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Thread: New House rules

  1. #1
    Join Date
    Aug 2002
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    Denederwindeke in Belgium
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    217

    New House rules

    Here are a couple of house rules, let me know what you think of them.
    If there are others that have made similar house rules, post them here.

    • Alternative Damage - Substract 2 from all damages from melee weapons and unarmed combat. And instead add Fitness + Strength to melee weapon and unarmed combat.

    • Alternative Dice Mechanics - Remove the Drama Die. Roll a nr of Dice equal to the attribute + Edge + Dice form Traits, and pick the Highest roll. Add that the highest roll to the Skill level. Add +1 tot the total for every 6 rolled beyond the first one.

    • Extreme Environment (from Dune RPG + some modifications) - Characters submitted to extreme environmental temperatures (Heat, Cold) may die from prolonged exposure .A character can withstand excessive heat or cold for one hour per point of Fitness + Vitality he possesses. For every hour after that, the character sustains 1 point of stun damage until he reaches the Stunned wound level and falls unconscious, after which he takes 1d6 damage per hour until dead. Character Resistance affords no protection against damaged caused by extreme environmental conditions, and extreme environment damage cannot be recovered until the character counteracts or escapes the inclement temperature. The Planetside Survival skill can help you in withstanding the environmental dangers.

    • Falling (from Dune RPG) - Each 3m of distance fallen causes 1+1d6 damage. Thus, a 30m fall does 10+10d6 damage. This assumes a local gravity roughly equal to Earth's; for environments that involve different gravity, multiply the dam- age done by the difference between local gravity and Earth gravity. For example, if local gravity is half of Earth’s halve the damage; it is twice as strong as Earth gravity, double the damage.

    • Lifting Capacity and Encumbrance - A character can lift a nr of kg with no Athletics (Lifting) roll equal to Fitness+Strenght x 10, this is called his Basic Lifting Weigth. If he wants to lift more then that, then he makes an Athletics (Lifting) roll and adds the rolled weigth (see lifting table) to his Basic Lifting Weigth. While he is lifting his Basic Lifting Weigth he suffers a +1 difficulty to all other tests. While he is lifting more than his Basic Lifting Weigth, he suffers a +2 difficulty to all other tests and connat run or sprint.

    • Sleep Deprivation - A character can stay awake and active for a number of hours equal to his 16 + Fitness + Vitality without suffering from Fatigue. For every hour awake after that, the character sustains 1 point of stun damage until he reaches the Stunned wound level and falls asleep. Character Resistance affords no protection against damaged caused by sleep deprivation.

    • Starvation and Thirst - Characters might find themselves without food or water and with no means to obtain them. In normal climates, characters need at least 2-3 liter of fluids and about a ½ kg of decent food per day to avoid starvation.
    In very hot climates, characters need two or three times as much water to avoid dehydration. A character can go without water for 1 day plus a number of hours equal to his Fitness + Vitality he possesses. After this time, the character sustains 1 point of stun damage until he reaches the Stunned wound level and falls unconscious, after which he takes 1d6 damage per hour until dead. A character can go without food for 3 days, in growing discomfort. After this time, the character sustains 1 point of stun damage until he reaches the Stunned wound level and falls unconscious, after which he takes 1d6 damage per hour until dead. Character Resistance affords no protection against damaged caused by starvation or thirst, and damage from thirst or starvation cannot be recovered until the character gets food or water, as needed. The Planetside Survival skill can help you in finding food and water.

    • Medical Attention (From Dune RPG + My addaptation for Star Trek) - Characters can also recover from their injuries by receiving medical care-either first aid, or the more advanced medical attention available in a sickbay or hospital. Depending on the nature of the injury, this may be accomplished quickly (a round or two), but may require much more time (equivalent to the recuperation periods described under Natural Healing). The First Aid skill and standard medical kits can be used to stabilize or heal wounds in the field. Such field medicine requires the character to have at least a rudimentary knowledge of first aid or medicine, however. (See Chapter Technology" for more information on medical Gear). Advanced medical care requires more than just a medkit or tricorder -it involves the continued attention of doctors and nurses in a sickbay or hospital. Characters must know an appropriate Medical Science skill and have proper facilities to administer this kind of care. In general, use the following as benchmark Difficulties for using medical tricorder and medical kits to heal wounds. Reduce the Difficulty by 2 if the character is receiving advanced medical care.
    If the First Aid or Medical Science roll is successful, the character recovers one Wound level (reduce the character's damage by a number of points equal to his resistance), or reducing the disadvantage by one point (see Surviving at any cost). If the Test results in a Dramatic Success, the character recovers two full wound levels (reducing damage by an amount equal to twice his Fitness + Vitality). Once a character has received successful First Aid, he can no longer benefit from additional First Aid attempts; the character must heal naturally or be treated with advanced Medical care. Characters may only benefit from one Medical Treatment success per day of narrative, game time.

    • Survival at any Cost - Some times the damage a character gets is enough to kill him directly, but he may reduce the damage to survive the encounter by taking a appropriate flaw (Physcical Impairement or Medical Problem or Cronical pain). The number he may substract from the damage is equal to the cost of the flaw. This may reduce the damage maximal to the Incapacitated Wound Level. Example of this are Nog Bio syntetic leggs after surviving a deadly encounter with the Jemhadar, Picard artificial hart after an encounter with a Nauscican, Worf crippling injury after an accident. The character can pay Experience points to eliminate the disadvantage. A linient NG may even let them pay off their disadvantage in advance if they do not have enough experience points, but then they must pay off the first time they receive expereince points.
    Ardet Nec Consumitur' / Burns but doesn't decay / Brandt maar vergaat niet.

  2. #2
    Quote Originally Posted by IKI View Post
    • Survival at any Cost - Some times the damage a character gets is enough to kill him directly, but he may reduce the damage to survive the encounter by taking a appropriate flaw (Physcical Impairement or Medical Problem or Cronical pain). The number he may substract from the damage is equal to the cost of the flaw. This may reduce the damage maximal to the Incapacitated Wound Level. Example of this are Nog Bio syntetic leggs after surviving a deadly encounter with the Jemhadar, Picard artificial hart after an encounter with a Nauscican, Worf crippling injury after an accident. The character can pay Experience points to eliminate the disadvantage. A linient NG may even let them pay off their disadvantage in advance if they do not have enough experience points, but then they must pay off the first time they receive expereince points.
    I like this one...
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