Difference between revisions of "House Rules"

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=High Index Technology=
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=Technology Burner=
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==High Index Technology==
 
Both Yerdanova and Tierny bought High Index ships, but our tech index is Low.  Since we have a good backstory explaining why the Tech Index of the planet used to be higher, and since both of them are from off planet anyway, it seemed unreasonable to limit everyone to Low Index equipment.  So, here's what our GM came up with:
 
Both Yerdanova and Tierny bought High Index ships, but our tech index is Low.  Since we have a good backstory explaining why the Tech Index of the planet used to be higher, and since both of them are from off planet anyway, it seemed unreasonable to limit everyone to Low Index equipment.  So, here's what our GM came up with:
  

Revision as of 21:05, 29 October 2006

Technology Burner

High Index Technology

Both Yerdanova and Tierny bought High Index ships, but our tech index is Low. Since we have a good backstory explaining why the Tech Index of the planet used to be higher, and since both of them are from off planet anyway, it seemed unreasonable to limit everyone to Low Index equipment. So, here's what our GM came up with:

  1. You can purchase High Index equipment if you want, at the cost of 2 RP during character burning.
  2. Generally speaking, High Index equipment can't be replaced in-game. So if your High Index blaster gets destroyed, its gone. It may be possible, though very expensive, to replace/purchase High Index equipment through Black Market contacts and the like (St. Vier may prove very useful for this).
  3. For items that actually take damage, like vehicles, assume that only about half (round down) of any damage they take is repairable. So if your ship takes 5 points of structural damage, you can repair two of them.

Factions

Cult Churches

The rules state that:

There are thousands of cults and sects that populate planets across the empires—either advising the secular authorities or maneuvering to create theocratic states of their own. These cults have no ties whatsoever to the Mundus Humanitas. They are not heretics or offshoots from the mother religion. Rather, they believe in radically different religious and spiritual schema.

However, History is fraught with examples of large doctrinal changes that were adopted wholesale by the Catholic Church (for example) while at other times nuances that are practically incomprehensible to the average person were considered terrible heresies.

In this game, Cult Churches can include sects, cults, etc. — anything goes but the common denominator is that they are all hated by the Mundus Humanitas, no matter how close they appear doctrinally to an outside observer.

Traits

Devoted to Fire

The rules state that:

Being Devoted to Fire is the first step on the path to enlightenment within the Church. This trait grants a 1D affiliation with other Devotees to Fire.

In our setting, however, the religious element is represented by the Cult Churches faction. What then does "Devotee to Fire" represent? We will use "Devotee to Fire" as a common base level between different religious trainings. Think of Vir and Lanier having a drink together in the Zocolo.


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