Post by DeanTheCat on Jun 6, 2019 14:12:51 GMT 8
These are the House Rules in play for the campaign.
Combat Alertness Bonus:
To encourage planning ahead in battle, if you declare your action within 20 seconds of your turn beginning, you get a +1 bonus to attack rolls for that turn. If the enemy moved in the turn before yours, this bonus window is extended to 40 seconds instead.
Lasting Wounds:
Health will be fully restored at the end of each rest. However, Reserves will only be restored at the end of each rest in a safe area.
The threat of Death is always present in the grim darkness of the 41st Millennium, and while minor injuries can be easily treated, more severe wounds require aid not easily available in the field.
Perseverance in the face of adversity:
The "Press On" Willpower ability (2WP) may be taken as a party if the party is not in combat. When this occurs, all characters will burn 2WP together. This ability may be taken individually during special narrative moments.
"Press On" fully restores health and reserves when it is used.
Heroic Deeds:
Willpower will only be replenished on completion of objectives. Minor objectives will award 2 WP, while Major objectives will result in a full restore. Additionally, completion of objectives will result in regaining the use of 1/Level abilities / items.
Heroism going beyond the call of duty will be rewarded with WP, should you survive to live to tell the tale.
Blitzkrieg:
Any combatant who hasn't taken their first turn in combat is considered to be unguarded.
Shared Bounty:
50% of all IC earned by the party will be deposited in a party vault. This reserve of funds may only be spent with a majority vote by the party. The remaining funds will be split amongst all characters in attendance, to be shared however they please. Additionally, the party levels together as a group.
Too many cooks spoil the soup:
When searching / investigating, unless otherwise stated, only up to two characters at maximum may perform the checks in question.
Meatbags require food:
All organic creatures will require food at each rest in dangerous areas, or they will not heal during the rest.
Tools for maintenance:
In order to heal by repair oil, constructs will require a Field Repair Kit to conduct repairs outside of safe areas.
Supply Lines:
To purchase Magical Items, a supply line back to H1-ND must be established. Failing which, if you have access to a Foundry, you may fabricate the item over a period of time without the need for a supply line. If you lack access to a foundry or a supply line, you may not purchase Magical Items.
Combat Alertness Bonus:
To encourage planning ahead in battle, if you declare your action within 20 seconds of your turn beginning, you get a +1 bonus to attack rolls for that turn. If the enemy moved in the turn before yours, this bonus window is extended to 40 seconds instead.
Lasting Wounds:
Health will be fully restored at the end of each rest. However, Reserves will only be restored at the end of each rest in a safe area.
The threat of Death is always present in the grim darkness of the 41st Millennium, and while minor injuries can be easily treated, more severe wounds require aid not easily available in the field.
Perseverance in the face of adversity:
The "Press On" Willpower ability (2WP) may be taken as a party if the party is not in combat. When this occurs, all characters will burn 2WP together. This ability may be taken individually during special narrative moments.
"Press On" fully restores health and reserves when it is used.
Heroic Deeds:
Willpower will only be replenished on completion of objectives. Minor objectives will award 2 WP, while Major objectives will result in a full restore. Additionally, completion of objectives will result in regaining the use of 1/Level abilities / items.
Heroism going beyond the call of duty will be rewarded with WP, should you survive to live to tell the tale.
Blitzkrieg:
Any combatant who hasn't taken their first turn in combat is considered to be unguarded.
Shared Bounty:
50% of all IC earned by the party will be deposited in a party vault. This reserve of funds may only be spent with a majority vote by the party. The remaining funds will be split amongst all characters in attendance, to be shared however they please. Additionally, the party levels together as a group.
Too many cooks spoil the soup:
When searching / investigating, unless otherwise stated, only up to two characters at maximum may perform the checks in question.
Meatbags require food:
All organic creatures will require food at each rest in dangerous areas, or they will not heal during the rest.
Tools for maintenance:
In order to heal by repair oil, constructs will require a Field Repair Kit to conduct repairs outside of safe areas.
Supply Lines:
To purchase Magical Items, a supply line back to H1-ND must be established. Failing which, if you have access to a Foundry, you may fabricate the item over a period of time without the need for a supply line. If you lack access to a foundry or a supply line, you may not purchase Magical Items.