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Carnelian
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Carnelian


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PostSubject: House Rules   House Rules EmptyWed Sep 30, 2020 2:47 pm

Character Creation

- You are acolytes of a Xanthite Inquisitor of the Order Malleus, if you want to be particularly 'dodgy' this is your chance with an accepting Inquisitor. See World and NPC thread for info on the Xanthites.

- Starting gear options = 2 rare, 4 scarce, any number of Average, Common, Plentiful and Abundant (that is appropriate to carry - there will be an option for stored gear back at 'HQ'). If you're bringing in an existing character please re-do your equipment (a lot would have transpired between then and now) - if the starting gear options mean your missing key gear we can discuss.

- If you're bring an existing character into the game level up to 5000xp in total. Its also fine to re-jig your existing spends.

- Everyone starts the game with 3 FP (I'm not a fan of rolling for this)

- Starting point for the campaign is a penal colony, its just the spring board (you'll not be spending much time there)

- Characters should have short, medium and long term goals for opportunities for bonus xp.



Game Rules

- Auto Success/Failure (rules amendment): A roll of 01-05 is always a success; similarly, 96-00 is always a failure, regardless of target number.

- Updated Reload/Ammo Count Mechanic (Wrath & Glory Port): We'll be using this but I may tinker a little - TBC

- Called Shot (Head) (Rules Amendment): Successful called shots to the head will extend the Righteous Fury range to 9 or 10. If a weapon already incurs RF on 9 or 10, the range will extend to 8, 9, or 10.

- Rapid Reload (Talent amendment): Rapid Reload now only applies to weapons in which the PC has training in.
- Furthermore, ANY talent that modifies combat, such as Rapid Reload, will now only benefit players as long as they have the proper weapon's training to go with it. For example, Deadeye and Sharpshooter will only negate the penalties of called shots when using weapon's systems that the PC is proficiently trained with.

- Hatred (Talent amendment):
Hatred now applies a +10 bonus to hit to both WS tests AND BS tests against the hated enemy.

- Jaded (Talent clarification): PCs with the Jaded talent will never need to test WP against Fear (1) creatures/conditions as these are listed as "mundane" on pg. 305 of the CRB. They will still have to test fear as normal against creatures/conditions with Fear (2) or higher.

- Sneak Attacking (new rule): When a successful opposed silent move test places a PC/NPC in melee range of an enemy, damage will be resolved as follows: the attacker will gain a free called shot and a free RF on a successful attack roll. Troop-level enemies will die outright, but elite/master level enemies will suffer damage as normal.  This rule can also be used against PCs. Furthermore, some troope-level enemies with unnatural toughness will not die outright at GM discretion.

- Prone (movement amendment): Aside from the standard prone conditions (-10 WS, -20 Evasion; +20 WS/BS vs prone opponent), when lying prone, PCs and NPCs will gain +10 BS when firing due to the more supportive nature of the firing position. Falling prone is a free action. Standing up again is a half action.

- Mono-edge (upgrade amendment): Weapons gaining the mono-quality no longer have a static pen 2. Instead, they add (+2) to the existing pen of the weapon.

- Leadership Aptitude (aptitude amendment):
The Leadership (useless) aptitude has been absorbed by the Social aptitude.

- Demolitions ("New" Skill; Aptitudes: Intelligence/Fieldcraft): Demolitions will no longer be covered under the Tech-Use skill. If you want to attempt demo tests, you will need to purchase it separately. Demolition covers everything from laying mines, to defusing bombs, to jerry-rigging grenades together.

Double Skills - If you gain a skill that you already have that skill is increased by one increment. For example a PC gains the dodge skill through a Role, Background etc... and then the character rolls a Divination that also gives the PC the dodge skill, in this situation the dodge skill is increased to +10.

Calculating DOS/ DOF
Once the percentile roll for the test is made, compare the outcome of the roll with the modified characteristic score. If the roll is equal to or lower than the characteristic, the character has gained one degree of success (DoS). He also gains additional degrees of success equal to the tens digit of the target value minus the tens digit of the roll. Conversely, if the roll is higher than the characteristic, the character has gained one degree of failure (DoF), and gains additional degrees of failure equal to the tens digit of the roll minus the tens digit of the target value.

Example
Target Skill Ag 47

Roll 47 = 1 DoS for rolling equal to. 4-4 = 0 additional DoS = 1 DoS
Roll 43 = 1 DoS for rolling equal or less than. 4-4 = 0 additional DoS = 1 DoS
Roll 34 = 1 DoS for rolling equal or less than. 4-3 = 1 additional DoS = 2 DoS
Roll 01 = 1 DoS for rolling equal or less than. 4-0 = 4 additional DoS = 5 DoS
Roll 48 = 1 DoF roll rolling more than. 4-4 = 0 additional DoF = 1 DoF
Roll 58 = 1 DoF roll rolling more than. 5-4 = 1 additional DoF = 2 DoF
Roll 100 = 1 DoF roll rolling more than. 10-4 = 6 additional DoF = 7 DoF



+++ Some combat rules from Black Crusade will be adopted - TBC +++


Last edited by Carnelian on Sun Oct 30, 2022 2:11 pm; edited 6 times in total
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Iron and Metal
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Iron and Metal


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PostSubject: Re: House Rules   House Rules EmptyWed Sep 30, 2020 6:29 pm

The two pieces of "gear" I am tied too is the Man-Catcher, which shouldn't be a problem, and Servitor. Servitor of course gives crunch bonuses, but he has become something of Felyx's buddy duo in the IC. I doubt Felyx would have him in a penal colony, so how do you want to handle that?

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Carnelian
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Carnelian


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PostSubject: Re: House Rules   House Rules EmptyThu Oct 01, 2020 5:46 am

You'll be quickly off the penal colony and into a place where the gear you choose now will be available to you.

I'm cool with the servitor thing - does it have stats as I can't see anything on your sheet? If its something that might be developed should it be a 'follower' (with a small xp cost) as per the follower rules in DW and BC - just an idea.
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Iron and Metal
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Iron and Metal


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PostSubject: Re: House Rules   House Rules EmptyThu Oct 01, 2020 10:43 am

Cool. Stats for Servitor are listed in the first comment under the PC sheet. DH2 CRB pg. 397

I have been assuming this would happen, but would like to confirm: will you be using the "Character Goals" House Rule as an alternative XP gain method?

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Carnelian
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Carnelian


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PostSubject: Re: House Rules   House Rules EmptyThu Oct 01, 2020 11:31 am

Yes, character goals should be a thing.

I’ll have a look at the BC rules for followers to see if they’re suitable. I imagine the cheapest tier would do as servitors have a lot of dump stats and few skills.
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Carnelian
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Carnelian


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PostSubject: Re: House Rules   House Rules EmptyThu Oct 01, 2020 4:00 pm

On the servitor, you have two choices.

1) You spend no xp. You get a basic gun servitor. If it gets destroyed you're on your own. Its up to you to engineer a replacement.

2) Spend X xp. You get a customised servitor (BC rules for creation). If it gets destroyed I'll put in opportunities for replacement or more easy repairs.
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Carnelian
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Carnelian


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PostSubject: Re: House Rules   House Rules EmptySat Oct 10, 2020 11:57 pm

Adding -

Double Skills - If you gain a skill that you already have that skill is instead increased by one increment. For example a PC gains the dodge skill through a Role, Background etc... and the character then rolls a Divination that also gives the PC the dodge skill, in this situation the dodge skill is increased to +10.
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Carnelian
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Carnelian


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PostSubject: Re: House Rules   House Rules EmptySun Oct 30, 2022 2:11 pm

Adding -

Calculating DOS/ DOF
Once the percentile roll for the test is made, compare the outcome of the roll with the modified characteristic score. If the roll is equal to or lower than the characteristic, the character has gained one degree of success (DoS). He also gains additional degrees of success equal to the tens digit of the target value minus the tens digit of the roll. Conversely, if the roll is higher than the characteristic, the character has gained one degree of failure (DoF), and gains additional degrees of failure equal to the tens digit of the roll minus the tens digit of the target value.

Example
Target Skill Ag 47
Roll 47 = 1 DoS for rolling equal to. 4-4 = 0 additional DoS = 1 DoS
Roll 43 = 1 DoS for rolling equal or less than. 4-4 = 0 additional DoS = 1 DoS
Roll 34 = 1 DoS for rolling equal or less than. 4-3 = 1 additional DoS = 2 DoS
Roll 01 = 1 DoS for rolling equal or less than. 4-0 = 4 additional DoS = 5 DoS
Roll 48 = 1 DoF roll rolling more than. 4-4 = 0 additional DoF = 1 DoF
Roll 58 = 1 DoF roll rolling more than. 5-4 = 1 additional DoF = 2 DoF
Roll 100 = 1 DoF roll rolling more than. 10-4 = 6 additional DoF = 7 DoF
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Carnelian
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Carnelian


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PostSubject: Re: House Rules   House Rules EmptySun Oct 30, 2022 2:57 pm

Proposal for reloading weapons and keeping track of ammo, pinched from the Fallout rpg.

Reloading a weapon is now assumed to happen naturally during the characters or NPCs combat action without the need to spend an action to do so. This means that you'd keep track of different ammo types without having to keep count of whats in the weapon and whats stored on your person.

For example a PC has a las-pistol with an ammo capacity of 8 and the PC buys 3 clips. You would just keep track of a pool of 24 las-pistol ammo instead of 8/8 in the weapon and the 2 other clips.

There is an exception to the above; if the PC wishes to change ammo types in the weapon then they need spend an action as per the weapons reload value. For example a las-pistol has a reload value of a half action so if the PC wishes to change ammo to a different pool type (basic las-pistol ammo to hotshot) then they spend a half action to do so.

Rapid Reload talent - we either scrap it (and give some refund if a PC has it) or say it comes into effect if you want to switch ammo types on a weapon, although that does devalue the talent.

What do people think?
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Sylphilis
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Sylphilis


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PostSubject: Re: House Rules   House Rules EmptySun Oct 30, 2022 9:10 pm

what about in the event of a jam?
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Iron and Metal
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PostSubject: Re: House Rules   House Rules EmptyFri Nov 04, 2022 8:08 am

Downtime Activities (per previous GM)
- Just for reference as per our conversations over Discord
- Found on page 15 of the previous game's OOC

Quote :
Carnelian wrote:
So downtime actions are really for learning obscure skills/talents where we need to find some kind of resource to learn the skill from right? Even though all skills/talents are technically open to all due to how aptitudes work.

Yes or learning a talent or skill without spending XP.

I imagine that peer talents, lore skills etc. that you gain during downtime do not cost you XP.

Reposting, with some annotations:

- Spend time with priests to lose corruption (1d5)

- Spend time in private meditation, praying, or another restful activity of some sort to restore sanity (1d5)

- Spend time with a specific group to gain peer talents with them

- Spend time in a library to gain a specific lore talent

- Get weapons training for certain weapon types by training at Torquemada's firing range:
Bolt
Chain
Flame
Heavy
Las
Launcher
Melta
Plasma
Power
Low-Tech
Shock
Solid Projectile

(Bobarctor had also added: 1 downtime activity per player per time between missions; additionally PCs were expected to role play these interactions sufficiently)

_________________
Lucius - The Leader; The Beast - The Ruinborn Berserker; Alexium - The Telepath;  Felyx-080 - The Researcher; Weyland - The Plague Doctor
He/Him
Reading: "Malintzin's Choices," Camilla Townsend
Post Avail: Daily over Summer
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