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=Optional Rules= ;Age Affecting Performance:As a way to make the age of a character have an actual impact on gameplay, we present this optional rule. As a character ages, it can be said their mental capabilities (skills) will logically increase, while their physical capabilities (attributes) will deteriorate. As such, each species will be given a chart listing rough ‘stages’ of life. Examples: Adolescent, Mature, Mid Life, Aged, Ancient. Along with these descriptive labels will be listed age brackets during which a character within each age bracket will fit into the corresponding ‘Stage’ of life. When creating a character, before determining attributes the player must first select the age of the character, thus determining what Stage of life they are in. Each Stage will have listed a modifier to final attributes, as well as starting skill points. ;Skill Attrition:This optional rule allows GMs to simulate a rough form of skill attrition, where a character will sometimes forget skills which haven't been used in a while. A character's combined Potential scores determine the maximum total of skill points that he may possess. A player advances the character by spending IP to add skill points to skills as normal, but they cannot purchase more skill points than the maximum indicated by the character's Potential as detailed below. However, a player is allowed to drop any skill points any time he wants, thus indicating that his character forgot some of his skills. So, when a character hits the limit, he forgets some of the older and less useful skills to make room for new ones. Note that players do not get back xp they spent on dropped skill points. Nothing can replace lost time and effort, after all. Max Skill Points Available Attrition Rules: Max 1000 ;Damage Types:Optional Rule Damage Types: Flesh Wounds, Normal Wounds, Serious Wounds, Critical Wounds, Blood Loss, Impaired Limbs. Critical Success = Critical Wound. Overwhelming Success = Serious Wound. Marginal Success = Flesh Wound. Impact: Blood loss on Critical Wound. Broken bones/impaired limbs on Serious or Critical Wound. Piercing: Blood loss on Serious or Critical Wound. Impaired limb on Critical Wound. Energy: No Blood Loss. Impaired limb on Serious or Critical Wound. Burns: Impaired limb on Critical Wound. Massive ‘stun’ damage from pain, minor to major Trauma damage. Stun: No damage to Trauma, massive ‘stun’ damage on all hits. Immediate KO test on Serious Wound. Immediate Shock test on Critical Wound. ;Degree of Success:Optional Rule Compare the Result of the roll to the Target Number and look up on this chart: +40 to +** = Critical Failure +10 to +39 = Normal Failure +1 to +9 = Marginal Failure 0 = Perfect Success!!! -1 to -9 = Critical Success -10 to -39 = Normal Success -40 to -** = Marginal Success ;Hit Locations & Uncalled Shots:Optional Rule
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