Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Nechronica: Lights Out Ruleset
- (Mostly proposed by Kiwi)
- Permitted Material:
- -All BftP Skills/Parts are permitted.
- -Gravel Expansion Skills are permitted.
- -Gravel Expansion Parts are subject to GM approval on a per-Part basis.
- -Vanilla classes, Psychedelic, Entombed, Erudite, Toybox, Grotesque, and Loviatar are permitted.
- -Homebrew and vanilla material are subject to review and alteration.
- General Notes/Changes:
- -Auto timing bonuses to attack checks are capped to +2. The theoretical max is +4 Great Knife/Shotgun without Lullaby, Concentration, and +2 from other skills (Such as God of Death or Made to be Broken).
- -Madness Removal in each Phase is limited to (Memory Fragments +1) and PCs begin play with only 1 Memory Fragment.
- -PCs must REQUEST to roll Conversation Checks, and will not be regularly reminded to do so.
- -PCs begin play with the standard 3 madness on all fetters.
- -Cross-class and Cross-Position skills cost 15 Favor, and will most likely be limited to 3 in total.
- -After the first combat, players will be allowed to rebuild their PCs if they so desire.
- -Later-game respecs may be granted at the GM's discretion.
- Skill Changes:
- Court:
- -Anticipate is Auto timing, and explicitly once per round.
- Junk:
- -Lame Beast DOES NOT bypass the hit bonus cap.
- -Even Unto Tartarus is usable only once per Round.
- Stacy:
- -Protect is now Range 0.
- Thanatos:
- -Instantaneous is once per round and must be declared when the attack is declared.
- -Drama of Death now only gives a +1 to the attack check (This is able to skirt around the cap FOR NOW, but will be altered if it becomes a problem).
- Psychedelic:
- -Instead of ARM 0/MUT 0/ENH 1, this class now starts at ARM 0/MUT 1/ENH 1.
- -In this game, Psychedelic skills may be bought as Cross Class.
- -Throne of the Void is removed.
- Requiem:
- -Trusted Companion now affects Blast Attack parts as well as Melee and Ranged.
- Baroque:
- -Super Strength is no longer a skill. It is now a Tier 3 Mutation.
- -Instrument of Evil is no longer a skill. It is now a Tier 3 Enhancement.
- -New skill (Supplied by Kiwi): Elastic Flesh [Auto/None/Self] Once per round, you may increase the range of a Mutation that has a range other than Self by 1.
- Romanesque:
- -BftP skill changes override vanilla.
- -New skill (supplied by Kiwi): >One Last Dance [Auto/None/Self] Decrease the AP cost of an Enhancement part by 2, to a minimum of 0. As a cost for this skill, break the part you use.
- "Your time on this stage draws ever closer to an end; but perhaps your heart can hold out for one last dance?"
- Part Changes
- Vanilla Parts:
- ARM:
- -Flamethrower gets a +1 to the attack check.
- -Superior Katana no longer gets a +1 to the attack check.
- -Monofilament is removed. REMOVED!
- -Ball and Chain is now Range 1.
- -Netgun is now range 1-2.
- -AT Rifle negates Defend 1 (Defend 2 is unaffected).
- ENH:
- -Electrigger takes a -1 to the attack check.
- -Gauntlet is kept as an auto defend 1, but is only +2 damage once per round at damage timing.
- -Manipulator AP cost changed from 2 to 1.
- -Psycho Blaster AP Cost reduced to 0.
- -Rocket Pack AP cost changed to 1 and is now usable once per round.
- -Lightsaber does not benefit from maneuvers that increase melee damage.
- MUT:
- -Boy is changed to T1.
- -Skinny is moved to T2. The part's effect is now [Auto/None/Self] Once per Round, you may use this part when you declare an Attack Maneuver, you may declare this part. Your Attack Check is immune to Hinders.
- -Meat Snake no longer has its free reroll (and using it is grounds for a paddling).
- BftP Parts:
- (Currently unchanged. The wiki's versions of these parts are the most up-to-date, and thus will be the versions used.)
- Gravel Parts:
- ARM:
- -Hachimaki is changed. The new part effect is [Auto/None/Self] Critical Hits you inflict and receive deal +1 base damage.
- -Meat Hook is now a Tier 2 part.
- -Bayonet is changed. The part's new effect is now [Action/3/0] Melee 3. When you deal damage with this attack, you may use a Ranged Attack Maneuver with Damage timing at Range 0, regardless of the Maneuver's original range.
- -Kevlar is changed to [Auto/0/Self] Auto-Defend 1. Can only defend the Torso. Once per *Round*, you may pay 1 AP to increase the value of a non-Auto Defend Maneuver by 1.
- MUT:
- -Fire Sac is unchanged.
- -Crawling Chaos has its AP cost increased to 1.
- -Skitterers may not apply the distance traveled to its attack check, only to its damage.
- -Appendage Wall is unchanged.
- ENH:
- -Orbital Weapon is unchanged.
- -Hookshot is unchanged.
- -Dash has its AP cost increased to 1 and is treated as resolving *after* that Count's Action-timing Maneuvers (unless it triggers due to a Rapid attack, in which case it resolves after the Rapid).
- -Force Field Generator is allowed, but its uses apply *before* other Auto-Defends.
- -Berserker Collar is REMOVED WITH EXTREME PREJUDICE.
Add Comment
Please, Sign In to add comment