House Rules.   Posted by Dragondog.Group: 0
Dragondog
 GM, 1 post
Tue 11 Jan 2022
at 17:30
House Rules
Attributes
Based on GURPS Power-Ups 9: Alternate Attributes, I'm testing a change from four attributes to eight.

There may be errors. If you want an advantage or a disadvantage that requires an attribute roll, it may be prudent to double-check with me which attribute you need to roll against.

I have tried to make the following lists as comprehensive as possible. That means that some advantages, disadvantages, or skills listed below may not be available in the setting or to these characters in specific.

Strength (ST): ST remains unchanged. Damage, Basic Lift, Hit Points (HP), are still derived normally from ST.

Dexterity (DX): Basic Speed and athletics and transportation-related skills have been removed, basically leaving the combat and sneaky skills, so that it costs 10 points per level now. Only combat-related DX rolls are still rolled against DX.

The following skills are based on DX: Axe/Mace, Beam Weapons, Blowpipe, Bolas, Bow, Boxing, Brawling, Broadsword, Cloak, Combat Art or Sport, Crossbow, Dropping, Escape, Filch, Flail, Force Sword, Force Whip, Forced Entry, Garrote, Gunner, Guns, Innate Attack, Jitte/Sai, Judo, Karate, Knife, Kusari, Lance, Lasso, Liquid Projector, Main-Gauche, Monowire Whip, Net, Pickpocket, Polearm, Rapier, Saber, Shield, Shortsword, Sleight of Hand, Sling, Smallsword, Spear, Spear Thrower, Staff, Stage Combat, Stealth, Sumo Wrestling, Throwing, Thrown Weapon, Tonfa, Two-Handed Axe/Mace, Two-Handed Flail, Two-Handed Sword, Whip, and Wrestling.

Health (HT): HT still costs 10 points per level. Fatigue Points (FP) and Basic Speed are still derived normally from HT. HT is used to resist Afflictions, acid in the eyes, crippling, disease, harsh environments, knockdown, locks and chokes in close combat, poison, and attacks modified with Side Effect. Rolls to avoid bleeding, death, stun, unconsciousness, and accidental injuries. And rolls for aging, endurance, and recovery.

The following skills are based on HT: Flight, Hiking, Lifting, Running, Singing, Skating, Skiing, Swimming.

The following advantages are generally based on HT: Fit and Very Fit.

The following disadvantages are generally based on HT: Addiction (if physiological), Alcoholism, Bad Back, Cold-Blooded, Combat Paralysis, Epilepsy, Fragile, Insomniac, Light Sleeper, Motion Sickness, Revulsion, Susceptible, Timesickness, and Unfit.

Intelligence (IQ): The cost of IQ has been changed to 10 points per level, as neither Will nor Per is connected to it any longer. Some skills have been reassigned. Magical powers are based on IQ. All IQ rolls except those related to non-magical supernatural powers are still rolled against IQ.

The following advantages are generally based on IQ: Clairsentience, Common Sense, Discriminatory Hearing, Discriminatory Smell, Eidetic Memory, Healing, Jumper, Mimicry, Oracle (interpretation), Visualization, and Warp.

Awareness (AW): Awareness subsumes both Will and Perception into one new attribute. It starts at 10 and costs 10 points per level. Chi powers are based on AW (instead of IQ). AW is used to resist fear, mental powers, chi powers, AW-based skills, and some mundane skills, such as Brainwashing and Hypnotism. Sense rolls, rolls for most sorts of extra effort, and rolls to avoid distraction or dirty tricks are also based on AW. All Per rolls, except those related to non-chi supernatural powers are rolled against AW.

The following skills are based on AW (instead of their normal attributes or component secondary characteristics): Autohypnosis, Blind Fighting, Body Control, Body Language, Breaking Blow, Breath Control, Dreaming, Fishing, Flying Leap, Hypnotic Hands§, Immovable Stance*, Invisibility Art, Kiai, Light Walk*, Lip Reading, Lizard Climb§, Mental Strength, Observation, Parry Missile Weapons*, Power Blow, Precognitive Parry§, Pressure Points, Pressure Secrets, Push*, Scrounging, Search, Sensitivity§, Survival, Throwing Art*, Tracking, Urban Survival, and Zen Archery.

The following advantages and perks are generally based on AW: Autotrance, Combat Reflexes, Danger Sense, Deep Sleeper, Detect, Intuition, Metabolism Control, Oracle (detection), Precognition, Scanning Sense, Snatcher, and any attacks enhanced with Malediction.

The following disadvantages are generally based on AW: Absent-Mindedness, Addiction (if psychological), Alcoholism (avoid partaking), Berserk, Guilt Complex, and Manic-Depressive.

Coordination (CO): Coordination is a new attribute covering the athletics and transportation portions of DX. And Basic Speed is now based on CO (instead of DX). It starts at 10 and costs 10 points per level. Most DX rolls are rolled vs. CO.

The following skills are based on CO: Acrobatics, Aerobatics, Aquabatics, Battlesuit, Bicycling, Boating, Body Sense, Climbing, Dancing, Diving Suit, Environment Suit, Erotic Art, Fast-Draw, Fire Eating, Free Fall, Jumping, Knot-Tying, Leatherworking, Mount, NBC Suit, Parachuting, Piloting, Riding, Sewing, Sports, Submarine, Typing, and Vacc Suit.

The following advantages are generally based on CO: Clinging (to touch).

Faith (FI): Faith is a new attribute covering the spiritual aspects of character interaction. It starts at 10 and costs 10 points per level. Each level gives Ī1 to reactions from non-god-tier divine beings (e.g. -1 at FI 9 and +4 at FI 14). Evil divine beings react negatively to you even if your reaction modifier is positive. Good divine beings do the same for Evil NPCs. Divine powers are based on FI (instead of their normal attributes).

If you behave in a manner consistent with your god/goddess, you may take a Concentrate maneuver to actively assert your faith by wielding a Holy Symbol representing said deity. Make a Quick Contest of FI vs. AW and if you win, the evil supernatural creature opposing you canít move closer than yards equal to your margin of victory. If you tie or lose, it cannot approach closer than 1 yard. This effect persists for as long as you concentrate and for 1d seconds after you stop.

The following skills are based on FI (instead of their normal attributes): Esoteric Medicine, Exorcism, Meditation, Religious Ritual, and Theology. Religious specialties of Ritual Magic and Symbol Drawing are also based on Faith.

The following advantages are generally based on FI: Blessed, Channeling, Possession, and Racial Memory.

Presence (PR): Presence is a new attribute covering the social aspects of character interaction. It starts at 10 and costs 10 points per level. Each level modifies general reactions by Ī1 per level (e.g. -2 at PR 8 and +3 at PR 13). Psionic powers are based on PR (instead of IQ). When rolling a Quick Contest for Influence skills, you roll vs. PR (instead of Will).

The following skills are based on PR (instead of their normal attributes): Acting, Administration, Captivate, Carousing, Criminology, Detect Lies, Diplomacy, Enthrallment, Fast-Talk, Fortune Telling, Gambling, Gesture, Hypnotism, Interrogation, Intimidation, Leadership, Merchant, Mind Block, Panhandling, Performance, Persuade, Politics, Propaganda, Psychology, Public Speaking, Savoir-Faire, Sex Appeal, Sociology, Streetwise, Suggest, Sway Emotions, and Teaching.

The following advantages are generally based on PR: Animal Empathy, Empathy, Mind Control, Mind Probe, Mind Reading, Neutralize, Plant Empathy, Psychometry, Spirit Empathy, and Telecommunication.

Will: Will has been subsumed into AW and no longer exists as a separate trait.

Per: Per has been subsumed into AW and no longer exists as a separate trait.

Basic Speed: Basic Speed is now calculated from (HT + CO)/4.

This message was last edited by the GM at 04:48, Mon 18 Apr 2022.

Dragondog
 GM, 2 posts
Tue 11 Jan 2022
at 17:33
House Rules
Setting Specific

Racial Templates: The available racial templates will be listed below. There are varieties of humans, elves, felines, dragonkin, and ogres. Other than standard human, the elves are the most common race in Remulus. Followed by felines, dragonkin, ogres, and variant humans in that order. Player characters can belong to any of these races or be of mixed ancestry.

Magic System: The standard Magic system from GURPS is NOT in use in this game! Instead of the skill based standard system, we are using advantage based magic, such as Divine Favor and Sorcery. Your characters cannot enchant magic items. And magic items will work as I say that they work and cost what I say they will cost. Some magic items may be exactly by the book, but others may not.

Tech Level: The Tech Level (TL) of this game is Fantasy. Which isnít a standard GURPS TL, but if you expect to find it in a fantasy story, you can expect to find it here. Having said that, some fantasy stories include more than others. E.g. some include black powder or other technological explosives; this is not that fantasy story.

How to Dress in Town: Most heroes are prudent enough to wear armor in the field, but wearing armor in town is asking for trouble. Unless you have a job that requires you to wear armor in town. Wearing any armor in town gives you -1 penalty to reactions. If the armor is made of metal or your face is covered, that becomes -2. And if both of those are true, the penalty becomes -4.

This message was last edited by the GM at 20:48, Wed 12 Jan 2022.

Dragondog
 GM, 3 posts
Tue 11 Jan 2022
at 17:57
House Rules
Basics

Extra Points: The detail of your character background may give you up to 10 additional character points.

Character Creation Limits: The following limits are in place at character creation: ST lower than 21, HT lower than 20, DX, CO, and FI lower than 19, IQ and AW lower than 17, and PR lower than 16. You can have more than one Talent, but they cannot affect the same skills. If a Talent has more than 4 levels, you can have 5. Advantages such as Empathy donít count as Talents. You must have less than 4 levels of Enhanced Defense and less than 6 levels of Rank. Skills are lower than 19.

After Character Creation: Generally speaking, allowed traits that by default only are available at character creation will be available for purchase during play. If you have unspent character points from character creation, you need to spend them and go down to 0 unspent character points before you spend points to increase traits beyond character creation limits.

Spending Awarded Character Points: Inform me what you intend to spend your character points on during play before you add them to your character sheet. In many cases thatís just so that I am updated on your character sheet. But in some cases there may be a discount or the trait may not be available.

Create: Instead of paying character points to create permanent items with this advantage, you can use the Extended Duration, Permanent, modifier on GM approved items.

Wealth: You do not need to buy any gear before the start of the game, but Wealth will still be useful in the long game. When selling non-coin/gem loot, a Dead Broke seller gets 0% of its value, Poor gets 10%, Struggling gets 20%, Average gets 40%, Comfortable gets 60%, Wealthy gets 80%, and Very Wealthy gets 100%. Skills can modify this outcome.

Power Modifiers: The following power modifiers are available in this game: Chi, Divine, Magical, and Psionic. Each of them works differently and provides different powers. There are no Power Talents.

Chi (-10%): Your power comes from your life force. You need the Disciplines of Faith (Chi Rituals) [-10] disadvantage. If you fail to do as directed by that disadvantage, you must spend a day rebalancing your chi. If you even once use your powers before your chi has returned to balance, your powers will immediately burn out and they cannot be used for 1d days. During that time, you feel ill. The GM should choose one of the following afflictions from Irritating Conditions (p. B428): Coughing/Sneezing, Drowsy, Nauseated, or Pain to represent how you feel.

Divine: A deity grants you your powers. The Divine power modifier can have other values than the standard -10%. Instead of counting just -10 points of disadvantages, you can use all of your disadvantages required by your faith. Generally speaking, two clerics/druids do not have to use the same disadvantages, even if they worship the same deity. But they must be appropriate for your deity of choice. What powers a deity provides varies from deity to deity.

You must select if your deity is Patient or Direct in their dealings with you.

Patient If you transgress any listed disadvantage, your powers will be suspended. If doing so directly would endanger you, your deity would only cut you off immediately for the most egregious sins. You must offer significant penance, such as fasting for a month, completing a major quest, or similar for one month, before your powers are returned. Any such penance must be divinely approved to count.

Direct If you transgress any listed disadvantage, your powers will be immediately suspended. You only need to complete a single, divinely approved, minor quest for your powers to be returned to you.

Magical (-10%): Your powers channel ambient magical energy (mana). There are rare no-mana zones where magic doesnít work and more common low-mana zones where you have a -5 penalty. There are also a number of powers that prevent your powers from working.

Psionic (-10%): Your powers are innate capabilities of your mind. There are a large number of countermeasures, including anti-powers and various devices.

Multiplicative Modifiers: The Multiplicative Modifiers Optional Rule (Powers p. 102) is used. That means that you may have at most -80% limitations to any trait (that allows modifiers) and that this limitation is applied to the total cost of advantage + enhancements. An advantage costing 10p with +20% enhancements and -80% limitations would then cost 3p (rounded up from 2.4) instead of 4 points.

Optional Rules for Afflictions: If no one, ever, would object to the effects of an Affliction, the sign of the modifier is reversed; e.g. Affliction 3 gives a HT+2 roll instead of HT-2. If such an Affliction has Malediction, the subject can waive his right to resist.

Afflictions that inherently affect all things add SM to the resistance roll for unliving, homogenous, and diffuse targets. Suitable Afflictions that inherently donít affect all things can affect inanimate targets with the proper modifiers.

Mapping: If you want to map an area, a character must make the map in the game. That character requires ink, paper, and two free hands. He cannot hold a torch, shield, weapon, etc. And a player must make the actual map. The player doesnít have to control the character making the map in game. You can read more about this at Player-Made Maps (p. B491). If a character has Absolute Direction, no in game mapper is required, but the map then exists in that characterís mind.

Complementary Skills: Whenever it makes sense, one suitable skill can aid another. The player who wants to give aid must explain how their skill will aid the master skill. Roll against the complementary skill. The result gives a modifier to the master skill. +2 on for critical success, +1 for success, -1 for failure, and -2 for critical failure.

Group Rolls: Sometimes skilled PCs can cover for unskilled ones, such as when the whole group is stealthing together. Use the best skill level, add a bonus of how many characters have spent points on the skill, and subtract a penalty equal to the size of the group.

If combining ST to do damage, e.g. using a battering ram, use the highest ST and add 1/5 the total of the other ST scores, rounding up.

If combining ST to lift something, add together everyone's Basic Lift.

Staying Undetected: You have to explicitly state that you are being stealthy. Or that you have hidden your weapons. Otherwise, you are not. You cannot sneak with a light source.

Cost of Living: Assume it costs you half of what's listed in the Cost of Living Table for every week you spend in inns and live at your Status level. $300 for Status 0, $600 for Status 1, $1,500 for Status 2, and $6,000 for Status 3. You may live at one level below your Status without meaningful repercussions. If you live in your home, you pay the listed monthly Cost of Living for your home. If you live in the wild, you spend one-tenth of the above sum per week for travel rations. If you have a home, but are living elsewhere, you pay both costs. If you choose not to pay for your home, you are neglecting the upkeep of your home, it will become derelict, and anyone paid by your cost of living will quit.

Sleeping in Armor: Yes, you can sleep in armor without a problem.

Shock: I usually forget to apply the penalty from recently being injured, so to make it easier on everyone (mostly me in this case), we're ignoring it.

This message was last edited by the GM at 07:10, Fri 04 Nov 2022.

Dragondog
 GM, 4 posts
Tue 11 Jan 2022
at 17:59
House Rules
Travel

Exploration is important. Normal travel time for yourself, your mount, or your vehicle is used when determining how far you can travel. Based on the slowest individual in your group. You may try to travel faster.

Everyone may roll Hiking, Riding, or Skiing. Those controlling a wagon may roll Teamster. Those controlling small boats may roll Boating. Those controlling large boats may roll Seamanship. If everyone rolling succeeds, travel time is shortened by 20%. If someone rolls a critical failure, travel time is increased by 10%

If the group has a guide, that person may make a Navigation roll to reduce travel time by 10%. Area Knowledge may be used instead by those that know the area, if the area covered is small enough.

If you are passengers on a ship, accompanying a caravan, or your means of travel otherwise are controlled by others, there may be little you can do to determine how fast you go or what locations you visit before you get to your target.

There are ways of near-instant, long-distance travel. But itís expensive.

If you are traveling with fragile or delicate gear, you must make a Freight Handling roll to determine how well you packed your items.

If you are traveling with or shipping illegal gear, you have to make a Smuggling roll to determine if your stuff is found.

This message was last edited by the GM at 20:49, Wed 12 Jan 2022.

Dragondog
 GM, 5 posts
Tue 11 Jan 2022
at 18:29
House Rules
Traits from other sources than the Basic Set are generally not included in the following lists. If they are included, they are vital for some types of characters.

Required Advantages
Normally you get one language and one cultural familiarity for free. To facilitate communication and understanding in the group, you get the Imperium language and the Imperial Cultural Familiarity for free too. Which language and cultural familiarity that are your first is up to you, based on your characterís background.

Cultural Familiarity: Cultural familiarities, and where they are found, include:
Draconic: Swamp Deep.
Elven: Hothgar, Shire, Wild Wood. There are influences in Shinobi.
Fellinian: Fellinia.
Imperial: Imperium, Highland, Torrium, and Kantor. There are influences in all of Remulus.
Ming: Ming and Shinobi.
Northerner: Northland.
Sand: Dune.

Living Languages: Most adults know how to read. You need a good backstory reason if you canít. Major languages include: Draconic, Elven, Fellinian, High Elven, Highish, Imperium, Kantorian, Low Elven, Mingese, Northish, Sand, Shinobi Elven, Torrish, and Wood Elven.

The following list shows the official languages in each nation. These languages are written in small caps. The other listed languages are the other important languages for the nation in question, listed in alphabetical order.

Dune: sand. Draconic, Imperium, and Northish.
Fellinia: fellinian and imperium. Mingese.
Highland: highish and imperium. Northish.
Hothgar: elven. High Elven.
Imperium: imperium.
Kantor: imperium and kantorian. Highish and Northish.
Ming: imperium and mingese.
Northland: imperium and northish.
Shinobi: imperium and shinobi elven. Mingese and Northish.
Shire: elven. Low Elven.
Swamp Deep: draconic and imperium.
Torrium: imperium and torrish. Highish.
Wild Wood: elven. Wood Elven.

Desirable Advantages
Consider spending a portion of your points on Desirable Advantages. Some of the listed traits may be natural while others may be supernatural depending on your race. If your race doesnít provide an exotic or supernatural trait, it is provided by some supernatural power of yours.

They are: Acute Senses, Administrative Rank, Alcohol Tolerance, Animal Empathy, Appearance, Blessed, Breath-Holding, Catfall, Chi, Clerical Investment, Clinging, Combat Reflexes, Danger Sense, Dark Vision, Divine Favor, Sensitivity or Empathy, Enhanced Defense, Extra Attack, Fearlessness or Unfazeable, Fit or Very Fit, Flexibility or Double-Jointed, Healing, High Manual Dexterity, High Pain Threshold, Intuition, Language Talent, Languages, Legal Enforcement Powers, Luck, Magery, Military Rank, Night Vision, Outdoorsman, Perfect Balance, Police Rank, Rapid Healing or Very Rapid Healing, Recovery, Religious Rank, Serendipity, Social Chameleon, Sorcery, Speak with Animals, Spirit Empathy, Status, Temperature Tolerance, Trained by a Master, True Faith, Voice, Wealth, Weapon Master.


Restricted Advantages
Restricted Advantages are those that are not available to the heroes at character creation.

They are: Allies, Alternate Form, Alternate Identity, Contact Group, Contacts, Dominance, Duplication, Enhanced Defense 4+, Favor, Gadgeteer, G-Experience, Indomitable, Insubstantiality, Jumper, Mind Control, Mind Probe, Morph, Neutralize, Patrons, Permeation, Possession, Precognition, Psychometry, Puppet, Rank 6+, Regeneration, Serendipity, Shadow Form, Status 5+, Super Luck, Supernatural Durability, Unfazeable, Unkillable, Vampiric Bite, Warp, and Wealth (Multimillionaire).

Forbidden Advantages
Forbidden Advantages are those that are not available at all to the heroes in this campaign.

They are: Chronolocation, Cybernetics, Digital Mind, Gunslinger, High TL, Illuminated, Mana Damper, Mana Enhancer, Psi Static, Rapier Wit, Snatcher, Temporal Inertia, and Zeroed.

This message was last edited by the GM at 16:37, Tue 01 Feb 2022.

Dragondog
 GM, 8 posts
Tue 11 Jan 2022
at 19:09
House Rules
New or Altered Advantages

Alcohol Tolerance: You can now spend 1 or 3 points on this trait. If you spend 1 point, it works as normal. And if you spend 3 points, you are immune to the effects of alcohol.

Banish: Affliction 1 (Accessibility, Only on Extraplanar Creatures, -30%; Based on AW, +20%; Extended Duration, Permanent, +150%; Incapacitation, Paralysis, Variant, +150%; Magic, -10%; Malediction 2, +150%) [34.2/level]. Those who use Divine magic, may get a lower cost if their powers are based on a stricter code.

An extraplanar creature can be banished from the current plane with a Quick Contest of AW with range penalties from the Size and Speed/Range table. If successful, the banished creature cannot return, unless summoned or a month has passed. Summoning a banished creature before its time, has a -3 penalty.

Charisma: The Charisma advantage has been removed.

Chi: Chi is a new advantage. It allows you to learn non-racial chi powers. And you can sense people, places, and things unusually imbued with chi. It costs 5 points.

Chi Talent: The Chi Talent advantage has been removed.

Close to Heaven: The Close to Heaven advantage has been removed.

Create Food/Drink: You can create food and drink. Create Food/Drink (Extended Duration, Permanent, +150%; Limited Use, 3/day, -20%; Reduced Fatigue Cost 2, +40%; Takes Extra Time 1, -10%) costs 11.6 - 34.8 points per level depending on your Divine modifier. 1 level provides 5 meals per casting. 2 levels provide 20 meals per casting. And 3 levels provide 45 meals per casting. At character creation, you may only have level 1.

Create Visible Light: You can create a light source next to you that eliminates all darkness penalties in a 10-yard radius. Ranged allows you to make it appear anywhere within 100 yards. And Mobile allows it to move with a Concentration maneuver. Divine versions may have a lower cost.

* Create Visible Light 1 (Accessibility, Limited to lighting a 10-yard radius for one minute, -40%; Magical, -10%; Reduced Fatigue Cost 2, +40%) [7].
* Ranged +40% [+2].
* Mobile +40% [+2] allows it to move 1 yard per second per level.

Destiny: Destiny now gives you 1, 2, or 3 Destiny Points for 5-, 10-, or 15-points respectively.

Enhanced Dodge: A new version.
Dive for Cover gives you an extra +1 to Dodge when you dive for cover (p. B377). 5 points per level.

Forceful Chi: The Forceful Chi advantage has been removed.

Healing: Repeated healing of the same person does not incur the penalties for repeated healing. So a healer can heal the same person multiple times without it becoming more difficult to heal them.

Higher Purpose: A few new versions.
Acquire Knowledge Adds +1 to any roll to study new creatures, negotiate with keepers of forbidden lore, and discover/acquire/protect any book/CD/etc. with unique information.
Defend the Faith Adds +1 to any roll to protect sacred ground (for your faith), defend a member of your congregation, and recover a holy artifact that rightly belongs to your religious group.
Deliver the Package Adds +1 to all success rolls to ferry an important cargo or passenger: traveling skills, Dodge rolls, Mechanic rolls to repair breakdowns, HT rolls to remain conscious while in control of a vehicle, etc.
Hunt Specific Type of Foe Adds +1 to any roll to research, track, and slay that particular type of creature.
Medic! Adds +1 to all success rolls made to aid injured allies: Dodge and movement skill rolls to reach them in combat, HT rolls to keep conscious while you do so, medical skill rolls to patch them up, etc.

Imbue Light: You can turn an item you touch, or any item within 100 yards, into a light source that eliminates all darkness penalties in a 10-yard radius.

* Affliction 1 (HT; Advantage, Light, +70%; Accessibility, Inanimate Objects Only, -10%; Magical, -10%; Melee Attack, C/Cannot Parry, -35%) [8].
* Ranged: Remove Melee Attack [+6]

Inner Balance: The Inner Balance advantage has been removed.

Magery: Magery is no longer a leveled advantage. It costs 5 points and covers what used to be Magery 0 and allows you to learn non-racial magical powers.

Ninja Talent: The Ninja Talent advantage has been removed.

Power Investiture: The Power Investiture advantage has been removed.

Psionics: Psionics is a new advantage. It allows you to learn non-racial psionic powers. And you can sense creatures unusually imbued with psionic power. It costs 5 points.

Smooth Operator: The Smooth Operator advantage has been removed.

Strong Chi: The Strong Chi advantage has been removed.

True Faith: The True Faith advantage is required to learn non-racial divine powers. Instead of how it worked before, it now allows the GM to make a Sense roll the first time you see an item or a creature and again when you touch them/it. On a success, you intuitively know if they are divinely significant. On a roll of 3 or 4, you also know how well aligned they are with your deity and about how divinely significant they are. It costs 5 points.

This message was last edited by the GM at 21:01, Fri 29 July 2022.

Dragondog
 GM, 9 posts
Tue 11 Jan 2022
at 19:12
House Rules
Restricted Disadvantages
The heroes cannot start with any exotic or supernatural disadvantage without the GMs permission. And the GM will not give that permission without, at least, a very good backstory reason. Mundane disadvantages from the Basic Set not available at character creation will be listed below. Please ask about traits from other books.

Restricted Disadvantages: Amnesia, Blindness, Cannot Learn, Cannot Speak or Mute, Chronic Depression, Combat Paralysis, Deafness, Dependents, Duty, Epilepsy, Fanaticism, G-Intolerance, Hemophilia, Indecisive, Lame (Missing Legs, Legless, Paraplegic), Low Self-Image, Low TL, Maintenance, Manic-Depressive, Megalomania, Mundane Background, Neurological Disorder (Severe, Crippling), Non-Iconographic, Numb, Obsession, One Arm, One Hand, Pacifism (Total Nonviolence), Paranoia, Phobias (Blood, Crowds, Darkness, Dirt, Enclosed Spaces, Fire, Heights, Machinery, Magic, Monsters, Oceans, Open Spaces, Psionic Powers, Sharp Things, Strange and Unknown Things, Sun, Weapons), Quadriplegic, Restricted Diet, Sadism, Secret Identity, Sense of Duty (other than Nature), Short Attention Span, Slave Mentality, Space Sickness, Split Personality, Squeamish, Terminally Ill, Timesickness, Total Klutz.

This message was last edited by the GM at 21:03, Wed 12 Jan 2022.

Dragondog
 GM, 10 posts
Tue 11 Jan 2022
at 19:14
House Rules
New or Altered Disadvantages

Disciplines of Faith (Chi Rituals) [-10]: Each day you roll 1d for the number of hours you need to spend in exercise and meditation on that day. You may choose to spend 4 hours instead of rolling. And you must pay double for your meals and rations, which not only reflects your unusual diet, but also covers incense, ointments, etc.

Divine Curse (Monster Magnet) [-15]: Monsters near your town will eventually run into you or your friends. This is merely a coincidence, they are not after you.

Enemies (Monster of the Week; Unknown) [-15]: Monsters know who you are and they are after you.

Obsession (Rid the world of monsters) [-10*]: Your focus is killing known monsters.

Vow (Religious) [-5]: You have vowed to act according to the tenets of your religion. The exact details vary from one religion to the next. If your religion is in good standing with the god it purports to follow, you behave in a manner consistent with your god when you follow this Vow.

Vow (Philosophical) [-5]: You have vowed to act according to the tenets of your philosophy. The exact details vary from one philosophy to the next.

This message was last edited by the GM at 21:04, Wed 12 Jan 2022.

Dragondog
 GM, 11 posts
Tue 11 Jan 2022
at 19:25
House Rules
Useful Traits
A list of useful traits and some things you can use them for. This is not an exhaustive list. There are other useful traits and there are other ways of using the listed traits.

Vision: Find secret/concealed doors. Watch someone.
Hearing: Overhear conversations.

Advantages
Absolute Direction: The in-game requirements for making a map are voided.
Ally: Could find a job/quest for you.
Arm ST: Bonus on doing damage while choking someone.
Blessed: Could give you a divine vision. It can lead to a job/quest. Ask for clues.
Common Sense: A second chance to go stealth if the player has forgotten to do so.
Contact: Could find a job/quest for you.
Intuition: You know there is something important at your location.
Lifting ST: Bonus on doing damage while choking someone.
Patron: Could find/have a job/quest for you.
Precognition: Receive a vision of the future. It can lead to a job/quest.
Reputation: People know who you are. With the right reputation, someone might approach you with a job offer.
Serendipity: Automatically find a random clue, if there is one, at your location.

Disadvantages
Dependent: Could find a job/quest for you.
Duty: Has a job/quest for you.

Skills
Accounting: Find information in financial records.
Administration: Requisition gear from your place of work.
Archaeology: Find your way in tombs, tunnels, etc.
Architecture: Find your way in a building designed for habitation.
Area Knowledge: Know the people, places, and politics of your region.
Biology: Helps you find related information.
Body Language: Read anotherís body language.
Camouflage: Hide your camp from being seen. Hiding behind concealment. Get close enough to observe someone unnoticed.
Carousing: Find a job/quest through tavern talk.
Counterfeiting: Debase coins.
Cartography: Make maps. Find information in maps and blueprints.
Criminology: Deduce a clue to what criminals were doing at your crime scene.
Current Affairs: Find a job/quest someone has advertised for. Search the news for information. Locate people with specific commercial interests.
Dancing: Dance; perhaps even for money.
Diagnosis: Determine cause of death.
Esoteric Medicine: There are a number of different traditions that work just as well as Physician.
Expert Skill (Military Science): Deduce the intended use from weapons and other military gear at your location.
Filch: Steal something laying about.
Fishing: You may provide food or forage on a trip.
Forensics: Collect physical evidence with a kit or supernatural trait. Analyzing collected samples in a lab or with a supernatural trait.
Gambling: Gamble; you may even make money.
Gesture: Silent communication of simple concepts.
Hidden Lore: Helps you find related information.
Holdout: Hide stuff/weapons on your person.
Intelligence Analysis: Deduce a clue to what military or espionage activity was being done at your location.
Judo: Choke a sentry.
Lip Reading: See what others close by are saying.
Merchant: Know how to buy and sell things. Might get a better price than normal.
Mimicry: Send prearranged signals.
Musical Composition: Write music/songs; perhaps even for money.
Musical Instrument: Play a given musical instrument; perhaps even for money.
Naturalist: You may provide food or forage on a trip.
Observation: Prevent surprise if attacked while you are standing watch. Find secret/concealed doors. Notice interesting details. Spot useful clues.
Panhandling: Beg for money.
Performance: Perform on stage; perhaps even for money.
Pickpocket: Steal stuff on someoneís person.
Poetry: Write poetry; perhaps even for money.
Propaganda: Advertise for work.
Public Speaking: Give speeches; perhaps even for money.
Research: Find information in records or books.
Savoir-Faire: Find a job/quest or sponsor suitable to the specialty. Get information from your friends.
Scrounging: Find gear. Search through trash.
Search: Find that which has been deliberately concealed.
Shadowing: Tail someone in an occupied area. Hide among people. Get close enough to observe someone unnoticed.
Singing: Sing; perhaps even for money.
Smuggling: Take stolen items out of town. Hide stuff in your vehicle.
Speed-Reading: Read through texts quickly.
Stealth: Tail someone in an unoccupied area. Move unnoticed. Get close enough to observe someone unnoticed.
Streetwise: Find an illegal or otherwise unsavory job. Get gear on the black market. Get information from your friends. Persuade the Thievesí Guild to sponsor your quest.
Surgery: Complementary skill to Diagnosis when determining cause of death.
Survival: Live off the land in the terrain of your choice. You may provide food or forage on a trip.
Theology: Know your religion; which could be useful for a temporary/permanent job.
Tracking: Follow a path to your destination. Discover tracks. Discover how many were present. Discover where people went.
Traps: Make, set, find, reset, and disarm a trap. Protect your sleeping space. Find secret/concealed doors. Open secret doors.
Urban Survival: Look for money in the streets. Living like a bum. Find out where the townís trash is stored.
Wrestling: Choke a sentry. Bonus on doing damage while choking someone.
Writing: Find an academic/arcane/religious sponsor for your quest.

This message was last edited by the GM at 23:16, Thu 03 Nov 2022.

Dragondog
 GM, 89 posts
Wed 16 Feb 2022
at 16:42
House Rules
New or Altered Skills
Combat Art: Instead of having combat skills and combat art skills being two different skills, such as Karate and Karate Art, you instead have a Combat Art Perk of the same name (Karate Art) that allows you to use the Art version of the skill at the same level as the combat version of the skill.

Combat Sport: Instead of having combat skills and combat sport skills being two different skills, such as Karate and Karate Sport, you instead have a Combat Sport Perk of the same name (Karate Sport) that allows you to use the Sport version of the skill at the same level as the combat version of the skill.

Connoisseur: Instead of the specialties listed in Basic Set, we are using Art, Luxuries, and Weapons. Armoury skill can be used as Connoisseur (Weapons) for that type of gear.

Hidden Lore: You know about certain monsters or other lore. Some of these skills may overlap with other skills. And some specialties may cover more types of creatures than others and some may be more prevalent than others.

The specifics include:
* Animals: Various animals, including Giant and Dire variants.
* Constructs: Artificial creatures.
* Demons: Evil extradimensional creatures affected by True Faith that can be banished.
* Divine Servitors:  Extradimensional servants of the gods affected by True Faith that can be banished.
* Dragons: Various types of dragons.
* Elder Things: Hostile extradimensional creatures that cannot be banished nor are they affected by True Faith.
* Elementals: Extradimensional creatures from an elemental plane that can be banished.
* Faeries: Free-willed magical creatures.
* Hybrids: They share the traits of at least two different creatures. Some are affected like animals, while others are affected like people.
* Plants: Plant-based creatures affected by Plant magic.
* Shapeshifters: Creatures defined by their ability to change shape.
* Slimes: Slime-based creatures that are diffuse and immune to most Animal and Plant spells.
* Undead: Previously alive, but not dead, creatures affected by True Faith.
* Vampires: Blood sucking creatures affected by True Faith.

* Magical Items: Various magical items.
* Magical Writings: Various magical writings.

* Chi: Chi theory. Like Thaumatology, but for Chi.
* Psionics: Psionic theory. Like Thaumatology, but for Psionics.

This message was last edited by the GM at 09:59, Fri 04 Nov 2022.