | **Languages**: | ||
| Line 38: | Line 40: | ||
| ====Talents==== | ====Talents==== | ||
| + | *Ambidexterity: | ||
| *Animal Empathy: 8 Points. +4 Presence levels with animals only (-1.5) | *Animal Empathy: 8 Points. +4 Presence levels with animals only (-1.5) | ||
| *Depth & Slope Awareness: 3 Points. | *Depth & Slope Awareness: 3 Points. | ||
| - | *Cast iron Stomach: 3 points. | + | *Cast Iron Stomach: 3 points. |
| *Combat Luck, Less Lethal: Nonresistant version of the normal advantage. | *Combat Luck, Less Lethal: Nonresistant version of the normal advantage. | ||
| *Duskvision: | *Duskvision: | ||
| Line 47: | Line 50: | ||
| *Power Awareness: see character creation notes. | *Power Awareness: see character creation notes. | ||
| ====Powers==== | ====Powers==== | ||
| + | **Adjustment Powers, General**: Unless advantages are taken to extend Drain/Aid duration, it is assumed that an Aid or Transfer that reverses the effect of a Drain or Transfer simply counts as a Heal, and no additional point tracking is required. | ||
| + | |||
| **Change Environment**: | **Change Environment**: | ||
| + | |||
| + | **Dispel**: Dispel, particularly in the form of curative magics, can be used to undo the __effects__ of a Flash attack. | ||
| **Duplication**: | **Duplication**: | ||
| Line 58: | Line 65: | ||
| **Find Weakness**: If purchased in the Niftiness multipower, must be taken at the 30 point level, even if by special effect it only applies to a group of effects. | **Find Weakness**: If purchased in the Niftiness multipower, must be taken at the 30 point level, even if by special effect it only applies to a group of effects. | ||
| + | |||
| + | **Flash**: Upon consideration of our " | ||
| + | |||
| + | **Flash Defense**: In consideration of the increased cost of Flash attacks, all forms of Flash Defense must take a +1 Advantage " | ||
| **Flight**: At campaign start not available as a sustainable ability, and certainly not with non-combat multipliers. | **Flight**: At campaign start not available as a sustainable ability, and certainly not with non-combat multipliers. | ||
| **Force Wall**: We are using 4th Edition rules for how much wall you get by default. | **Force Wall**: We are using 4th Edition rules for how much wall you get by default. | ||
| - | In short, it should NOT cost more to run a fence across the street than it does to put an umbrella up over the town of [[NewHaven]]. | + | In short, it should NOT cost more to run a fence across the street than it does to put an umbrella up over the town of [[NewHaven]]. In addition, there is no required cost to be able to reshape a force wall: sacrificing one inch of maximum length adds one inch of height tot he wall. |
| **Force Field**: Purchase PD and ED with the Costs Endurance limitation. | **Force Field**: Purchase PD and ED with the Costs Endurance limitation. | ||
| Line 80: | Line 91: | ||
| **Multiform**: | **Multiform**: | ||
| + | |||
| + | **Regeneration**: | ||
| **Running**: | **Running**: | ||
| Line 92: | Line 105: | ||
| **Summon**: Preferable to familiars bought as Followers. | **Summon**: Preferable to familiars bought as Followers. | ||
| + | |||
| + | **Suppress**: | ||
| **Swinging**: | **Swinging**: | ||
| Line 98: | Line 113: | ||
| ====Advantages==== | ====Advantages==== | ||
| + | |||
| + | **Area Of Effect, Selective**: | ||
| **Autofire**: | **Autofire**: | ||
| Line 106: | Line 123: | ||
| a -0 limitation on a ranged, targeted power that affects both the path the power takes, and how range modification penalties apply. | a -0 limitation on a ranged, targeted power that affects both the path the power takes, and how range modification penalties apply. | ||
| catapults, trebuchets, and most howitzer style field artillery pieces.\\ | catapults, trebuchets, and most howitzer style field artillery pieces.\\ | ||
| - | A power with this limitation is assumed to travel in an upward arc, reaching an altitude of half the distance to be traveled at the midpoint of the path, then coming down on the target location. | + | A power with this limitation is assumed to travel in an upward arc, reaching an altitude of half the distance to be traveled at the midpoint of the path, then coming down on the target location. |
| - | power is considered 0 OCV for a distance equal to it's active points divided by five. After that point, the power is considered at full OCV, and in addition, it only accumulates range modifier penalties at the | + | |
| - | normal distances.\\ | + | |
| For an additional -1/4 Limitation, the attack may require double the vertical space to reach the target. | For an additional -1/4 Limitation, the attack may require double the vertical space to reach the target. | ||
| - | Example: Vilkas the Archer has an 8d6 EB Fire Arrow attack he wishes to declare Indirect Fire. This is a 40 Active Point power, so for 40/ | + | Example: Vilkas the Archer has an 8d6 EB Fire Arrow attack he wishes to declare Indirect Fire. This is a 40 Active Point power, so for 40/ |
| - | OCV, and accumulates its first -2 Range Modifier at a range of 16".\\ | + | Example: Sgt.Sven Benson-Svenson has a light mortar. |
| - | Example: Sgt.Sven Benson-Svenson has a light mortar. | + | A power with this limitation may take an additional -1/2 penalty which prevents it from being targeted at all on any location in the 0 OCV zone. A trebuchet, for example, cannot attack a foe directly before it, barring an exotic misfire that turns it into an expensive and complicated flail. |
| - | point it is only -2 to hit.\\ | + | |
| - | A power with this limitation may take an additional -1/2 penalty which prevents it form being targeted at all on any location in the 0 OCV zone. A trebuchet, for example, cannot attack a foe directly before it, barring an exotic misfire that turns it into an expensive and complicated flail. | + | |
| **Megascale**: | **Megascale**: | ||
| Line 137: | Line 150: | ||
| ====Disadvantages==== | ====Disadvantages==== | ||
| See character creation notes, but be prepared to justify your five point " | See character creation notes, but be prepared to justify your five point " | ||
| + | |||
| + | **Standard Effect**: We are adjusting the Standard Effect rules for die rolls to be more generous. +1 remains a result of 1. On a half die, the result is 2. On a full dies, the result is either 3 or 3.5, depending on what makes the final numbers look nicer or be more campaign useful. | ||
house_rules.1689892413.txt.gz · Last modified: (external edit)
