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HackMasterHouseRules

1. The training rules have been eliminated. When you acquire enough EP to level, you do so. each time you level, roll an honor die for each skill you possess and increase the skill by that much. You must still seek training to acquire new skills and you may increase old skills by acquiring training.

2. The character can, through training, convert gold to EP, at a rate of 1 Gp per Level per EP. So 1 EP costs a 2nd level PC 2 GP, 3 GP for a 3rd level PC, etc etc. I have not worked out the time issues yet, for instance how long would it take for a 3rd Level character spending 3000 GP to get 1000 EP to train ?

3. A character may change targets during combat, but the old target must be dead and the new target must be within 10 feet of the character. Samurai's may change targets even if the old opponent is still alive and fighting and may attack opponents further away by taking a +1 penalty to initiative for each 10 feet he has to travel to engage the opponent.

4. Coins are about the size of dimes and weigh 1/100th of a pound.

5. Spell components are easily available as pre made pouches. Unless the spell states it requires a more expensive component, these pre made pouches cost 10 CP and weigh 1/10th of a pound.

6. If firing a missile weapon into melee, if the character hits, he hit his intended target, if he misses, he rolls again, if he hits, he completely misses everyone, if he misses, he hits a random target.

7. 1 Segment = 1 Second, 1 Round = 10 Seconds, 1 Turn = 60 Seconds. When rolling for intiative you are determining what segment your action takes place within the Round.

8. The damage cap rule has been eliminated.

9. Applying First Aid to a character requires 30 minutes and a skill roll. If the roll is successful, the character receiving First Aid will be healed 1d4 Hit Points. If the roll is failed, no Hit Points are returned, but the character will stop bleeding. Additionally, first aid kits can be purchased for 10 GP, if a character with a First Aid skill also has a First Aid Kit, a successful skill roll will restore 2d4 Hit Points.

10. Character Generation rules: Attributes are rolled using the standard 3d6, however, players are allowed to assign the rolls to attributes as they please. Beginning characters attributes are capped at 18 plus Racial Bonus. Quirks and Flaws must be cherry picked.

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Page last modified on November 13, 2008, at 04:50 PM