Here are some of my house rules, tell me what you think of them.
Explosions:
Sometimes things blow up. Control panels erupt in a shower of sparks, a terroristic bomb explodes, or unstable compounds release all their energy at once. When a character is caught in an explosion, he may suffer damage based on whatever or not he is caught in the explosion’s blast radius. Characters caught in an explosion make a Quickness reaction test TN 7 + Blast radius to reduce the damage and other effects. Character caught in the drop-off zone gain a +1 bonus for each meter beyond the blast radius. The amount in which you reduce the damage and its effects depends on the level of success (see below). Aldo, sometimes the character can also catch fire when caught in an explosion, see Fire damage for more info.
Extra-Ordinary Success: You suffer na damage at all.
Superior Success: Reduce the damage to a quarter.
Complete & Marginal Success: Reduce the damage to half.
Complete Failure: +1D6 Damage (mooks loose an extra wound level), and the target falls prone and drops everything he holds.
Disastrous Failure: +2D6 Damage (mooks loose two extra wound levels), and the target falls prone and drops everything he holds.
Explosions cause damage to the area around them. Find the appropriate material type, and apply explosive damage to the amount the material can absorb, then the sustainable damage.
Personel combat (see file):
PERSONAL COMBAT.doc
This file containst the following items (it is not finished):
-Alternate combat system based on Rune quest. It works with combat maneuvers that are granted depending on the level of success of the attack.
-Combat Skill group: I use this skill group with proficiencies and bonuses to certain maneuvers (see alternate combat system)similar to the Lord of the Rings rpg.
-Combat related edges: A number of edges that are related to the alternate combat system. Martial arts can be created using a combination of certian edges.
-Proffesional abilities: A number of proffesional abilites that I created
-Weapons: My rules to create certain weapon, following a more logic system.
Reaction saves:
Reaction saves against skill checks are unbalenced since that there level is significantelly lower than skills. I use a house rule that can balance this: Make a skill check against a TN 10 (+ applicable mod). Than the target makes a Reaction test against a TN based on the level of success: Marginal or complete TN 9, Superior TN 12, and Exra-ordinary Success TN 15. Allow the use of synergy bonuses on reaction saves.
surviving at any cost:
Some characters can survive damage that normally would kill him, effectively cheating dead. He takes voluntarily the Disabled Flaw or other appropriate Flaw (Example: Addiction Flaw to specific Medication), for each level of the flaw (or multiple Level I’s) the character can ignore 1 full Health level of wound point damage. The ignored damage can bring you maximum to the Incapacitate Wound Level. The character may take the Medical Remedy Edge once he is successfully healed. If he has no enhancement picks left, he may take the Edge and must spend them the next time he goes up an advancement.
System operation Skill:
System operation skill is the most unbalanced skill in the game. Most of the other skill are group skills (example Enigneering, Science, Language...). So in my game I use a System Operation skill group with the following skills
-System operation "Tactical" = Weapons, Shields, Helm
-System operation "Ops" = Sensors, Communication, Transporters
-System Operation "Personal Equipment" = by specific equipent. Example Tricorder.