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House Rules: AlphaDawn

1430018457

Edited 1433417523
Except for the following house rules, I will try to use the original rules as written. Even so, there are some cases where information is not specified, is not clear, or conflicts. If this comes up in game play, I will make a fair decision based on the spirit of the original game and the setting. The house rules I've added below are intended to increase the excitement and speed of the game. 1) CHANGE -> Character creation: For fairness and simplicity, I built a simple "point-buy" system. All ability pairs start at 50. Odds would say 45, but 50 is a nice round number. You may then move points between pairs with the following limits: No pair may be raised more than 10 points. No pair may be lowered more than 10 points. No pair may end on an odd number (it would give an unfair advantage later). Afterwards, apply racial bonuses/penalties as normal. As per original rules, players may still move up to 10 points from each ability in each pair to the other ability in the same pair. However, as above, no ability may end on an odd number (it would give an unfair advantage later). Starting money is 1000 credits. Rules would say 300, but starting toolkits will NOT be free. You may purchase freely from the AlphaDawn equipment lists - nothing there is illegal on Outer Reach. Any money remaining will be converted to Styrigi - the local currency that's practically worthless off-planet. Starting characters will begin slightly more skilled: Instead of starting with two free skills, the character will start play with 30 XP to be spent on skills. The maximum starting skill level is 2 and at least one skill must come from outside your chosen Primary Skill Area. Any leftover XP (insufficient to buy a skill level) may be spent on abilities or saved for later. 2) CHANGE -> Maximum ability caps: Ability scores may not be increased with experience more than 50% of their starting base value. This means if an ability started at 50, you can't increase it beyond 75 using experience. Cyberware anyone? Using this rule you MAY raise stats above 100, although this would only matter for skill bonuses and rolls against penalties. Yes, this would allow automatic lie detection! But, read the rules carefully. It only reveals if the target is telling the truth. Furthermore, this is a known trait of Dralasites (based on smell), so NPCs aren't going to let out secrets easily. 3) CHANGE -> Automatic failures Much like in combat, any roll of 96-100 is an automatic failure. 4) CHANGE -> Yazirian gliding: As written, Yazirians glide about well as rocks. Instead, use the same gliding rules as for glijets (p32). 5) CHANGE -> All skills have an associated ability: This rule will be handled automatically by the character sheet macros. Much like the +1/2 DEX bonus for weapon skills, all other skills will gain a +1/2 bonus from a related ability score as shown below. To offset this increase, a -25% penalty will be attached at the same time. This corresponds to the average ability score. The intent is to give a significant incentive for abilities other than Strength and Dexterity. Demolitions: setting charges: Logic defusing charges: Intuition Computer: (all): Logic Robotics: identification: Intuition activate/deactivate: Intuition -> note: for descriptions, there is no "security plate", you just have know-how and maybe some ECM? (all others): Logic Technician: operate: Intuition repair: Logic detecting alarms/defenses: Intuition deactivating alarms/defenses: Logic opening locks: Intuition Environmental: analyzing samples: Logic analyzing ecosystems: Logic finding directions: Intuition survival: Intuition making tools / weapons: Logic tracking: Intuition stealth: Intuition concealment: Intuition naming: Leadership Medical: diagnosis: Intuition first aid: Intuition (all others): Logic PsychoSocial: empathy: Personality persuasion: Personality communication: Personality hypnosis: Leadership psycho-pathology: Leadership 6) CHANGE -> Damage modified by accuracy and (lack of) defense: When making an attack, if you hit, the toHit number you rolled also functions as a limit on the amount of damage. If target doesn't have a defense to reduce that damage type, after limiting the damage (above) add the toHit roll to the damage. Example: If you rolled a 31 and hit, then even if the damage is 20d10, the most damage you can roll is 31. Example: If the target did not have an applicable defense, then you would add an additional 31 damage on top. This rule makes the attacker's skill more important, and gives a significant incentive to combat modifiers like cover and careful aim. Also, it gives a significant advantage to having the right armor or screen - and encourages mixing of defense types. In effect, the damage listed for various weapons is primarily a measurement of armor penetration. A scratch is just a scratch, but a single shot can severely harm an unprotected target (especially a shot from a skilled attacker). Corollary -> For area-effect attacks, roll to-hit and damage separately for each target. Corollary -> Burst fire weapons do not get the +20 toHit bonus listed in the rules unless the entire burst is spent on a single target. 7) CHANGE -> Using two melee weapons: Characters may use two weapons in melee, with the same rules as those for firing two weapons (p 23). Note that the description for shock gloves implies that they come in paired sets (they do not need to be purchased twice). 8) CHANGE -> Shorter KO criticals For realism and balance, targets that are knocked unconscious by a critical result do NOT lose d100 turns. Instead, treat the result as if the target is dazed or shaken up, only losing their next turn. Note that this rule does not change stun or knock-out effects such as doze grenades. 9) CHANGE -> Except for medicines and implants, independently listed equipment of negligible mass will be calculated as 1/2 kg each. 10) CHANGE -> Recharging will cost 1 credit per SEU - including beltpacks, backpacks, and parabatteries (SEU clips do not recharge). 11) CHANGE -> Computer power use: The rules make it nearly impossible to carry a computer with you -> A 3kg computer requires a 25kg battery, and it gets worse from there? Instead, computers will use a number of SEU per hour equal to their level squared. Expend one SEU at the beginning of each hour fraction. Corollary -> to prevent instant-use computers, I'm going to add a one-turn boot sequence during which the computer is useless.
1430049474

Edited 1432425446
The following notes are clarifications (and specific interpretations) of the rules. Spelling these out here will make it easier later and reduce the odds of analysis and discussions in game. 1) CLARIFICATION -> Like ability checks, skill checks will often have a related difficulty modifier based on the situation or goal: This rule will be handled automatically by the character sheet macros. Much like most Computer and Robotics checks are -10% per computer or robot level, many skills will have -10% per difficulty level. Example #1: the Technician vehicle skills will use the vehicle levels as noted at the end of the Operating Machinery subskill description. Example #2: Medical and PsychoSocial skills will use the level of difference between the target and the frontier races (a level 1 difficulty). Example #3: you're more likely to get public / scientific community approval naming an animal compared to naming a planet or star system. The intent is to give some more color to the game, making more difficult tasks less likely to succeed. 2) CLARIFICATION -> Using Heavy Weapons Since the rules don't specify a price, heavy weapons that need a tripod or swivel mount include it in the purchase price (and mass). A tripod or swivel mount requires a single turn to deploy (not moving). 3) CLARIFICATION -> Telescopic Sights Since the rules don't specify, a telescopic sight is 200cr and has negligible mass (the same as magnigoggles). This modification is attached as part of the weapon at the time of purchase and calibrated for proper use. 4) CLARIFICATION -> Careful Aim In addition to not moving, not being hit, and taking only one shot, the rules require a "solid surface" to brace against. Heavy weapons on a tripod or swivel mount automatically meet the solid surface requirement. With smaller weapons, you may also kneel and use your knee or fall prone and use the ground. 5) CLARIFICATION -> Automatic Misses (are not jams) As specified (on page 24) any roll of 96-100 is an automatic miss even for shots the referee has ruled cannot miss. However, unless you read this paragraph very carefully, it sounds like a roll of 96-100 also means the gun jams! This is not stricly true, because that clause is part of the sentence explaining "shots that the referee has ruled cannot miss." In other words, a gun jam is used to explain how it could miss in the previously described "gun next to the canister of compressed air." I further interpret this as one of many potential explanations - and only for the "how could I possibly have missed?" sort of circumstance. If you roll an automatic miss in that kind of situation, then I'll try to find a reasonable reason to explain the result... possibly a gun jam. 6) CLARIFICATION -> When called to round fractions, round upwards. Example #1: as specified in the rules, skeinsuits always absorb the larger half of damage. Example #2: as specified in the rules, albedo screens use 1/5 SEU per point damage (round up). Example #3: as specified in the rules, "inertia screens do the same thing skeinsuits do." Following the same reasoning, inertia screens absorb the larger half, then skeinsuits absorb the larger half of what is left. 7) CLARIFICATION -> Point of Death When a character's STA falls to 0, they cannot act or react, so they are called dead, but they are actually "dying" for 10 turns. To support this, see the description of staydose (p16) which slows down heart and breathing to preserve the body down to -30. Additionally, a freeze field may be applied regardless of the character's current STA level. See p18 and p28. Although field surgery can only revive a character at -30 STA (or above), a hospital is not limited as such. See p28. Regardless, since this isn't spelled out, the referee may judge extreme damage as irrecoverable - or causing permanent injury. 8) CLARIFICATION -> Power Screens As stated on p44, only one screen may be worn or used at a time, and it takes five turns to put on or take off a screen. To explain this, I'm assuming screens take five turns to configure during which time any other screen transmitter in proximity would interfere. Once the screen is equipped, since it is not specified, I interpret that the screen can be turned on and off as a free action. Unless otherwise specified, I will assume that all screens that drain power are OFF, but can be turned on during the movement phase. Unless otherwise specified, I will assume that all screens that do not drain power (Gauss and Inertia) are ON. The exception to this rule is special situations -> you aren't wearing your screen when you are sleeping peacefully or in the shower. 9) CLARIFICATION -> Computer Structure / Robot Stamina Computers have structural points, robots have stamina. Yes, this means needlers affects robots. I describe this as robots are thin-shelled, while computers are solid-state blocks of metal and/or crystal. This also somewhat explains why you have to completely destroy a computer or robot before they stop working. In addition, although it isn't specified, you may buy any screen or suit for a reasonably sized computer or robot. Note that such a purchase would be shaped for that purpose -> you probably buy it where you buy such parts. 10) CLARIFICATION -> Anti-Shock Implants As described on p48, these implants ONLY protect against stun effects. They do not protect against damage of any sort, which conflicts with the description and statistics of shock gloves. 11) CLARIFICATION -> Subspace Radios As described in the rules, subspace radios must be "very carefully aimed" I take this to mean it is sending a narrow-beam transmission, to a single known receiver (another subspace radio). This requires an Astrogation:Find Location skill check (from KnightHawks), including time needed. The receiver will automatically detect the direction to the source and may send a message back along the same pathway. Even so, there is some signal bleed, so a nearby receiver could eavesdrop on the message (or even play man-in-the-middle). The rules specify that "sending a message uses 100 SEU." How long of a message and how long does it take? To fit the setting, I'm going to treat it like a telegram -> 100 SEU for 100 characters (+1 per SEU), and 1 minute per character to send. In other words, there's no way sending anything more than basic messages or simple news text would be economically viable. As a side effect, this means that serving on a high-speed information courier spaceship is a valid (and lucrative) career.
1430049645

Edited 1432074571
The following notes regard the setting and the descriptive control (and general outlook) of me as your referee. 1) ADDITION -> Zebulon's Guide Most of the equipment listed in Zeb's Guide does not exist except in comics and holo-vids. Some does exist, but it is often rare or illegal or both. In general, if it fits the setting without suspending disbelief (or breaking balance), I'll give it a whirl. Obviously, stats will be changed to fit the AlphaDawn rules. If you want more details, I can discuss further in another forum post. Regardless, if you want something like this, you'll need to actively seek it out in game. 2) ADDITION -> Outer Reach Outer Reach is known as a source of lots of unsavory drugs, performance-enhancers, and equipment intended for criminal uses. In addition, cyberware has become somewhat popular, not only for replacement / enhancement, but also simply for style. Many of these items are readily available, some are rare or illegal -> especially anything of high quality. All come with undesirable side-effects, either for you and/or those around you. Regardless, if you want something like this, you'll need to actively seek it out in game. Alternately, if you want to start with some for flair, we can discuss when making characters. 3) ADDITION -> Other Stuff The original setting and source material implies that new technology and alien artifacts will be introduced during play. Yes, of course this will happen... but I'm going to try my hardest to keep the "power creep" down.
1433973021

Edited 1433973508
Vehicle rules added so we can reasonably play out a race... 1) CHANGE -> Double Vehicle Speeds All vehicles have twice the acceleration, deceleration, and top speed. Now cars can go more than 65 mph! 130 seems reasonable for a typical city-car. 2) CHANGE -> Expanded Cornering Rules After a 45 degree turn, you must travel 5 meters before turning again. In addition, you must travel an additional 5 meters for each multiple of your turn speed that you are travelling. For example, a hover transport (turn speed 40) must go 5 meters at 40, 10 at 80, 15 at 120, 20 at 160, etc... 3) CHANGE -> Expanded Short Cornering Rules You may decrease the turn distance by 5m if you make a RS check (5m -> 0m means you may take a 90 degrees turn). You may decrease the turn distance by 10m if you make an additional RS check at -10. You may decrease the turn distance by 15m if you make an additional RS check at -20, and so on... 4) CHANGE -> Crash Damage Regarding vehicle damage, instead of automatic stop / failure, do damage to the vehicle and see what happens. Roll on the vehicle damage table (p32) as if the vehicle had been attacked (adding the dice of damage from the prior result). 5) ADDITION -> Improved vehicles Obviously, vehicles designed for racing will be even faster, possibly at the expense of safety (damage modifiers) 6) ADDITION -> Rocket boosts A common addition to racing vehicles is a rocket booster to produce even more acceleration. Each may only be used once, and will add to the speed of the vehicle (amount depends on the vehicle).
Scotthammer said: Vehicle rules added so we can reasonably play out a race... 3) CHANGE -> Expanded Short Cornering Rules You may decrease the turn distance by 5m if you make a RS check (5m -> 0m means you may take a 90 degrees turn). You may decrease the turn distance by 10m if you make an additional RS check at -10. You may decrease the turn distance by 15m if you make an additional RS check at -20, and so on... Turn distance always throws me a little. So if a hover bike has a 40m distance for turn these rules would allow me to take a turn after traveling only 25m? to make a 90 degree turn, I would think you would need to reduce the turning distance by the full amount to make it? I expect that with the new speed turns, this rule would apply - if I want to take the turn at 80, that would make the turn distance 10m - I could reduce the turn to 0m by taking a -10 on my RS - correct? In effect that would gain me 10m on that turn, not to mention the additional distance from not having decelerated down to 40 - right? I'm still a little fuzzy on turns and I have a feeling that's where a race will be won or lost.
If your turn speed is 40, then think of it this way: At 0-40: you must travel 5m after a turn before you can turn again 41-80: you must travel 10m after a turn before you can turn again 81-120: you must travel 15m after a turn before you can turn again etc... However, you may make a RS check to turn 5m early. ... or an additional RS check at -10 to turn 10m early. ... or an additional RS check at -20 to turn 15m early. etc... If your effective turn distance is 0m, then you can turn 90deg instead of 45deg.