House Rules

Action Points

A character spends Action Points instead of Character Points to boost his rolls. He receives five per session; even if he has some Action Points left over at the end of a session, his total is set to five for the next adventure (i.e., no rollover minutes, use them while you have them).

Approximate Character Level

“Level” in this campaign refers to the number of character points spent on skills and attributes.

Stun Damage

Weapons set for stun roll damage normally, but treat any result more serious than “wounded” as “unconscious for 2D minutes.” (Unless specifically stated otherwise, all character-scale blasters can be set for stun damage.)

Die Code Simplification

As characters progress, often the number of dice players have to roll and add becomes daunting. With this in mind, this chart provides two ways of reducing the amount of dice needed.

The fast way is to roll five dice, including the Wild Die, add the results, and then add the die code’s pips and a bonus number. To determine the bonus number, find the die code (ignoring the pips) of the original attribute, skill, weapon, or other value in the “Die Code” column. Then read across to the “5D” column to get the bonus number.

Example: A character has a Natural Ranged Weapon that does 30D of damage. Instead of rolling 30 dice, the player rolls five and adds 88 to the total on the dice.

The faster way is to roll only the Wild Die, adding to its result the corresponding bonus listed in the “Wild Die” column of the chart.

Example: A character has a skill with a value of 10D. The gamemaster rolls the Wild Die and adds 32 to the result.

When using only the Wild Die, a Critical Failure only indicates a complication or funny thing happening; it does not affect the total rolled.

Because Action Points function similar to a Wild Die, roll any dice gained from Action Point expenditure separately. When using Force Points on a roll, double the original die code and use that to determine the bonus number.

For bonus numbers beyond the 50D level for the “5D” column, subtract 5 from the die code and multiply the number by 3.5. Round up.

To get bonus numbers beyond the 50D level for the “Wild Die” column, subtract 1 from the die code and multiply the number by 3.5. Round up.

Die Code 5D Wild Die
1D 0 0
2D 0 +4
3D 0 +7
4D 0 +11
5D 0 +14
6D +4 +18
7D +7 +21
8D +11 +25
9D +14 +28
10D +18 +32
11D +21 +35
12D +25 +39
13D +28 +42
14D +32 +46
15D +35 +49
16D +39 +53
17D +42 +56
18D +46 +60
19D +49 +63
20D +53 +67
21D +56 +70
22D +60 +74
23D +63 +77
24D +67 +81
25D +70 +84
Die Code 5D Wild Die
26D +74 +88
27D +77 +91
28D +81 +95
29D +84 +98
30D +88 +102
31D +91 +105
32D +95 +109
33D +98 +112
34D +102 +116
35D +105 +119
36D +109 +123
37D +112 +126
38D +116 +130
39D +119 +133
40D +123 +137
41D +126 +140
42D +130 +144
43D +133 +147
44D +137 +151
45D +140 +154
46D +144 +158
47D +147 +161
48D +151 +165
49D +154 +168
50D +158 +172

House Rules

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