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====HOUSE RULES==== SUPER POWERS</Br> We are not using most of the Arcane Powers (or Arcane Resistance) or any Power Edges in this setting. Characters with Positive Racial Abilities can purchase the edge Arcane Powers (Super Powers) to purchase super powers from the Super Powered Companion. You can only take Super Powers that are not listed under Racial Abilities and not all are power are available (check with the GM first, but something like Undead is going to be hard to justify). Generally you cannot spend more the 5 points on any one Super Power (check with the GM). </Br> NEW HINDRANCES</Br> '''Jingoistic''' (Major): Believes in the superiority of your group or species over all others. You cannot grant bonuses or receive any benefits them from any Leadership Edges and you suffer a -2 to your Persuasion checks against all others as your distain for them spills over. Groups might include Pure Strain Human, Mutants, Only Uplifted Animals or Only Mutant Plants, etc. </Br> '''Low-Tech''' (Minor/Major): At a Minor level the character suffers a -2 for all tech based Smarts skills (electronics, hacking, science, etc.) and can only start with primitive armor and the most advanced weapon of muskets. A Major level the character is -4 for such skills and cannot start with more than Stone Age level weapons and equipment. </Br> ADDITIONAL NEGATIVE RACIAL QUALITIES</Br> '''Alien Form''' (-2) Somewhat rare but includes the truly stange looking mutants or andoids, This also restrict your used of normal human gear and clothing. Double the price of armor, firearms, etc. where you shape and odd hand struct would not all you to use the item normal usage (GM call, use the Big Negative Racial Feature as a starting point/guide) [as the Super Powered Companion] </Br> '''Allergy''' (-1/-2) Your character suffers an aversion to a common condition or substance, such as water, fire, cold, sunlight, etc. [as the Super Powered Companion] </Br> '''Distinctive Appearance''' (-1) this include minor mutant looking like glowing eyes or angel wings, etc. [as the Super Powered Companion] </Br> '''Poor Grip''' (-1/-2): Witrh the lesser form you suffer -2 to any skill or test that requires the use of your hands, such as most Thievery or Repair skill checks. At the major level you cannot attempt these skills normally and you have a -2 to Athletics (throwing), Fighting and Shooting when using weapons of any kind not ‘attached’ to your body in some way. </Br> '''Quadruped''' (-2): This is for four legged creatures (mutant animals or plants) who don’t have arms and cannot wield normal weapons without some special modification if the GM allows it and even then you should suffer at least -1 or -2 penalty to your attack rolls. The GM might allow the character to try some manipulation or Agility based skill with its teeth but this is at an extra -4 to check. To balance this, such the mutant gain +2 bonus to their Pace and +1 steps to their running die. They also gain a +2 bonus to resist being knocked prone or off balance. (you can assume a centure like mutant, with a quadruped lower body and humanoid upper body. This is worth 0 points but is worth Alien Form AND/or Big Negative Racial Qualities. You suffer none of the penalties or gain any of the benefits but can purchase them as other Possitive Racial abilties)</Br> '''Weakness''' (-1/-2): you suffer penalties to Toughness and/or extra damage fro certain attack and enviromental conditions [as the Super Powered Companion] </Br>
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