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=House Rules= House rules we will be using are below. I have given my reasons for some of them [[HQ_Tweaks|here]]. A brief explanation of how contests work is further down. Chargen is explained on the template character sheet. ===Keywords=== *No special dispensations. Keywords '''cannot''' be raised at chargen. They can be raised subsequently, quite how to be determined. Two options are (1) tied to in-game events; (2) I allow it every now and again. ===Ability Advancement=== ''Back to Runequest'' *When you use an ability, note it on the character sheet (under notes or after the ability if you prefer); more than once if you use it more than once. This is the basis for improvement, as in RQ. (Note that you may fail, so use of skills just to get ticks has an associated risk.) *Between adventures/sessions or what have you, roll under on a d100. Base chances are: {| |+'''Ability Advancement''' !Level or Other!!Base chance |- |No masteries||60% |- |One mastery||40% |- |Two or masteries||20% |- |Each additional use of the ability||+10% |- |Rune Ability||Chance is halved |- |} *If you roll under 20% of your ability, you get two points. If you roll under 5%, you get 3. ===Hero Points=== *Hero Points work as before for bumping but are rarer - start with 1. Receive 1 per new session. depending how the first session goes, I may make them be worth two bumps. *Note that under these house rules, ''there is no relation between hero points and advancement''; they may only be used for bumping. ===Contest Outcomes=== *States of Adversity. I rarely see these states mean anything in game and I think they should mean more. Accordingly, When characters are hurt, impaired or injured, the negative modifiers (-3, -6 and bump down) apply to all ability uses. *Lingering Benefits. This too applies to all contests - the book-keeping is easier and we can say a character is on a roll.
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