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So I'm adding a couple House Rules


JDS

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Leveling up

(This in addition to the regular skill improvement system) PCs will be awarded Reward Points (RP) for Innovation, ideas, role-play, knowledge of setting, use of the IC chat, and any other contributions to the game.
Expending 100 RP (200 for levels 11+) and taking three days downtime will advance the PC to the next level.
Upon reaching a new level, the PC will have ten attribute points, each of which can raise a single Attribute (STR, CON, POW, DEX, APP, or IQ) 1 point. EDI and SIZE cannot be improved by this method.
The player also receives ten Skill points, each of which can raise a single skill by 1%.
Finally, the PC receives 2 additional Hit Points (3 if SIZE 75+), and 2 additional Luck Points.
 

A Clarification of the Combat Round

A round is six seconds long. During his turn, a PC may make a Movement Action, and one Attack Action.
If at any time during an engagement, an enemy leaves the PC’s melee-weapon range (provided he has a melee weapon in hand), the PC can make an attack of opportunity.
Attack Action: During an attack action, a PC may employ a ranged or melee weapon against any enemy within weapon range. Certain firearms allow more than one shot fired per round; these are rolled individually, with a penalty die added (p.114). This does not apply to full auto fire.
Movement Action: A movement action can be split into multiple segments as desired, so long as the total distance moved does not exceed the PC’s total. If no attack is made by the PC, he may take two Move actions. Disengaging (safely leaving a melee-equipped foe’s range) costs half the PC’s movement, and moves the PC 5’ away.
Additional activity:
Communicating simple messages does not affect actions.
A PC can drop an item in hand without cost. Picking up or passing one item is free, while additional items cost -5’ of movement.
A PC can holster/sling one weapon, or draw/unsling one weapon, for free. If he chooses to draw/unsling or holster/sling a second weapon, it costs -5’ of movement.
Reloading costs movement.
Applying First Aid takes a full Movement or Attack Action.
Other actions cost movement based upon the current circumstances.

 

I plan to adjust reloading to cost movement, and add the BRP rule for suppression fire.

 

I plan to use the optional rules for Point buy (p.49), Starting Skill cap (p.49), and spending luck (p.99).

Edited by JDS
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