Houserules
(We will be borrowing some Houserules from Dapper Dog, for ease of our players and for the sake of convenience. Much thanks to Dapper for their work.)
Changes to Maneuvers: When taking cover as a Maneuver, gain +1 Ranged defense that stacks with current defense and remains until the character moves, is flanked or the cover is destroyed. If a character takes a Guarded Stance they gain +1 Melee defense that stacks with current defense.
Critical Injuries: Characters automatically recover from 2 Critical Injuries at the end of each session, lowest difficulty to highest. Player characters can make additional medicine rolls if more or faster healing is desired.
Move: When throwing a Silhouette 0 object the difficulty is Easy, same as Silhouette 1. Thrown Objects have a Critical rating of 4.
The move power cannot be used in combat to hurl characters upwards so that they take fall damage (tempting as it might be).
Combat Destiny Pool: For combat scenes the available destiny pool will be generated by the GM and only that destiny can be spent during the combat.
Committed Force Powers: You can walk around with a Force Power committed for a scene if you want but you cannot recover strain with Cool check at the end of the scene and doing so causes 2 strain suffered at the end of the scene. For example, you decide to commit a Force Die to a power as you enter a ship in case of combat or other dramatic situation using the power in this way is taxing even if you drop it later in the scene you still suffer the strain and cannot regain strain with the Cool check for that time slot.
Note, if you activate the Force ability in combat or in reaction to a scene and use it as normal then you do not suffer this strain as that is normal use, assuming you drop the power when the action stops.
Customizing Gear: Remember adding an attachment is as simple as buying the attachment and then adding it to the gear as long as you have Hard Points, modding it takes 100 credits, plus an additional 100 credits for each additional mod, and a Hard Mechanics check increasing the difficulty by 1 for each additional mod done to the Attachment. Modding doesn’t take a timeslot but only one roll can be attempted per day.
At the end of each session you may make one automatic roll that is a guaranteed success with no advantage. This in in addition to your usual one modding roll per day. You do not have to roll for this mod, but it costs the usual amount.
For Mods the difficulty caps at Formidable (5 purple), the difficulty dice Upgrade after that.
Crafting: We will be using the Crafting Rules for this game.
Jury Rigged: The Jury Rigged talent cannot be used to reduce the advantage cost of the autofire quality.
Pantorans: The Pantoran species option now only provides 100 starting xp.
Modding Houserules
On a successful roll mod roll:
- Each threat increases the cost of the mod by 20 credits per threat.
- Advantages decrease the cost of modding by 10 credits per Advantage, or you may alternatively choose to regain Strain.
- One Triumph allows you to install the mod free of cost.
On a failed roll...
- Advantages allows you to recover the cost of materials, by 20 per Advantage.
- Each threat increases the cost of the mod by 20 credits per threat.
- Triumph means you have learned a valuable lesson and you may upgrade your next attempt at installing that same mod, or alternatively you recover all the costs of the materials.
Failure to install a mod doesn't mean you cannot attempt to install it again in the future. The cost of material is still used on a failed roll (with possibility for more costs or recouping costs as noted above), and costs must be paid again for each attempt to install the mod.
Houserules [Including Modding Houserules]
Houserules [Including Modding Houserules]
Co-GM • AEDT Timezone • We do these things not because they are easy, but because they are hard.