House Rules
Talents
Talents have been changed so later tier talents won't cost you an arm and 3 legs.
Before
Talents required you had more of a previous tier to get a new tier. So a Tier 3 requires Two Tier 2 talents and those Tier 2 talents both need 2 Tier 1 Talents. Creating a Pyramid of Talents.
So to get a Tier 3 Talents you would need
Two Tier 2 (5*2*2 = 20 EXP)
Four Tier 1s (5*1*4 = 20 EXP)
Making the real cost of a Tier 3 Talent to be 55 EXP or about 2.5 sessions of Experience if you spend nothing on skills.
After
Instead of needing more of a previous Tier to get a new Tier. You simply need to have 1 Talent in a previous Tier to get a talent in the new Tier
So getting a Tier 3 now only requires
One Tier 2
One Tier 1
This should allow you all to buy ranked talents more easily, and allow you to get later talents without it costing double the price.
Multi Attack
At the cost of 2 strain and upgrading one Difficulty die, you can increase the amount of combat checks you can do. You can do this multiple times with the limit based on your Agility stat.
Evade/Defensive Stance
You can use your action to take on a defensive stance, in this stance any oncoming attack uses your Coordination [AG] as the base difficulty for their roll, and will stay until your next turn.
Grenades
Grenades are thrown using ranged Skill, They can be thrown up to Long range with the difficulty being determined by range band.
Range | Difficulty |
---|---|
Short | Easy (1 Difficulty) |
Medium | Average (2 Difficulty) |
Long | Hard (3 Difficulty) |
If the blast quality is activated then the explosion range is Short
If the Check fails with 3 Threats or 1 Despair then the grenade lands a short distance away from the thrower with the Blast quality activated
If it just fails then the grenade lands nearby but harms no one.
Health Changes
When a character’s Strain or Wounds is exceeded by any damage, they will be staggered. The character must perform a hard (3 Difficulty) Cool check or Discipline check to stay conscious, if they’re able to then they will become Exhausted, and gain a Setback die for all rolls until their strain or wounds is below the threshold or the encounter has ended.
If they fail the roll then they become unconscious, and will either have to be awakened by someone’s action or wait 2d10 rounds. Awakening with an action only gets the character awake again, players can also use Medi-packs to heal someone, if the strain or wounds healed brings them below the threshold then they will wake up.
Sigils
(THESE RULES ARE SUBJECT TO CHANGE)
A Sigil is a set of runes that can be triggered to cast a spell. Making a Sigil requires a spell effect and the Trigger for this effect.
Drawing a sigil requires a check, this is used to determine the power of the sigil and to see if you're successful at drawing it. This does not use any strain during a narrative scene, but uses the standard 2 strain when doing a structure encounter.
Charge
The Charge of a sigil is determined by the casters skill ranks and linked Characteristics. Each time the sigil is activated a charge is used. It can be recharged by either the Caster or anyone with a skill that can also cast the spell. Recharging requires re-doing the check for the spell.
Recharging can be done in the middle of a structured scene but upgrades 3 die in the difficulty pool.
Cause and Effect
Every Sigil has a spell effect and trigger. A Trigger is something that causes the spell to trigger
Type | Explanation | Difficulty |
---|---|---|
Power Word | The user shouts out a specific word to activate the spell. Using a power word is an incidental action. | - |
Reactive | The spell auto triggers when a specific action is done. EX: The user getting hit, or the user swinging | +2 Difficulty |