House Rules

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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.

Strain Changes

When a character’s Strain is exceeded by Stun 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 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 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