Sciencegar

GGG House Rules V2

Aug 16th, 2012
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  1. -Revised Genre/Defense/Plot Armor Rules (From the creators blog)-
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  3. -Genre Points are now a fixed number (starting at three) that is reset after each Operation. The number increases with every Arc by one. You can still gain *Temporary* Genre Points by roleplaying, but they will be reset back to the base amount at the end of the Arc.
  4. -Genre Points spent during Intermissions turn into Temporary Genre Points at the beginning of the very next Operation, still providing a bonus to Initiative.
  5. -Defenses use the fixed numbers from current Plot Armor (the 4/5/6 array). Fixed Defenses can be increased up to 10 times, using the costs normally used for Plot Armor.
  6. -Plot Armor now runs off (your Attribute + 3) and increases by 1 for each arc completed. Plot armor cannot be enhanced with PP.
  7. -You can spend a Genre Point to roll an additional d10 on top of a P-Scale Test you have already rolled, or to add 5 to the DN of any one Test (as in the optional rules for stacking Advantages and Disadvantages), you may do this multiple times per Intermission or Scene but only once per Test. (I beleive the intent here is to increase the difficulty of Tests to affect you, basically adding 5 to a Defense)
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  11. New P-Scale Action
  12. Cover - You may use an appropriate skill, agreed on by the GM, to protect yourself or an ally. Until your next turn, whenever someone makes an offensive test against the covered person, you may roll your chosen skill in an opposed test. If you succeed, the attack automatically misses.
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  16. New Abberant skill - http://pastebin.com/uFHUKaCS
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  20. /mq/ Maiming Errata
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  22. Whenever you lose a layer of threshold on your mech, your attacker chooses an area to maim. All upgrades on a maimed area are rendered inoperative until an effect heals the maiming. However, an Actor (PC) may choose to either keep one upgrade on that area, or to gain 1 Tension for the rest of the battle.
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  26. Minor Stuff
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  28. Mooks gain 1/2 the bonus from tension (rounding up like everything else, I guess)
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  30. Possible: Change Superior Blueprints from +3 Mobility/Armor to +1Mob/Arm/Thresh/Energy
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  32. You can swap around the 0 and 1 base attributes on your archetype, but not the 2. Offer does not apply to Professionals.
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  34. Components/Aides may mount duplicate parts. Aides still have the half eva/Arm, but can choose to base them off a chassis different from your main body. They may share any Terrain Compatibility upgrades of the base mech at no extra cost.
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  36. TEST: Expanding the limits of body regions is allowed, but going over the limit costs double UP.
  37. "The Full Armor upgrade is a good idea. It could be represented better as an enhancement for area slots, though, at a rate of 30 extra space in all areas per 1 UP spent - to a maximum of 150 space at 5 UP." -TK31
  38. (I'm not sure he realises how Full Armor actually works. It seems more prudent to make it act like Component mixed with an additional threshold layer, which lets you add extra weapons and stuff but which falls off after one threshold layer, leaving the normal mech beneath. I'm willing to test it at Combined Ungrade Cost +3, giving 15 space that counts as any area, 30 for a +2 enchancement.)
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