
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.