House Rules

Planes:

In this Universe, the "Planes of Existence" are not how they are traditionally established in other Cosmologies such as the World Tree or the Wheel of the Planes. Planes take the form of Planets for all purposes that reference them in the original ruleset. Spells such as Planeshift become Planetshift, or spells like Sending have a 5% chance of not being received if the target is not on the same Planet*. The Expanse, the void that surrounds the planets, moons and stars, also counts as a "Plane" of it's own regard. Also, TEVs that are travelling out of the orbit of Planets - such as when Starshifting - count as their own "Plane" for the purposes of such spells. *As long as you are still in the orbit of the Planet, you are technically still on the Planet. A real life example would be if you were on Earth - you couldn't Planeshift to a satellite (the ISS/the Moon), but you could Teleport to a satellite (the ISS/the Moon).  

Currency:

Chits (¤) are equivalent to Copper in a traditional 5e setting, and pricing reflects that.  

Spells:

The Technomagic Spells are permitted: http://dnd5e.wikidot.com/spells:technomagic  

Levelling Up: 

Rolled HP  

Micromanaging:

No Encumbrance (unless insane weights) Micromanaging fuel/food only for long hauls  

Skill Checks:

Crits and Fumbles, no skill crits | attacks: max dice on crit + dice - "Perfect Rolls" on Beyond20 Taking a 10! - if you spend 10x the time needed to normally complete a task (unless it is impossible) you automatically succeed PC Inspiration – PC give initiative, only one can be given per session and it has to be for something epic or helpful, etc – even just a really good RP  

Death, Healing & Resurrection:

Health potions can be consumed as bonus action, or an action to administer to someone else Character death - should be a possibility Resurrection will be handled using The Fading Spirt:  

Resurrection Challenge

If a character is dead, and a return from death is attempted by a spell or spell effect with longer than a one action casting time, a Resurrection Challenge is initiated. Up to 3 members of the adventuring party can offer to contribute to the ritual via skill checks. The DM asks them each to make a skill check based on their form of contribution, with the DC of the check adjusting to how helpful/impactful the DM feels the contribution would be.
For example, praying to the god of the devout, fallen character may require an Intelligence (Religion) check at an easy to medium difficulty, where loudly demanding the soul of the fallen to return from the aether may require a Charisma (Intimidation) check at a very hard or nearly impossible difficulty. Advantage and disadvantage can apply here based on how perfect, or off base, the contribution offered is.

Resurrection Check

After all contributions are completed, the DM then rolls a single, final Resurrection success check with no modifier. The base DC for the final resurrection check is 10, increasing by 1 for each previous successful resurrection the character has undergone (signifying the slow erosion of the soul’s connection to this world). For each successful contribution skill check, this DC is decreased by 3, whereas each failed contribution skill check increases the DC by 1. Upon a successful resurrection check, the player’s soul (should it be willing) will be returned to the body, and the ritual succeeded. On a failed check, the soul does not return and the character is lost.
Only the strongest of magical incantations can bypass this resurrection challenge, in the form of the true resurrection or wish spells. These spells can also restore a character to life who was lost due to a failed resurrection ritual.

Quick Resurrections

If a spell with a casting time of 1 action is used to attempt to restore life (via the Revivify spell or similar effects), no contribution skill checks are allowed. The character casting the spell makes a Rapid Resurrection check, rolling a d20 and adding their spellcasting ability modifier. The DC is 10, increasing by 1 for each previous successful resurrection the character has undergone. On a failure, the character’s soul is not lost, but the resurrection fails and increases any future Resurrection checks’ DC by 1. No further attempts can be made to restore this character to life until a resurrection spell with a casting time higher than 1 action is attempted.