Tag: House Rule

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  • hr-armor

    h1. Armor Armor is a value that is added to a character's [[Toughness | toughness]] , which assists in helping them resist damage. Additionally, armor protects vital areas which is noted by head, torso, arms and legs. The default value of armor is …

  • hr-language

    h1. Languages A character is fluent in his 'native' language at a skill level equal to his [[Smarts]] die. He gains an amount of language skill points equal to half his [[Smarts]] die to buy further languages in. Skill ranks are linked to [[Smarts]] …

  • hr-knowledge

    h1. Knowledge Skills A character gains an amount of Knowledge skills equal to his [[Smarts]] die. Skill ranks are linked to [[Smarts]] for purposes of spending points. Beyond character creation, knowledge skills count as a normal skill to advance. …

  • Critical Failure

    Critical Failure Rolling snake eyes on any trait test, results in a critical failure. A player can use a benny negate the snake eyes result and take the trait attempt as a standard failure. The use of the benny does not grant the player a reroll. The …

  • Bennies

    All characters begin the session with two bennies. Bennies from previous sessions do not carry over into the next session. Any bennies left over at the end of a session are lost. Character's can gain bennies for good role-playing out of the session, …

  • Character Types

    *Wild Cards* - Your hero (a player character), and unique allies, villains, and monsters are collectively called “Wild Cards.” These beings have a little better chance at doing things, are a little tougher to put down, and are generally more detailed than …

  • Supplemental Weapons

    [[File:425091 | class=media-item-align-right | 331x305px | Supplemental.jpg]] Supplemental Weapons are tiny thrown weapons that deal no damage in itself. Instead, they force a foe to make a Spirit roll or become [[Shaken]] if they strike (-2 to the …

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