Sandwitches

SRWG2 / SRWQ-RP House Rules and Guidelines

Apr 2nd, 2013
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  1. SRWG2 / SRWQ-RP House Rules and Guidelines.
  2. -----------------------------------------------------------------------
  3.  
  4. Initial Skill Pyramid level: +5
  5.  
  6. -----------------------------------------------------------------------
  7.  
  8. -Standard Skills-
  9.  
  10.  
  11. Athletics
  12. Armour
  13. Blast (Shooting)
  14. Computers
  15. Contacts
  16. Crafts
  17. Cunning (Deceit)
  18. Daunt (Intimidation)
  19. Drive
  20. Empathy
  21. Investigation
  22. Larceny (Burglary)
  23. Lore
  24. Medicine
  25. Melee (Fighting)
  26. Notice
  27. Pilot
  28. Rapport
  29. Resources
  30. Ride
  31. Stealth
  32. Survival
  33. Swagger
  34. Vigor (Physique)
  35. Will
  36.  
  37. -----------------------------------------------------------------------
  38.  
  39. -"Special" Skills/Abilities-
  40.  
  41.  
  42. Absolute Territory
  43. >(For Angels: A skill By Order: Warrior/Smiter/Messenger and by Chior: Guardian/Guide/Ruler)
  44. >(For Awakened: Take a specific aspect based extra, and gain certain effects to certain existing skills based on awakened classes (1 Primary, 2 secondary per Aspect spent). Mender - Medicine, Sage - Lore, Seer - Notice, Shaper - Crafts, Telepath - Empathy, Traveler - Zeal, Weaver - Will)
  45. >(For Break-R Elementals: Take a Specific Aspect for your ability to use The Elements. (only 3 of them can be used to full effect, the others are limited.) (Fire - Swagger, Water - Survival, Air - Zeal, Earth - Medicine, Metal - Crafts, Light - Will, Darkness - Lore.)
  46. >(For Evangelion Pilots: Use the Armor skill with the Core System in the Evangelion to use AT powers based on a class. If the pilot is also an Apostle, they gain access to 1 AT skill as well.)
  47.  
  48. Clarity
  49. >The "Amnesia" Skill, must start at +1
  50.  
  51. Einst Physiology
  52. >Take a specific aspect based extra. Grants Special abilities for Vigor and Empathy.
  53.  
  54. Innovade
  55. >Take a specific aspect based extra. Grants Special abilities for Notice and Empathy.
  56.  
  57. Ki User
  58. >Take a specific aspect based extra. Grants Special abilities for Melee, Will, and Blast.
  59.  
  60. Magecraft
  61. >Take a specific aspect based extra. Grants Special abilities for Lore involving your magecraft.
  62.  
  63. Magius Sorcery
  64. >Take a specific aspect based extra. Grants Special abilities for Lore involving your Grimiore
  65.  
  66. Nanites
  67. >Take a specific aspect based extra. Grants Special abilities for Vigor and Lore.
  68.  
  69. Newtype
  70. >Take a specific aspect based extra. Grants Special abilities for Notice and Empathy.
  71.  
  72. NEXT
  73. >Special Skill. See Interface (Core book, extras) and Armor (Camelot Trigger)
  74.  
  75. Papermaster
  76. >Take a specific aspect based extra. Grants Special abilities for Lore.
  77.  
  78. Seal
  79. >Special Skill. Allows use of special abilities, including certain GM-Approved Awakened abilities.
  80.  
  81. Sorcery
  82. >Take a specific aspect based extra. Grants Special abilities for Lore involving your one of the 5 Magics.
  83.  
  84. (there will be more, just not sure *what* yet.)
  85.  
  86. -----------------------------------------------------------------------
  87.  
  88. -CHARACTER CREATION-
  89.  
  90. -----------------------------------------------------------------------
  91.  
  92. Extras Allowance:
  93. All PCs are given the following for the purpose of purchasing Extras. If not used, these are wasted. All Extras must fit the character AND must be approved by the GM. You can skip this step if you wish.
  94.  
  95. >1 Aspect
  96. >2 Refresh
  97.  
  98. -----------------------------------------------------------------------
  99.  
  100. Mecha Creation:
  101.  
  102.  
  103. All Mecha Have an Aspect, 6 Systems, and 1 Special System that cannot be disabled.
  104.  
  105. Mecha can also be "Upgraded". When upgraded, they gain 2 additional Systems, 1 Additional Special System and one more Aspect.
  106.  
  107. -----------------------------------------------------------------------
  108.  
  109. -Generic Stunts and Systems-
  110.  
  111.  
  112. Now... its possible to make complicated Stunts and Systems... but thats not for everyone. So I decided to put together this little list of possible stunts to give people a little help.
  113.  
  114.  
  115. BASIC Stunts/Systems
  116. -----------------------
  117. >The Ability to use one skill in place of another in certain situations.
  118. >An External system (Remember, A mech can grant you a skill at +4 that does not stack with your normal skill for a system slot.)
  119.  
  120.  
  121.  
  122. OVERCOME Stunts/Systems
  123. -----------------------
  124. >+2 to a Skill to Overcome a Certain Type of obstacle (such as Rough Terrain, Magic, Target Locks, so forth.)
  125. The ability to get an free Situation Aspect with a Free Invocation when Succeeding with Style on a certain type of Overcome check.
  126. The ability to get a free attack against an enemy when Succeeding with Style on a certain type of Overcome check.
  127.  
  128.  
  129. ADVANTAGE Stunts/Systems
  130. -----------------------
  131. +2 to Creating an a specfic type of Advantage
  132. +2 When Invoking a specific type of Advantage
  133. The ability to "Create an Advantage" to get free Invocations for a Mech or character Aspect.
  134. The ability to gain additional free invocations of certain types of Advantages.
  135. The Ability to attempt to Create an Advantage when a certain Trigger Happens.
  136.  
  137.  
  138.  
  139. ATTACK Stunts/Systems
  140. -----------------------
  141. +2 to attacks at a Certain Range (non-fighting only)
  142. +2 to attacks When in certain situations (Outnumbered, in same Zone as Target, Attacking an Entire zone, etc...)
  143. +2 to attacks while a specific Situation Aspect is in play.
  144. The ability to get an free Situation Aspect with a Free Invocation when Succeeding with Style on an attack.
  145.  
  146.  
  147.  
  148. DEFEND Stunts/Systems
  149. -----------------------
  150. +2 to defenses from attacks at a Certain Range
  151. +2 to defenses When in certain situations (Outnumbered, in same Zone as attacker, enemy attacking whole zone, etc...)
  152. +2 to defenses while a specific Situation Aspect is in play.
  153. The ability to get an free Situation Aspect with a Free Invocation when Succeeding with Style against an Enemy Attack.
  154.  
  155.  
  156.  
  157. SUPER MODE Systems
  158. ----------------------
  159. Energy Drive/Super Mode (Stuff Like A GN Drive, The Super Modes from G Gundam, An Overloaded GS-Ride, A Berserk Furher charging for a Charged Particle Cannon so on and so Forth)
  160. +2 to Creating an a Powered Up/Special Mode/Super Mode Advantage
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