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==HOUSE and UPDATES RULES== '''Fate''': All character begins each game session with 2 Fate Points. Fate Points allow the character to re-roll any one Skill or Attribute roll during a game, ''exactly'' like the Luck Advantage. So now regular Luck is reworked to grant +3 Fate Points (for a total of 5), Extraordinary Luck grants another +3 (8) and Ridiculous Luck grants another +4 (12 total!!). '''Initiative''': for the 1st round of combat, roll 1d6 + your Base Speed for order (keep fractions, minus load, etc.) '''Cinematic Rules''': Extra Effort in Combat (B357), TV Action Violence (B417), maybe some ideas from MA. '''Magic''': In 1932 Magic World setting is one of High Mana (see B235) and anyone can learn magic so long as they meet the other requirements. There are two main forms of Magic in the setting; Spell Casting (from GURPS Magic) and Innate abilities that are purchased as Advantages with the Magic (-10%) limitation attached to them. There is also Psychic powers (see MH1-40-48 for some good examples of these types of powers). I am using the '''Renegade’s Mage’s Unofficial GURPS Magic Errata''' (I will send the link if needed) with the following additional modifiers; Create spells have a duration of 24 hours. Invisibility ends ''instantly'' if the subject attacks, casts a combat spell, or otherwise does anything more violent than moving around, spying, and stealing. Reduce energy cost from 5/3 to 4/2 to compensate. Use ‘Matters of Immunity’ listed in the errata. '''High Tech (6+)''': Alchemy and the Weird Science skills have allowed many high-tech or magic-tech devices to have been introduced to the setting. It is not unusual to see a zeppelin or aircraft based on the designs of Leonardo da Vinci in the skies of any major city. Psychic-Detecting goggles, experimental teleportation devices, elixirs that grant partial immortality, etc. are all talked about as if they are not only possible but have been made by someone, somewhere.
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