So, I figure it is about time we had a thread dedicated to the house rules, rules interpretations, and conventions regarding the game. The first post in this thread will permanently be dedicated to compiling said rules, while further posts will be for rules suggestions and debate.
In no particular order:
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Rolls and other system mechanics
Rolls of 10 on normal dice count for 2 successes if a character has an appropriate Quality (Aberrant, p.134) instead of "popping" 10's. 10's on mega-attributes count as 3 successes (as normal).
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Combat
1)Defense Rolls
Dodge dice rolls are made by the GM to reduce post lag.
Characters get a "Defensive Value" equal to the relevant Attribute+Ability+Modifiers. This pool decreases by -2 for each successive defensive action taken, and by -1 for each individual attacker, modified by any relevant traits (Multi-tasking, Combat Awareness, etc) or situations (Flanked, Prone, etc.)
Dodges are assumed against all attacks unless otherwise stated, though players may list preference of dodge order if they choose; in situations where players do not actively choose, the GM will assign dodges in a manner generally beneficial to the player, except in cases where attackers are tactically forcing down a dice pool (assassin firing at a character being pummeled by a bunch of hired thugs, for example).
2) Extra actions from Quickness enhancement and other sources can not be further split
3) Declare the dice and auto-levels of damage your attack does and let the ST determine the results (DO NOT ROLL DAMAGE). Likewise, keep your current soak posted for GM benefit.
4)Mega-Strength
For balance issues, and common sense (strength adds speed and power to attacks after all), mega-strength may be used to increase dice pools on brawling. Characters may either use a die of mega-strength to increase their dice pool, or reserve it for the standard 5 successes on damage (assuming the attack hits). They may make this decision for each mega-strength dice in their pool.
5)Spoiler Block Status Update
Please include the following in the spoiler for any combat post (Just fill in the parentheses with your own values):
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Initiative: (Value)
DV: (Value) - (Penalty)
Soak: (Value)B/(Value)L/(Value)A | Wounds: (Value)
Attack Dice: (Value) | Attack Damage: (Value... Remember to note auto dmg vs dice of dmg)
Active Powers/Enhancements: (stuff) | Quantum Remaining (Value)
--
You can usually just copy paste this info from post to post, updating as needed.
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Alternate Mega-Enhancement Pairings
Not all Mega-Enhancements require their listed Mega-Attribute as a per-requisite. Some may be paired with other appropriate Mega-Attributes. The book suggests this if I remember correctly, and it just makes for better play. Good Examples include Quickness (Dexterity instead of Wits), Discerning Mind (Manipulation instead of Intelligence, or Charisma for a variant enhancement with a similar effect), and Halo (Charisma instead of Appearance). While these changes must still be approved, and should not be seen as a carte blanche solution to xp and Mega-Attribute tension, this is a good option for character building and limiting people branching into things they aren't suited to just to get access to a single key enhancement.
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Specialty Limit
Due to the limitless potential of Inspired characters, and the long running nature of this game in particular, the 3 specialty per ability limit is undesirable. The finalized new ruling is as follows:
Characters may have no more Specialties in an Ability than they have dots in that Ability
The following Mega-Enhancement applies to Specialty Limits:
Broad [Category] Specialist
When this enhancement is taken, characters increase their specialty limit for all Abilities in a given category by a number equal to the Ability's governing Mega-Attribute. This may be taken as a Mega-Dexterity enhancement in which case it applies to all Physical Abilities. It may also be taken as a Mega-Intelligence enhancement, in which case it applies to all Mental Abilities. Finally, it may be taken as a Mega-Manipulation enhancement, in which case it applies to all Social Abilities. This enhancement may be taken up to three times, once for each of the listed Mega-Attributes.
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Combat Skills and Special Combat Traits
Upon review of the rules presented in the Trinity Player's Guide and the New Flesh fan supplement, I found the rules confusing and a bit off-putting. Below is a summary, with a few minor alterations to the experience for balance purposes.
Combat Skill Specialties
These function as standard specialties, providing an extra die for special situations or maneuvers.
Example: Kicks, Grappling, Dirty Fighting
Cost: 1xp (standard specialty cost)
Limits: Count against specialty limit
Advantage: +1 dice added to dice rolls where the specialty would apply
Expanded Personal Combat / Fighting Techniques (Trinity Player's Guide, p.113)
These are, functionally, advanced specialties. In the base rules, they function exactly as specialties in terms of cost and limits, though they provide quite significant bonuses. I am providing modified costs and rules here to make them synchronize better with the other options in play.
Example: Judo, Fencing, Zero-G Combat
Cost: 6xp for the first, 8xp for the second, increases by 2xp for each additional level
Limits: May only have 1 per dot above 3 in a given ability; count against specialty limit
Advantages: Varies, though they typically provide +2 or more to accuracy on specific sets of techniques, as well as a unique benefit
Combat Styles (New Flesh, p.84)
These, per the rules in the book, are yet another form of modified specialty. Each Combat Style consists of a series of 3 specialties that provides increasing benefits in the form of bonuses to Combat Maneuvers (such as Block, Feint, or Strike) associated with the chosen style (to a maximum of 5 maneuvers known for a given style), as well as access to Advanced Techniques that may be purchased separately with experience (with no limit to the number of advanced techniques that may be purchased). I am slightly modifying xp costs here.
Example: Aikido, Golden Gunplay, Qi Meng (Restricted)
Cost: 2xp per Combat Style Specialty; Advanced Techniques vary, but have cost reduced by -1 to a minimum of 1 (the costs are too high as listed when compared to enhancements and body modifications)
Limits: Maximum of 5 Combat Maneuvers that gain the style bonuses (though merits may improve this number, and Advanced Techniques are not limited); count against specialty limit
Advantages: Increases to the effectiveness of various maneuvers associated with the Style, and access to unique techniques.
Combining it All
Concepting: Fighting Techniques from Trinity are best seen as broad mastery of a given fighting art. Combat Styles from New Flesh are best conceptualized as further specialization within a given art, while basic specialties represent someone who is good at specific tricks or techniques.
Bonuses: The maximum positive modifier to a roll from all of this stuff together is +3, BUT this is after accounting for any minuses. So, you may have a +6 bonus, then perform an extremely difficult maneuver with a -3 modifier, and still end up with a +3 on the roll. This allows for impressive stunts, but limits the overall numbers creep.
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Quantum, Taint, and States of Being
1)Taint from Rapid Quantum Regeneration
The roll listed in the book doesn't do anything, and is even less meaningful in the PbP environment. New rule: each rapid recharge nets you 1 temporary taint.
2)Quantum Cap = 5 until otherwise noted
3)Chrysalis/Connection
Alternative rules exist for Chrysalis, the rapid evolution accessible to the Teragen, and a parallel path exists for Novas attempting to maintain their humanity. Maximum XP spent in either state is 45, and time in this state is 1 week/1 XP.
3a)Chrysalis
Chrysalis is a new trait, added to the character sheet of Teragen Novas. Such novas may purchase temporary Chrysalis points at the cost of 2xp in response to making actions appropriate to their archetype* (or may be awarded at GM discretion); these experience points are "freed" for spending during chrysalis). When the temporary Chrysalis track reaches 10, the Temporary Chrysalis pool empties, and the nova gains a point of Permanent Chrysalis. The Nova then enters a quantum coccoon shortly after (see Chrysalis rules in the Teragen guide), and may spend experience as indicated on the Chrysalis chart*. Permanent Chrysalis is added to Permanent Taint for the purposes of determining penalties for social interactions, and for determining Aberations. If the nova would gain a new aberation from their newly acquired Permanent Chrysalis, they may choose two aberrations of the next lower level instead of gaining the aberation that they would normally gain; this may only be done during the actual process of Chrysalis.
*Players must choose an Archetype (Marvel/Monster/Portent) when declaring Teragen affiliation. Of note, the archetypes are defined somewhat more broadly by these rules, and the attributes are not as locked in. Characters automatically gain two mega-attributes from their archetype list as favored for purposes of reduced xp cost during chrysalis, but may also pick any attribute as a third favored attribute; this is to represent that archetypes are multifaceted. A Monster can use mental domination and their fearful appearance to fulfill their archetype as easily as they can physical attributes; the same applies to Marvels and Portents.
3b)Connection
Connection works in a similar manner to Chrysalis. Upon declaring that they are maintaining their humanity, characters must choose 2 Virtues (Charity, Faith, Fortitude, Hope, Justice, Prudence, Temperance) rather than an archetype, and gain points of Temporary Connection by fulfilling these Virtues, much as a Terat would gain Chrysalis (including any appropriate xp cost). Those espousing Connection do not enter a Coccoon when their Temporary Connection track reaches 10, but they are still considered "out of play" for purposes of experience gain; such characters are focusing their activities on forming connections with their own humainty, their society, and the world around them. Connection subtracts from, rather than adding to, Taint for purposes of social interactions; it does not affect aberrations at all.
Characters with Connection recieve a discount on Willpower, Skills, Attributes, and Backgrounds (not including traits that are dependent upon being a nova, with the exception of Dormancy) rather than on Nova derived traits. Novas pursuing Taint-free Quantum development paths may also receive a discount on Quantum purchases.
Abilities: (Current rating)
Attributes: (Current rating x2)
Backgrounds: (Current rating)
Willpower: (Current rating x 0.5) (round up)
*Quantum: (Current rating x 9)
*Costs for special quantum purchase methods only
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Game Conventions
1) Use < spoiler > to hide OOC thoughts, actions, rules, etc. Use < i > for specific character thoughts (preferably in appropriate color as well), and use the Monotype styled text for radio chatter/transmissions. Use quotation marks around actual speech.
2) By convention, the first 'X' dice on the die-roller are your 'X' Mega-Dice if you have Mega-Dice in your pool (also by convention, people tend to
bold the results of their mega-dice). So, rolls will always be formatted (Mega + Att. + Ability + mods) in order. Also, I was reading that mega-dice subtract first when penalties are applied; we have not been using this, and it's kind of stupid, so we will continue to subtract regular dice first.
3) XP is gained by posting. Each day that a post is made, the posting character gains 1 xp. After 200xp, it requires 2 days of posts to gain 1xp. At 500 the number will likely go up again.
Sunday doesn't net you points unless you missed a post earlier in the week. Basically, its just a make up day and a way of giving people a break on the weekend.
4)Other Inspired:
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Psychomorphs - Psiads/Psions-Use 2 stage character creation with Transformation Points (TP's), as per the Trinity Storyteller's Companion
-Psi Trait is purchased/gained as per Quantum, with a -1 to the multiplier (x7) and -1 to TP cost
-Psi Pool = 10 + (Psi x 2)
-Psionic power activation rolls use: Will + Psi
-Quantum based Attacks/Defenses are halved vs. Psionics, and other penalties may apply
-Psionic rolls are at a -1 to -3 penalty when interacting in/with Quantum fields
-Psions/Psiads gain access to special options as they increase in power:
Psions/Psiads: function as per Trinity Rules, but may purchase psionic modes a second time to utilize Improvised Techniques (this boosts them to "Experienced Psions")
Experienced Psions, and all Psiads: May purchase Mega-Attributes to a maximum of 2, excluding Mega-Physicals
Characters with Psi 6+: May purchase mastery for their psionic modes, following similar rules to those found in the Aberrant Player's Guide p.119
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Paramorphs - All-Character Creation as per Adventure rules for Daredevils, though it is notable that paramorphs either do not require M-R gene sequence, or only require it as a recessive trait; the science is unclear
-When a Paramorph reaches at least Inspiration 6 and has a rating of at least 4 in a given Facet, they gain access to a [Sphere] Excellence in a sphere appropriate to the given Facet. [Sphere] Excellence is a purchased (10xp first dot, x10 to increase), rated (1-5, cap of 1/2 Inspiration Trait) trait that counts as a mega-attribute for the purpose of dice rolls and opposing mega-attributes. Excellence relies on exceptional skill and manipulation of probabilities, and as such is not "supernatural" in effect. Example spheres are broad but specific: Intrigue (Empathy, Subterfuge, rolls involving strategy/planning of a non-combat nature, etc.), Determination (Most Resistance/Endurance/Willpower rolls, countering wound penalties, etc.) Melee Combat (Athletics, Melee, analyzing opponents, etc.), Biological Knowledge (Medicine, Science, Rolls to invent, Called Shots to specific organs, etc.)
-Paramorphs with Inspiration 6+ and Ability Mastery may purchase (10xp) Enhancements appropriate to the mastered Ability, usable only for actions involving the mastered ability. Like Excellence, these enhancements rely upon superlative skill and subtle probability manipulation, and are thus not considered "Supernatural" in nature. Examples include Firearms - Quickness (Special rapid-fire training and techniques such as
http://en.wikipedia.org/wiki/Mozambique_Drill), Intrusion - Analyze Weakness (determining exploitable holes in security), and Subterfuge - Autonomy (using understanding of manipulation provide partial immunity to the machinations of others).
5) Pick a color for your character, preferably one not in use by other players. Color code all your spoken interaction with that color. Italics for thought statements, with or without color as you prefer.
Comstock - Aqua
Dr. Zero - Purple
Flare - Red
Gale - Blue
Gravitas - Dark Green
Impetus - Green
Phantasm - Brown
Solitaire - Pink
Suzukaze - Purple
Hell Kraken - Red
El Dragon - Orange
Serenade - Rose
Operator - Coral
Daphne Ward -Sea Green
Operations/NPCs - Yellow Did I forget anything?
This message was last edited by the GM at 22:53, Tue 03 Sept 2013.