The Codex [House Rules]   Posted by The Inquisition.Group: 0
The Inquisition
 GM, 67 posts
Tue 23 Feb 2010
at 14:16
House Rules
1. Character Generation/Careers
 1.1...
 1.2...
2. Skills, Talents, Traits.
 2.1 Skills
 2.2 Talents
 2.3 Traits
3. Combat
 3.1 Melee
 3.2 Shooting
 3.3 Environment
 3.4 Injuries
4. Psykic Powers
 4.1 ..
5. Experience and Training
 5.1 Gaining Experience
 5.2 Spending Experience

This message was last edited by the GM at 15:54, Sun 28 July 2013.

The Inquisition
 GM, 68 posts
Tue 23 Feb 2010
at 14:18
1. Character Generation/Careers
1.1 Character Generation

1.1.1 New Backgrounds


1.2..

This message was last edited by the GM at 15:35, Sun 27 Oct 2013.

The Inquisition
 GM, 69 posts
Tue 23 Feb 2010
at 14:19
2. Skills, Talents, Traits.
2.1 Skills

Scholastic Lore (Human Anatomy )
In-depth knowledge of the human anatomy and known illnesses. It also encompasses how the body died and what was used to kill it.

Scholastic Lore (Pharmacology)
In-depth knowledge of drugs, their composition, and interaction with various organisms.

Scholastic Lore (Reconnaissance)
In-depth knowledge on how to perform reconnaissance, collect data, and tactics on operating behind enemy lines.

Scholastic Lore (Sensors)
An understanding of sensors and how to understand their readings.

Scholastic Lore (Spearhead Assaults)
In-depth tactical and strategic knowledge on performing spearhead assaults. The skill also covers logistics and other support for operations

Tech-Use (Communications Gear)
This is a specialized form of Tech-Use, in that it only grants the ability to repair Communications Gear. It also allows for a character with the skill to build replacement communicators. Furthermore, the skill allows the character to understand how communications gear work.

Tech-Use (Sensors)
This is a specialized form of Tech-Use, in that it only grants the ability to repair Sensors. It also allows for a character with the skill to build replacement sensors. Furthermore, the skill allows the character to understand how Sensors work.



2.2 Talents

Resistance: Low Oxygen
You gain a +10 bonus when making a test to resist the effects of Low Oxygen.

Resistance: Radiation
You gain a +10 bonus when making a test to resist the effects of Radiation.



2.3 Traits

This message had punctuation tweaked by the GM at 15:33, Sun 27 Oct 2013.

The Inquisition
 GM, 71 posts
Tue 23 Feb 2010
at 14:27
3. Combat
3.1 Melee


3.2 Shooting

Brace Heavy Weapon (Half Action)

Heavy weapons must be braced before they can be fired accurately. Bracing a heavy weapon can involve using a bipod or tripod, propping the weapon up on a windowsill or sandbags, or simply assuming a wide stance or kneeling. When a heavy weapon is fired without being braced, the attacker suffers a -30 to his BS test (in addition to other penalties). Once this action is made, the weapon is braced, and remains braced until it is moved. Once a heavy weapon has been braced, the firer cannot move without losing the benefits of bracing.

However, the user can still traverse his weapon 45 degrees or sometimes more depending on the type of bracing. For example, a weapon braced in the notch of a broken wall would have a limited traverse, while a weapon with a full tripod could potentially traverse up to 180 degrees. Note that a character can leave a braced weapon behind, assuming that the character was bracing the weapon against something other than himself - the weapon will only cease being braced once the weapon has been moved from its current location.

Full Auto Burst (Full Action)

Semi-Auto Burst (Full Action)





3.3 Environment


3.4 Injuries

This message was last edited by the GM at 15:33, Sun 27 Oct 2013.

The Inquisition
 GM, 72 posts
Tue 23 Feb 2010
at 14:28
4. Psykic Powers
4.1

This message was last edited by the GM at 15:34, Sun 27 Oct 2013.

The Inquisition
 GM, 73 posts
Tue 23 Feb 2010
at 14:29
5. Experience and Training
5.1 Gaining Experience

At the end of each scenario, make a quick count of the number of experience points earned by each character involved. A character earns a point for each of the following:

Surviving the scenario
Achieving a scenario objective
Using a psychic power
Firing a ranged weapon
Fighting a round of close combat
Wounding an enemy
GM's discretion (e.g, for a particularly brave act)


Except for the GM's discretion, a character can only earn one experience point from each category per scenario for example, if a character wounds more than one enemy, the character does not get one point for each enemy wounded.



5.2 Spending Experience

At the end of any scenario a player can spend the accumulated points on the following for the character (or save them up for later):

Benefit                        Cost
Increase a characteristic (<50)  1pt per D6
Increase a characteristic (50>)    1pt per D3
Learn a new skill or talent            3pts
Learn a psychic power - existing discipline (psykers only) 3pts
Learn a psychic power - new discipline (psykers only) 5pts

This message was last edited by the GM at 15:35, Sun 27 Oct 2013.