Post by sawg138 on May 21, 2006 22:23:05 GMT -5
House rules for my game. Many are taken from Ed3's house rules, but many are mine.
Changing OCC's
All skills, powers, abilities of the old OCC are frozen. They will remain so UNLESS selected again with skills from the new OCC. Skills from the new OCC are limited to OCC and OCC related only. The OCC skills begin upon the new OCC without the OCC bonuses. Upon achieving 0 XP OCC skill bonuses are applied and OCC Related skills are selected as normal. The new OCC is reduced to negative XP equal to the amount required for 2nd level. Skills selected to unfreeze old OCC skills are NOT unfrozen until the new occ level surpasses the old. HP does not increase until the same event occurs. You need to be 3rd level or higher to change OCC, and you can't change to an OCC you don't meet the requirements for (so you can't become a chiang ku tattoo master unless you are already a chiang ku, and you can't become a mind melter unless you are already a master psi. and so on).
Spellcasting and Psionics
Spellcasting requires a melee action and the PPE unless it is a ritual. Psionics will be given the same leeway by and large. This makes powers like Psi-Sword much more useful.
Questioning the GM
Do not ask the GM for information you missed during the game. If you arrive late or had to leave early the previous session, don't bug me during a session for the things you missed. There are usually between 6-9 players in my game, most of whom would be perfectly happy to explain everything you missed in much greater detail then I have time to do while I am running the game, so ask one of them. Generally speaking I don't have enough time while GMing to also recap an hour or more of missed game. If you want to bug me for what you missed during the week and are lucky enough to catch me online to do so, that's great, but not during the game.
Timeliness
The Game will start on time. I have decided that it is unfair to those players who are responsible and punctual to have to wait for the players who for whatever reason are unable to show up on time for the games. Therefore from now on, all of my games will start promptly at the appointed time or as quickly thereafter as there is at least one player present. The game time is every Wednesday at 7:00 PM EST for those who are confused.
Absences
Absence without notification may result in loss of your place in the game. If a player does not show up for any games for a month or longer without sending me some kind of notification as to why they are not there, or at least that they will be back soon and still want to play, then I will have to assume that they have left the game and are not coming back. If players I thought had left do return before I have given their spot to someone else they can just jump right in, however if the spot is filled they are out of luck. So notify me if you intend to come back, and tell me about how long you expect to be gone.
Damage Capacity
Human sized and scaled things are SDC. Power Armor has its MDC multiplied by two for MDC and by three for damages. Human MDC weapons will be SDC and in many cases have their damage dice increased. Remaining MDC weapons will do double. The general guideline is human scaled weapons do double dice in SDC.
Magic and psionics will use the HU2 versions where applicable and have a 1:1 conversion where no SDC rules for the spell are available. Anyone getting froggy enough to face a SAMAS without a PA of their own will see the magic a SAMAS can cast. This spell is Transmute to Red Mist. Human armor will receive an AR as per CB1 rules and have the MDC doubled and turned to SDC.
Rail Guns
Rail guns typically fire single shot now. Heavier vehicle mounted ones will be able to do more.
Psi-Stalkers
Are able to feed on ISP, getting 1/4th of what they consume in usable PPE. They will find ISP distasteful compared to PPE but will be able to do it. They also appear as per RMB, in other words, they are not automatically Powder with fangs and eye-liner.
Money
Most states will issue their own currency, though some will use neighboring states’ currency and some will have none at all, instead relying on barter. This is a world emerging from an apocalypse, credits do not exist. More advanced states may have banks that will issue credit, but high interest rates are typical. States with industrial powers such as MI, the CS, and similar may utilize electronic currency within their territory, but this likely will not be any good elsewhere. Paper money, precious metals as coin, and barter are the rule of the day.
Terminology
There is a difference between game mechanics language and setting vernacular. ISP, PPE, Armor Rating, and anything else applying strictly to game mechanics should remain there, and not be on the lips of the PC’s. After all, IRL we talk about similar terms in much less specific terms. The PC’s should be no different.
Themes and Language
This is not a kids game, there will be all sorts of adult themes and language. If you are either not mature or easily offended, this game is not for you. Look elsewhere for a game that is for you.
Martial Arts
Martial arts from N&SS and MC do recieve the two attacks for living, but still cost six skills above HtH Martial Arts. Any martial art not from those two will use the Keseru Kennobi Project to conform to N&SS standards. Also note that as a Rifts game set in Mexico, any martial art will need to be discussed with me beforehand.
Firearms
The Rule that Shall Not be Named is unused in my game. Yes, no -10 penalty to dodge at range.
Combat
Combat will be handled by GM Guide and back. Don't use RUE rules for it.
Chi and the Supernatural
Lesser Supernatural creatures Chi=PEx3
Supernatural with base PPE 200+ Chi=PEx5 (Demi-Gods fall here regardless of PPE)
Supernatural with base PPE 1001+ Chi=PEx10 (godlings fall here regardless of base PPE)
Gods Chi=PEx100
Horror Factor
ME bonuses count for HF saves.
Learning Spells
Two days per level of the spell.
Spell Costs
1st - 5,000
2nd - 10,000
3rd - 20,000
4th - 30,000
5th - 50,000
6th - 70,000
7th - 90,000
8th - 120,000
9th - 160,000
10th -200,000
11th -250,000
12th -300,000
13th -350,000
14th -400,000
15th -450,000
Legend - 700,000
+10% for offensive
+20% for metamorph/summoning
+30% for specialized spells available to common spell casters(mystic bulwarks, fulmination, shadow ect)
+40% for specialized spells that are class specific spells (where applicable. Necromancy being the obvious, cloud magic as well)
Changing OCC's
All skills, powers, abilities of the old OCC are frozen. They will remain so UNLESS selected again with skills from the new OCC. Skills from the new OCC are limited to OCC and OCC related only. The OCC skills begin upon the new OCC without the OCC bonuses. Upon achieving 0 XP OCC skill bonuses are applied and OCC Related skills are selected as normal. The new OCC is reduced to negative XP equal to the amount required for 2nd level. Skills selected to unfreeze old OCC skills are NOT unfrozen until the new occ level surpasses the old. HP does not increase until the same event occurs. You need to be 3rd level or higher to change OCC, and you can't change to an OCC you don't meet the requirements for (so you can't become a chiang ku tattoo master unless you are already a chiang ku, and you can't become a mind melter unless you are already a master psi. and so on).
Spellcasting and Psionics
Spellcasting requires a melee action and the PPE unless it is a ritual. Psionics will be given the same leeway by and large. This makes powers like Psi-Sword much more useful.
Questioning the GM
Do not ask the GM for information you missed during the game. If you arrive late or had to leave early the previous session, don't bug me during a session for the things you missed. There are usually between 6-9 players in my game, most of whom would be perfectly happy to explain everything you missed in much greater detail then I have time to do while I am running the game, so ask one of them. Generally speaking I don't have enough time while GMing to also recap an hour or more of missed game. If you want to bug me for what you missed during the week and are lucky enough to catch me online to do so, that's great, but not during the game.
Timeliness
The Game will start on time. I have decided that it is unfair to those players who are responsible and punctual to have to wait for the players who for whatever reason are unable to show up on time for the games. Therefore from now on, all of my games will start promptly at the appointed time or as quickly thereafter as there is at least one player present. The game time is every Wednesday at 7:00 PM EST for those who are confused.
Absences
Absence without notification may result in loss of your place in the game. If a player does not show up for any games for a month or longer without sending me some kind of notification as to why they are not there, or at least that they will be back soon and still want to play, then I will have to assume that they have left the game and are not coming back. If players I thought had left do return before I have given their spot to someone else they can just jump right in, however if the spot is filled they are out of luck. So notify me if you intend to come back, and tell me about how long you expect to be gone.
Damage Capacity
Human sized and scaled things are SDC. Power Armor has its MDC multiplied by two for MDC and by three for damages. Human MDC weapons will be SDC and in many cases have their damage dice increased. Remaining MDC weapons will do double. The general guideline is human scaled weapons do double dice in SDC.
Magic and psionics will use the HU2 versions where applicable and have a 1:1 conversion where no SDC rules for the spell are available. Anyone getting froggy enough to face a SAMAS without a PA of their own will see the magic a SAMAS can cast. This spell is Transmute to Red Mist. Human armor will receive an AR as per CB1 rules and have the MDC doubled and turned to SDC.
Rail Guns
Rail guns typically fire single shot now. Heavier vehicle mounted ones will be able to do more.
Psi-Stalkers
Are able to feed on ISP, getting 1/4th of what they consume in usable PPE. They will find ISP distasteful compared to PPE but will be able to do it. They also appear as per RMB, in other words, they are not automatically Powder with fangs and eye-liner.
Money
Most states will issue their own currency, though some will use neighboring states’ currency and some will have none at all, instead relying on barter. This is a world emerging from an apocalypse, credits do not exist. More advanced states may have banks that will issue credit, but high interest rates are typical. States with industrial powers such as MI, the CS, and similar may utilize electronic currency within their territory, but this likely will not be any good elsewhere. Paper money, precious metals as coin, and barter are the rule of the day.
Terminology
There is a difference between game mechanics language and setting vernacular. ISP, PPE, Armor Rating, and anything else applying strictly to game mechanics should remain there, and not be on the lips of the PC’s. After all, IRL we talk about similar terms in much less specific terms. The PC’s should be no different.
Themes and Language
This is not a kids game, there will be all sorts of adult themes and language. If you are either not mature or easily offended, this game is not for you. Look elsewhere for a game that is for you.
Martial Arts
Martial arts from N&SS and MC do recieve the two attacks for living, but still cost six skills above HtH Martial Arts. Any martial art not from those two will use the Keseru Kennobi Project to conform to N&SS standards. Also note that as a Rifts game set in Mexico, any martial art will need to be discussed with me beforehand.
Firearms
The Rule that Shall Not be Named is unused in my game. Yes, no -10 penalty to dodge at range.
Combat
Combat will be handled by GM Guide and back. Don't use RUE rules for it.
Chi and the Supernatural
Lesser Supernatural creatures Chi=PEx3
Supernatural with base PPE 200+ Chi=PEx5 (Demi-Gods fall here regardless of PPE)
Supernatural with base PPE 1001+ Chi=PEx10 (godlings fall here regardless of base PPE)
Gods Chi=PEx100
Horror Factor
ME bonuses count for HF saves.
Learning Spells
Two days per level of the spell.
Spell Costs
1st - 5,000
2nd - 10,000
3rd - 20,000
4th - 30,000
5th - 50,000
6th - 70,000
7th - 90,000
8th - 120,000
9th - 160,000
10th -200,000
11th -250,000
12th -300,000
13th -350,000
14th -400,000
15th -450,000
Legend - 700,000
+10% for offensive
+20% for metamorph/summoning
+30% for specialized spells available to common spell casters(mystic bulwarks, fulmination, shadow ect)
+40% for specialized spells that are class specific spells (where applicable. Necromancy being the obvious, cloud magic as well)