House Rules

By Kevin Taylor

A.k.a. Mephisto 14, Morpheus 14

Skills-

1.Skills can be taken a maximum of 3 extra times (noted Skill + 3). Thus a character can show extra practice in a skill. A character with a skill plus acts as that many levels higher with that skill. (ex, Kyldynar has Swords+3. He is third level. His Sword skill is considered 6th)

2.Some Skills are still rolled as %, notably science and communication skills, but the rest all are rolled by rolling 1d20 + skill level + related attribute (usually IQ, PS, or PP).

3.Starting bonuses for OCC Skills are calculated by dividing % bonus by 5. Thus 20% bonus = +4 to skill…

4.Skill selection must make sense for recent activities. No getting weaponsmithing when you’ve never seen a forge!

Combat notes-

1.Automatic Parry extra- if the Parry roll is a natural 20 or 2x the opponents attack (with bonuses) player has the option of a counter-strike. This attack is rolled with no bonuses. Opponent parries as normal.

2.HP Damage- when HP damage is taken, character loses all bonuses but those from attributes. When HP is 10% or less, attribute bonuses disappear as well.

3.Critical strikes go to HP directly!

Magic-

1.Wizards, Warlocks, Necromancers, etc. (i.e. People who use forms of Spell Magic excluding Witches, Psi-Mystics, and Priests) using a spell that has damage/duration/range per level can also supplement that spell for +1 die of damage/ +1 time segment/ 10 ft at an added cost of 5 P.P.E. per bonus desired, up to a maximum P.P.E. bonus of P.E. + Level.

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