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| This page is for the PbP game, "A life in seven parts", run by me and played by eudaimonSteve. It is currently under construction. -Mr Adventurer | | This page is for the PbP game, "A life in seven parts", run by me and played by eudaimonSteve. It is currently under construction. -Mr Adventurer |
− | =House Rules=
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− | Fate Points and Fortune Points are completely divorced. You have 3 of each, and the number of Fortune Points you have is not dependent on the number of Fate Points you have.
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− | '''Fate Points''' do not 'refresh'. You can (re-)gain them with extraordinary achievements, especially ones which are dramatically motivated. With Fate Points you can:
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− | *Spend one to avoid damage that would kill you, in a dramatic way (enemy's gun jams at the last second, unexpected explosion knocks out his aim, you are miraculously thrown clear, cavalry arrives etc). There may be some other consequence of the event (knocked prone, pushed away, even disarmed or knocked out) at my discretion, but not to a degree which increases the amount of peril you are in (no Fate Point spending spirals).
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− | *Spend one to automatically succeed at any Test, even one that you could not normally attempt, within reason. If the Test is an attack then the first die of damage is automatically treated as though you had rolled a 10, and Righteous Fury automatically triggers as well.
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− | *Offer to spend one to implement a significant piece of dramatic editing - the Planetary Governor falls in love with you, you find the secret daemon-cult lair on your first day's search, you are a lost scion of a noble house, or the like. Obviously, this is on a case by case basis.
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− | '''Fortune Points''' refresh after each useful rest your character takes, e.g. every morning. You can spend a Fortune Point in the following ways; italic parts are the existing rules:
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− | *''Re-roll any Test.'' You may take the better of the two results. You can spend more than one Fortune Point on the same roll in this way, and choose the best result from the set.
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− | *''Count as having rolled a 10 for Initiative.''
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− | *Adjust a Test you make by 10%, to either succeed on an otherwise narrow failure or to gain an extra degree of success on an already successful roll (or even reduce the number of degrees of failure on a failed Test). You can spend more than one Fate Point on the same roll in this way, and the bonus stacks.
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− | *''Instantly recover 1d5 Wounds.'' If you do this you can also remove one level of Fatigue.
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− | *''Instantly recover from being Stunned.'' If you do this you can also remove one level of Fatigue.
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− | *Offer to spend one to implement a minor piece of dramatic editing - the storekeep falls in love with you, you find exactly the stool pigeon you were looking for on your first evening's search, the enforcer is your cousin, or the like. Again, this is on a case-by-case basis.
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− | '''Autopistols''' can have an extended 30-round clip. If you fit them with one, they cannot be holstered and must be fired two-handed or the weapon imposes a -10 penalty to Ballistic Skill Tests.
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| =The Character= | | =The Character= |
| [[Lazarus Jakes]] | | [[Lazarus Jakes]] |