
House Rules
v1.14
Prone characters with Acrobatics
who make their roll by 5 may retain their
full DCV.
Acrobatic Dodge gives a +1 DCV if the skill roll is made, +2 if made by 5 or more. If the roll is failed by 5 or more the OCV and DCV are -3 each.
Paramedic takes a Turn, not a Phase to use. However, bleeding ceases on the first phase if a successful roll is made. It begins again on the next Phase if the full Turn is not completed.
Fast Draw, if rolled successfully, reduces the time to change "clips" to a half phase.
Inventor skill may be used to jury-rig foci during an adventure at the GM's option.
Eidetic Memory now costs 3 points for an 9+(INT/5) roll, or 5 points for "no roll required".
Skill levels may not be re-allocated when a character aborts to an action.
Using Darkness, Change Environment or Aid is an attack action and ends the character's phase. Using Force Wall on a target or another hex is an attack action and ends the character's phase, but using FW on yourself is considered turning on a power and may be aborted to.
Dispel clarification: You can not Dispel characteristics.
Aid now costs 10 points per die.
Characters with Telekinesis may use their ECV vs their target's DCV if the special effect is defined that way when the power is purchased. Other Ego powers may be defined this way with GM approval.
Clinging may be used in conjunction with breakfall to use that skill on a wall. These skills are rolled at -3 with an additional -1 per 2" knockback if applicable.
Damage Reduction may only be purchased vs. a specific special effect.
Special Effects should be worked out with the GM. Does your Fire Blast work underwater? Let's discuss it beforehand so no one is surprised in the middle of a combat!
Holding an action is permitted, but a held action may not precede or interrupt another action unless the held action is a heroic one or was the subject of a "trigger". This is very difficult to explain by writing it out, so ask Dave or Derek what the hell they mean.
Pushing is only allowed with GM approval, and an EGO roll may be required.
Pulling Knockback is a -1 per 3d6 of attack manuever, and does no KB.
Characters have a base Mental Defense of (EGO/5).
Critical Hits (rolling a 3 on the attack roll) or Critical failure (18 on attack rolls) will be interpreted by the GM. The effect will usually be substantial.
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