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house_rules [2016/11/16 00:54] davehouse_rules [2018/03/04 13:23] (current) – external edit 127.0.0.1
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   - **Use it or Lose it**:  Bennies cannot be turned in for XP at the end of the session, they must be used or lost.   - **Use it or Lose it**:  Bennies cannot be turned in for XP at the end of the session, they must be used or lost.
   - **Build Points**: At Character Creation, each player will receive 6 attribute build points, instead of the normal 5, and will begin with 20 XP.   - **Build Points**: At Character Creation, each player will receive 6 attribute build points, instead of the normal 5, and will begin with 20 XP.
-  - **Special Gear Item**:  At Character Creation, each character will be able to choose 1 piece of equipment (vehicle, gun, sword etc) to begin the game with.  If this item is lost or destroyed, he gets a replacement at the end of the session.   If he chooses the POOR hindrance, he does not get this item.   If he chooses the Rich or Noble Edges he gets 2 such items, if he chooses the Filthy Rich Edge he gets such items.  All other equipment will be issued by the Project, or can be found or captured during play.  If he ever wants to switch items, he must give up the special item for a whole session and not get the replacement item until next session.  Vehicles choices are subject to GM review. +  - **Special Gear Item**:  At Character Creation, each character will be able to choose 1 piece of equipment (vehicle, gun, sword etc) to begin the game with.  If this item is lost or destroyed, he gets a replacement at the end of the session.   If he chooses the POOR hindrance, he does not get this item.   If he chooses the Rich Edge he gets 2 such items, if he chooses the Filthy Rich Edge he gets such items.  All other equipment will be issued by the Project, or can be found or captured during play.  If he ever wants to switch items, he must give up the special item for a whole session and not get the replacement item until next session.  Vehicles choices are subject to GM review. 
-  - Arcane Backgrounds:  The magic background is replaced with the [[magic_arcane_background|Arcane Background: Sorcery]] and the psionic background is replaced with the [[mentalism_arcane_background|ARCANE BACKGROUND:  Mentalism]].  Super power and weird science backgrounds remain as written in the rule book, but certain powers may be disallowed.  The faith/miracles background is restricted to NPC use.+  - **Arcane Backgrounds**:  The magic background is replaced with the [[magic_arcane_background|Arcane Background: Sorcery]] and the psionic background is replaced with the [[mentalism_arcane_background|ARCANE BACKGROUND:  Mentalism]].  Super power and weird science backgrounds remain as written in the rule book, but certain powers may be disallowed.  The faith/miracles background is restricted to NPC use. 
 +  - **Non Lethal Weapons** fists, billy clubs, blackjacks, brass knuckles and staffs can, under the rules as written be used as non-lethal weapons without penalty.  For this campaign, these particular weapons will automatically be considered to be used in a non-lethal fashion unless specifically declared to be used in a lethal manner.  Thus for "Kill Jar" purposes, an attack by a player with brass knuckles will result in the target being incapacitated rather than killed (no Kill Chip), but an enemy armed with a billy club is not considered to be armed with a deadly weapon, so incurs a kill chip if shot to death.  All other melee weapons follow the rules as written. 
 +  - **Restricted Egdes**:  the following Edges cannot be taken:  Noble, Arcane Background: Miracles, Adept, Champion, Holy/Unholy warrior 
 +  - **Born a Hero**:  from p108 of rule book, optional rule allows characters to take edges or powers, ignoring the rank requirement, during character generation only. 
 +  - **Gear, Rewards and Gang Damage** the following document contains house rules for how gear is distributed and deployed, other rewards such as special cards and experience points, how to do damage to the opposing gangs, and the method to campaign victory.   {{ ::rewards_final.pdf |}} 
  
  
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 ===== Gaming a Police Encounter ===== ===== Gaming a Police Encounter =====
 When encountering cops, draw 1 card:   When encountering cops, draw 1 card:  
-  * Spades means that the cops are a criminals themselves, active partners with gangsters.   +  * **Spades** means that the cops are a criminals themselves, active partners with gangsters.   
-  * Hearts means they undercooked and will do anything for a buck.   +  * **Hearts** means they are crooked and will do anything for a buck.   
-  * Diamond means they are basically honest but afraid of the crooks and won't stick their necks out.   +  * **Diamond** means they are basically honest but afraid of the crooks and won't stick their necks out.   
-  * Clubs mean they are good cops. +  * **Clubs** mean they are good cops. 
-  * If a Joker is drawn, all bets are off.  Changes are the police aren't what they say they are at all.+ 
 +  * **Non-face cards** indicate how much the cop leans toward the suit's meaning.  For example, a 2 of Spades might just be flirting with becoming a criminal, while a 10 of Spades has deep gangster connections.  A 2 of Diamonds might indicate a cop who would only give up if a weapon is pulled on them, while a 10 of Diamonds will give up at just the mention of gangster revenge. 
 +  * **Face cards** indicate that the officer(s) in question are unique in some way.  Although they represent the suit fully, perhaps they have a unique talent, trait, or quirk.  All these characters should be given names, are considered to be wild cards, and they may reappear in the story.  
 +  
 +  * If a **Joker** is drawn, all bets are off.  Chances are the police aren't what they say they are at all.
house_rules.1479257648.txt.gz · Last modified: 2018/03/04 13:16 (external edit)