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SWN: Hand of Jehuty
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==Houserules== *The laser pistol and laser rifle have these additional rules: **This weapon can be fired in stun mode. Switch to stun mode as an On Turn action. Stun rays are visibly distinct from death rays. Stun damage can drop a target to zero hit points, but not kill them. They awaken 10 minutes later with 1 hit point. **This weapon can be fired in silenced mode. Switch to silenced mode as an On Turn action. Silenced rays are smaller and make almost no sound. When silenced, the laser pistol's base damage becomes 1d4 and the laser rifle's becomes 1d8, and their range is halved. *These are some potential uses of spare parts: **For 1 unit of spare parts and a few minutes of work, a character with Fix-0 can apply a suppressor to a projectile weapon. This reduces its noise and muzzle flash, but halves its range. The suppressor lasts for one scene or expedition before needing to be replaced. **For 1 unit of spare parts and a few minutes of work, tie up a helpless target's hands and feet with cords. *This is some additional equipment: **Flash Grenade: as grenade (SWN 66), but deals 1d4 stun damage. Targets who take damage are stunned for 1d4+1 rounds; stunned characters have a -2 AC penalty and can take only one Move Action per round. **Smoke Grenade: as grenade, but no damage. Obscures in a 5-meter radius for 5 rounds, providing half cover (-2 to hit) and an additional -2 to laser weapons due to beam disruption. Characters caught in the cloud must Physical save or take -1 to attack rolls. *Interrogation: **Interrogate with Cha/Lead. Questions should be simple and direct. Each question gets a roll against difficulty 6-10 depending on the sensitivity of the information. Each time a roll is failed, difficulty goes up by +1, cumulative. Other PCs can assist the interrogation roll as normal by taking some Skill action to help (good cop bad cop? insinuating some advantage or making especially tight bonds? deception?), giving +1 to the main actor's roll if successful - be specific about what you're doing to help if so. ===Dungeon-Crawling Procedure=== *Each dungeon turn is 10 minutes. In the space of 1 turn, you can: **Enter a new, unexplored area with caution **Retrace your steps by up to 2 areas **Engage in a combat and subsequent clean-up **Do anything else that takes roughly 10 minutes *This pace of movement assumes you are '''sneaking''', moving slowly and quietly. **When sneaking, the party gets a Dex/Sneak versus Wis/Notice check to avoid being seen when they encounter enemies. **This is done as Dex/Sneak by the PC with the highest Sneak skill, -1 for each PC untrained in Sneak. One other PC gets a teamwork roll to help negate this penalty. *You can instead '''dash''', moving quickly through the dungeon. **You can enter up to 2 new areas per turn **You can retrace your steps by up to 4 areas **You are automatically detected by any enemies you encounter ===New Agency Elements=== *'''Infiltrators''' **Each time you take the Scout Element action, you can also make it for free against one Infiltrated agency. '''+1 Infiltration''' **As 1, but each time you take the Discern Plans action as well. '''+3 Infiltration''' **When you Discern a Plan, you may give it -4 to its roll this turn. '''+5 Infiltration'''
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