House Rules
Gaining and Spending Experience
| Gaining | 1 point for showing up on time and participating
+1 for good roleplaying
Act 1 - +1 point. Characters find most things new and are low on the learning curve.
Additional experience may be awarded in the form of abilities you pick up in the course of an adventure (generally Knowledges, Languages, Contacts and Favors, though I may give you points specificly on a skill). |
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| Spending | Improving skills is pretty straightforward: practice. It takes about a day to
'spend' an experience point on a skill you already have and time spent on an adventure
counts. Gaining new skills is also fairly easy: get a teacher. It takes about a week
(studying full-time) to spend an experience point on a new skill.
Improving existing powers and creating new ones will depend on your special effects. As with skills, it usually takes practice and a day per point. Talents take an in-game rationalization that may be as simple as "I put a compass in my battlesuit," or it may require a trip to a lonely monastery in Tibet. As with gaining powers it depends on your special effects. Under unusual circumstances I will allow you to spend experience much more quickly. You shouldn't look forward to these opportunities. |
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You may spend experience to directly affect the game, much like the Marvel system
uses Karma:
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| Extra Lives | I will not deliberately kill off heroes except in situations where the characters truely deserve it, but sometimes (through no fault of your own) your character may be placed in a deady situation with no way out. For 3 experience points you may buy an Extra Life that will miraculously save your character from certain death. They may be bought retroactive to the need for them but this raises the price to 5 points. | |||
These are a few things that I'd like done in my game. If you think I'm being unfair, restrictive or annoying, say so and give me an alternative. I'll listen and not take offense, and I'd rather you say something than give me the illusion that everything's fine.
| Whiteboard | I assume we'll be meeting at my place and I've got room for my full-sized whiteboard tabletop. I'll have markers, so feel free to scribble notes, STUN and END records, etc. on it. In fact, I'd like everyone seated around the whiteboard, partly to promote group unity, partly so you don't miss anything, and partly so we don't have to go hunting for you when it's your turn. | |||
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| Figures & Counters | I've got paper figures and we'll use those on the whiteboard. Any questions about lines of sight, PER rolls, area effect damage and where missed shots go will be determined by what I see on the board. | |||
| Dice | All official rolls should be made on the whiteboard, after I ask for them. If there's any question about a roll, be prepared to make it again. All verbal math should be done by me. | |||
| Critical Hits & Misses | A roll of 3 will always succeed, an 18 will always fail. If you're in combat and roll a 3, double your damage. On an 18 you need to make a standard attack roll against one of your allies (my choice), or some other target you don't want to hit. | |||
| Bribing the GM | For a cold can of Mountain Dew you can make a reroll. This counts only if I don't
happen to have one.
For half a pepperoni pizza you can predetermine the outcome of any single 3d6 die roll. Again, I need to want one at the time. For $10 I cast your character as a central figure in a grand and glorious epic that will... wait, I'm doing that anyway. Never mind. For $20 we sit around and I tell a story about how great your character is. |
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