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General Glorantha
Prax and Yellowtail
Sartar and Cinsina
HeroQuest
Name Generation
Gloranthan Everway
Blue Planet
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I have made a few house rules for the current Longshore campaign.
They are all minor, and have very little effect on the already
lightweight Synergy game system.
Character Generation
I made a few restrictions on the character generation choices
available to the players.
- Characters are at the Exceptional power level, apart from having
Everyday attributtes (i.e. sum to zero)
- There are no systemic osmoform aquaforms (squids): gills on a
mammal would cause virtually instant and terminal hypothermia. Diving
reflex aquaforms, however, are perfectly believable.
- Hybrids look far more like normal humans than how they are
presented in the rules: genetic modification to increase muscle mass,
say, will have no effect on the development of, say, the nose. Silvas
tend to look like people with acromegaly, with large jaws and hands
and increased muscle mass. Cats are thin, nervous, and constantly
jumpy.
Open-ended dice rolls
- When making a task attempt, natural rolls of '1' and '10' are open
ended. If the lowest die rolled is a '1', add 10 to the Target Number
and roll again. If the lowest die rolled is a '10', subtract 10 from
the Target number and roll again. Multiple consecutive rolls of '1'
or '10' keep moving the Target Number.
This mechanism allows attempts at tasks that, through various
factors, have negative target numbers.
(Inspired by Mike Z's house rule)
Augmentation
- When two or more skills are applicable to a certain task
(e.g. Pilot and Computer when trying to override a
sabotaged autopilot), the secondary skill can give a bonus of one-third its
value (round down) to the main skill value.
Close Combat
First is the single erratum from the published rulebooks:
- Unarmed comabat strikes have a damage rating of Strength +
1
Second is the house rule.
- When making an offensive action (Strike or Throw), but before
dice are rolled, an attacker can nominate to forgo an attempt to cause
damage, but instead acquire a combat advantage. In this case, the
attacker's net Action Value (attacker's AV - defender's AV) is applied
as a bonus to the attacker's next action. Note that the net AV can be
negative, giving the attacker a penalty. Also note that the combat
advantage resets to zero if it is not used in the attacker's next
action.
Equipment
- The electronic weapon scope does not give a bonus to all
shots; instead, it alleviates any range penalites by 2. Its
range-trebling effect remains unchanged.
- The targeting interlink does not interface with programmed
reflexes to provide a 'never miss' effect. It still gives a +2/+3
bonus to all shots when used.
Biomods
- The diver aquaform includes the improved blood oxygenation
modification. Characters with either modification have the union of
the stated benefits: they can hold their breath for up to 10 minutes
while performing strenuous activity, and up to an hour if
resting.
- Multiglands can produce a number of effects. See the separate page for details.
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