General House Rules

  1. The Condition Track PCs have a standard Condition Track value of 15 and it is split into 6 Tiers, Tiers I-IV have three levels to them, Tier V has two levels, and Tier VI only has 1 level that once reached the character is rendered unconscious.
  2. When a character receives damage more than double their damage threshold they move an additional -1 down the condition track, this effect will stack with each multiple surpassed.
  3. Stun Damage Attacks. Stun Damage Attacks can only be made within a weapon's Point Blank Range. When a character's stun attack is successful their target moves -1 on the condition track before Stun Damage is rolled. Stun attacks roll the normal damage dice of the weapon and compare the result to the target's Damage Threshold(DT) if the Stun Damage meets or exceeds the target's damage threshold the target moves an additional -1 on the condition track, and as per usual the target will move an additional -1 down the condition track for each multiple of the target's damage threshold the stun damage surpasses. After the stun damage is compared to the target's damage threshold, regardless of the outcome, the target takes half of the stun damage to their Hit Points(HP) and the other half of the stun damage is counted in their Stun Damage Tracker. If the stun damage in the tracker meets or exceeds their remaining HP, they are immediately given the Stunned Character State. While Stunned in this manner they must spend their Standard Action making an Endurance check, DC: 10 + the difference between their Stun Damage and their Current HP, if they beat this check they will no longer be Stunned and may continue their turn.
  4. Single-Grip/Double-Grip. Single-Grip and Double-Grip are the terms used for holding a Melee Weapon with one hand (Single-Grip) or two hands (Double-Grip). When wielding a medium size, or larger, One-Handed Melee Weapon you may Double-Grip the handle to double your Strength bonus to your damage roll. When wielding a Two-Handed Melee Weapon you may Single-Grip the handle to wield it in one hand you take the following penalties; -10 on your attack roll and you only add half of your Strength Modifier to Damage Rolls. You may also Dual Wield two Single-Gripped Two-Handed Melee Weapons, though each attack roll takes a double Disadvantage + a -5 penalty for each kilogram the items weigh over half your Strength Score. Additionally, you only add half of your Strength Modifier to Damage Rolls
  5. Single-Gripping and Double-Gripping may also affect Ranged Weapons. When you Double-Grip a One-Handed Ranged Weapon you double your Dexterity bonus to your Attack Roll. When you Single-Grip a Two-Handed Ranged Weapon you may only fire Single Shots and only add half your Dexterity Modifier to your Attack Rolls, additionally, you incur a -5 penalty on said attack rolls. You may also dual-wield Two Single-Gripped Two-Handed Ranged Weapons, when doing so, only Single Shots can be taken and all your attacks incur Disadvantage and a -10 penalty.
  6. Multiple Attacks. Double Attack and Triple Attack are no longer Feats in the game, instead, any character with a Base Attack Bonus(BAB) of 6 or higher may make an additional attack during their Standard Standard Action though they will take a -5 Multi-Attack penalty on all attacks made during this turn. Characters with a BAB of 12 or higher may make two additional attacks during their standard action and take a -10 Multi-Attack penalty, those with a BAB of 18 or higher may make three additional attacks during their standard action and take a -15 Multi-Attack penalty, and so on and so forth with every multiple of 6 the character's BAB meets & surpasses.
  7. Limb Attack: As a Full-Round Action, a character may make a Limb Attack against a Target's Reflex Defense, where they attempt to attack a particular body part of their target, arms, legs, or head. The target receives a temporary boost to their Reflex Defense depending on the limb being targeted. If the attack is successful the target takes half of the total damage and suffers additional effects depending on the body part attacked; Arm {+10 to Target Reflex Defense}, they drop anything that arm was holding (if the damage is beyond the target's DT their arm moves -1 down its limb condition track Leg {+5 to Target Reflex Defense}, the target is dropped down to a knee (if the damage is beyond the target's DT their leg moves -1 down its limb condition track and Head {+15 to Target Reflex Defense}, your attack is treated as a critical hit, the target also gains the Stringer Devastating Injury, and if your attack roll resulted in a Natural 20 (the die lands on 20) the target is also Blined. If a creature does not have one of the listed body locations, that part cannot be targeted.
  8. Area Attacks: All Area Attacks use a modified version of the Splash Area Attack rules. The central square the explosion occurs on is the target of the attack and the Splash Range of the attack is the number of squares away the attack reaches.
  9. Light & Dark Side Points: All characters exist along the spectrum of Light & Dark. Characters start in the neutral position at 0 in the center of the spectrum and their actions influence their movement along it. In each session, characters may accumulate Light or Dark side points that affect their Roll Alignment at the end of the session. The Roll Alignment is a d100 rolled at the end of the session to determine how a character's actions affected their alignment, if a Light Side Point was gained during a session the d100 will be modified with a +1 for each Light Side point gained and vice versa for a Dark Side Point, the two numbers are compared and the result is the Overall Alignment Bonus. If the d100 lands 50 or higher, and the overall alignment bonus is positive, the character moves up towards the Light Side in accordance with the bonus; if the d100 lands 49 or lower, and the overall alignment bonus is negative, the character moves down towards the Dark Side in accordance with the bonus. There is no upper limit on Light Side or Dark Side Points, and for every 5 a character has they gain two points to apply to an attribute of their choosing.
  10. Combat Maneuvers. During their turn, a Character may choose to make a Combat Maneuver instead of a normal attack. Instead of a normal attack roll, they make a Combat Maneuver attack roll using their Combat Maneuver Bonus (Base Attack Bonus + Strength modifier + 1/2 Hero Level {rounded down} + Size Modifier + Rank of Martial Arts Feat). This roll is opposed by the Target's Combat Maneuver Defense (10 + {their CMB} + Dexterity modifier + Misc modifiers). If the Combat Maneuver's attack roll meets or surpasses the target's CMD the effect of the Combat Maneuver takes place, if the attack roll fails the maneuver doesn't work and the defender can make an Attack of Opportunity.
  11. While you're under the effect of the Intoxicated Character State you cannot take10 or take20 on any checks you normally could.

Comments

Please Login in order to comment!