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house_rules [2025/01/07 22:23] nmorsehouse_rules [2026/05/09 22:20] (current) – external edit 127.0.0.1
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 **Change Environment**: Just as we have in previous games leveraged the daylights out of the "penalties to characteristic or skill roll" effect, I will allow you to build a change environment that buffs said rolls.  One, you will almost certainly want the "selective" advantage.  Two, your C.E. can't do both.  Three, starting characters cannot buy a buffing C.E. with an inherent duration. **Change Environment**: Just as we have in previous games leveraged the daylights out of the "penalties to characteristic or skill roll" effect, I will allow you to build a change environment that buffs said rolls.  One, you will almost certainly want the "selective" advantage.  Two, your C.E. can't do both.  Three, starting characters cannot buy a buffing C.E. with an inherent duration.
 +
 +**Dispel**: Dispel, particularly in the form of curative magics, can be used to undo the __effects__ of a Flash attack.  To balance this, only the "Body" rolled on the Dispel applies to the Flash damage.
  
 **Duplication**: No.  Just no. **Duplication**: No.  Just no.
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 **Flash**: Upon consideration of our "everyone is Speed 3" campaign, Flash attacks will hereby operate under **THIRD** Edition Hero system rules: 10 points per die, count body, and that is how long you are flashed in __phases__, not segments. **Flash**: Upon consideration of our "everyone is Speed 3" campaign, Flash attacks will hereby operate under **THIRD** Edition Hero system rules: 10 points per die, count body, and that is how long you are flashed in __phases__, not segments.
 +
 +**Flash Defense**: In consideration of the increased cost of Flash attacks, all forms of Flash Defense must take a +1 Advantage "Applies to Third Edition Flash Attacks" (This will be easier to apply in Hero Designer than trying to double the cost)
  
 **Flight**: At campaign start not available as a sustainable ability, and certainly not with non-combat multipliers.  being able to levitate for a turn or two is acceptable, as is limited flight to move across surfaces incapable of supporting your weight normally.  (Superior Lightfoot) **Flight**: At campaign start not available as a sustainable ability, and certainly not with non-combat multipliers.  being able to levitate for a turn or two is acceptable, as is limited flight to move across surfaces incapable of supporting your weight normally.  (Superior Lightfoot)
  
 **Force Wall**: We are using 4th Edition rules for how much wall you get by default.  In other words, you get active points divided by 5 hexes of coverage by default, instead of just one.  Increased wall size is bought as normal. **Force Wall**: We are using 4th Edition rules for how much wall you get by default.  In other words, you get active points divided by 5 hexes of coverage by default, instead of just one.  Increased wall size is bought as normal.
-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.
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 **Multiform**: Not out of the question, but will require GM consultation and approval.  "Werewolf" is a character class, after all. **Multiform**: Not out of the question, but will require GM consultation and approval.  "Werewolf" is a character class, after all.
 +
 +**Regeneration**: **EXPERIMENTAL** Regeneration under 5th edition, is considered a variation on the Healing power, which is a variation on Aid, which seems to the GM to be an unnecessary consolidation of mechanics.  Regeneration is now considered its own Alteration power, and costs 5 points per 1 character point recovered per turn, self only.  As an alteration power, you may choose advantages to increase the number or variety of stats (or powers) one can recover, to be able to use Regeneration on others, or take limitations to slow the rate of recovery.  It is recommended that one purchase a base level equal to one point of whatever characteristic you are recovering (10points for 1 BODY Regeneration, for example).  Regeneration does not cost endurance, is considered Persistent, and does not require visible special effects.
  
 **Running**: non-combat multipliers are not allowed at campaign start.  This is for thematic reasons. **Running**: non-combat multipliers are not allowed at campaign start.  This is for thematic reasons.
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 **Summon**: Preferable to familiars bought as Followers.  The Specific Being advantage is not available.  To make combat summons marginally viable in our "everyone is SPD 3" campaign, a Summoned entity arrives Stunned, and spends the phase they __arrived__ becoming Unstunned.  Default rules require them to spend their next phase doing so, which doesn't really mesh with **any** of our source material. **Summon**: Preferable to familiars bought as Followers.  The Specific Being advantage is not available.  To make combat summons marginally viable in our "everyone is SPD 3" campaign, a Summoned entity arrives Stunned, and spends the phase they __arrived__ becoming Unstunned.  Default rules require them to spend their next phase doing so, which doesn't really mesh with **any** of our source material.
 +
 +**Suppress**: Suppress, particularly in the form of curative magics, can be used to undo the __effects__ of a Flash attack.  To balance this, only the "Body" rolled on the Suppress applies to the Flash damage.
  
 **Swinging**: non-combat multipliers are not allowed except under very specific special effects and conditions. **Swinging**: non-combat multipliers are not allowed except under very specific special effects and conditions.
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 ====Advantages==== ====Advantages====
 +
 +**Area Of Effect, Selective**: Normally, an attack with this advantage requires an OCV vs. DCV roll for each selected target in the area.  For an additional +1/4, this requirement is removed, returning the attack to only requiring a simple, single OCV vs. 3 DCV roll.  This is intended to speed up and simplify combat.
  
 **Autofire**: The player may choose to sacrifice a potentially damaging shot for +1 to accuracy.  If the player really wants to pay 5x endurance for +4 to hit, the GM isn't going to stop them.  Yes, there **is** an adept down in Asteria the Blackstone Company knows who has an 80 shot Magic Missile spell, famed for sacrificing 60+ shots on accuracy.  Looks like a Macross missile swarm coming at you. **Autofire**: The player may choose to sacrifice a potentially damaging shot for +1 to accuracy.  If the player really wants to pay 5x endurance for +4 to hit, the GM isn't going to stop them.  Yes, there **is** an adept down in Asteria the Blackstone Company knows who has an 80 shot Magic Missile spell, famed for sacrificing 60+ shots on accuracy.  Looks like a Macross missile swarm coming at you.
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 a -0 limitation on a ranged, targeted power that affects both the path the power takes, and how range modification penalties apply.  In the real world, one would assume that this limitation is applied to mortars, a -0 limitation on a ranged, targeted power that affects both the path the power takes, and how range modification penalties apply.  In the real world, one would assume that this limitation is applied to mortars,
 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.  An Indirect Fire +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.  An Indirect Fire 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.\\
-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.  This limitation may be taken up to two times (at which point, most powers become "outdoors only").\\ For an additional -1/4 Limitation, the attack may require double the vertical space to reach the target.  This limitation may be taken up to two times (at which point, most powers become "outdoors only").\\
-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 40/5=8" the attack is considered 0 OCV.  After that point, it uses his normal 7 +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 40/5=8" the attack is considered 0 OCV.  After that point, it uses his normal 7 OCV, and accumulates its first -2 Range Modifier at a range of 16".\\  
-OCV, and accumulates its first -2 Range Modifier at a range of 16".\\  +Example: Sgt.Sven Benson-Svenson has a light mortar.  This is a 4d6 RKA Explosion, with 90 active points.  It is 0 OCV against any target within 18", but full OCV and without range penalties out to 32", at which point it is only -2 to hit.\\  
-Example: Sgt.Sven Benson-Svenson has a light mortar.  This is a 4d6 RKA Explosion, with 90 active points.  It is 0 OCV against any target within 18", but full OCV and without range penalties out to 32", at which +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**: With convincing, the GM will allow on a sensory power. **Megascale**: With convincing, the GM will allow on a sensory power.
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