Post by Manah on Feb 23, 2018 15:16:16 GMT -5
CORE RULES
House-ruled Manah Style
House-ruled Manah Style
CHANGES/CLARIFICATIONS TO GENERAL RULES
NOTE: By 'general rules, I mean rules about the game that are not necessarily covered by Abilities/Actions/Modifiers/Challenges or Equipment rules, which I will cover separately below.
1) NO 9 ACTIONS LIMIT: Doesn't exist. A character can have however many actions as they care to learn provided they have the means and the experience to do so.
2) CADs OF EXISTING CHARACTERS IN THE BOOKS: Generally inaccurate and/or significantly outdated, and are not to be taken as accurate in general.
3) MAXIMUM ENERGY AND ENERGY REGENERATION: There is no Intelligence-based Energy special rule. Instead, characters' highest Ability between Durability and Willpower (see Abilities below) is used to determine max energy - 5x the AN (instead of 3x) - and energy regeneration. Also, see Healing Factiors, Energy Battery and Deep Reserves in Modifiers below.
4) MAXIMUM AN/MN: As a general rule, there is no 'hard' limit on how high an Ability/Action/Modifier can go (emphasis on *general rule*; there ARE exceptions). There are, however, some guidelines; typically, most characters' A/A/Ms are in the 1-12 range. Some may exceed it in one or more aspects and some are downright ridiculous. As far as most people are concerned, anything beyond 12+ probably feels immeasurable, but that doesn't mean no one could exceed it.
Racial Maximums in A/A/Ms do exist for a NORMAL human being, and other species/ natural creatures (also, it will be a bit higher than in core MURPG in my rules to allow for more diversity between 'badass normal' hero types). It is possible to exceed said limits under certain circumstances (say, getting bitten by a radioactive spider, learning magic, being modified cybernetically, etc), but you are no longer a normal human by then. NOTE: A modifier exists for people who do not necessarily go through a supernatural/metahuman change but still exceed normal human limitations, like anime protagonists and heroes of legend. See Modifiers below.
Racial Maximums in A/A/Ms do exist for a NORMAL human being, and other species/ natural creatures (also, it will be a bit higher than in core MURPG in my rules to allow for more diversity between 'badass normal' hero types). It is possible to exceed said limits under certain circumstances (say, getting bitten by a radioactive spider, learning magic, being modified cybernetically, etc), but you are no longer a normal human by then. NOTE: A modifier exists for people who do not necessarily go through a supernatural/metahuman change but still exceed normal human limitations, like anime protagonists and heroes of legend. See Modifiers below.
5) ABILITY BONUSES: Not that I've seen it contested often, but just a clarification: the same Ability bonuses can be used fully on multiple actions as long as the user has enough energy to use them. For example, if you have Str 4, and both Acrobatics and Swimming with Str.bonus, you can use the whole 4 on both actions as opposed to having to split it, as long as you have the Energy to spend.
7) NO ACTIONS' INHERENT MALUSES AND LIMITATIONS: There is no such thing. By which I mean, no base power is inherently limited or restricted in growth as a rule. For example, in the MURPG core rulebook, neither Growth nor Shrink can be improved by LoEs. Why? How is that universal for those powers alone, but most people with Force Blast can get better at it with training and effort? Who decided that those specific powers cannot be improved with effort in any and all cases? ...Not me, that's who. No power suffers from a universal limitation; they're powers, not flaws. If you want to have a limitation, you will get a discount for it, but it's never mandatory.
8) POWERED ARMOR/ROBOT/CYBORGS RULES: Characters using those concepts do not benefit from special cost reductions which nobody else gets 'just cause', nor do wealthy characters gain free stones to build such armor with; no freebies based on concept alone (unless a specific game asks for it at GM's discretion). However, "powers" being connected to items which may be lost easily - or not so easily - are a Disadvantage known as 'Focus' which may or may not result in reduced costs for any powers linked to it; see Advantages and Disadvantages below.
9) NEW SECONDARY ATTRIBUTE - SANITY: There are some people who think that a 'Sanity' stat should only be used in horror and supernatural games. I disagree. Just like how Health is universal, so is mental Health. It plays a role in the lives of pretty much everyone, in pretty much any setting ever made. People can freak out, be scared witless, lose it, be over-stressed and so on in any situation, not just horror settings. This is the "Health" which gets damaged by mental attacks and similar effects. For that reason, I add 'Sanity', representing a character's "Health of mind", based on the user's Willpower, see Abilities below.
10) NATURAL HEALING: Natural, unassisted healing is considerably slower than in the MURPG core books. Healing 'naturally' 1w of Health per day is anything but natural; the human body is good, but not *that* good. Naturally healing 1r of Health now takes (10 - Durability AN, minimum of 1) days without any medical assistance. Yes, you've read that right: 1r of Health. So three times that much for a full White stone. Also, serious injuries will typically come with temporary negative sitmods until either healed, or some measure of time has passed. There is a reason why normal people go to the hospital when injured, and why there's usually still some time after that before they can fully recover. NOTE: Healing a full white stone per day is now a low level Healing Factor; see Modifiers.
11) DYING/DEATH RULES: On the other hand, losing your last white stone of Health is less unforgiving. You do drop to 2r at which point you cannot recover lost energy as normal. However, at 1r, you are not in a coma, you simply go down, barely conscious but still awake. At 0, you finally lose consciousness. -1r gets you to the coma stage, and -2r means death. Depending on the injuries - at GM's discretion - a character may be bleeding or otherwise suffering complications which will get them one step further down every panel until the character receives some sort of medical (or supernatural) assistance. Any significant healing will stabilize the victim and prevent further health loss.
12) CHANGING SPECIALTIES/ABILITY BONUSES: A player who wishes to change an Action's specialties or Ability Bonus for another may do so for free upon increasing the Action's AN by 1 IF there is a good in-game reasoning, at GM's discretion. Only one Ability bonus may be changed per AN (if you had two), but as many Specialties may be changed as one wants, again, providing it makes sense.
13) IN GENERAL, ADVANTAGES ARE *NOT* MANDATORY: If you have, say, a Force Blast with the advantages 2x damage and Area Attack, you are not obligated to use all, some or even any of the associated advantages. You could make a normal blast with nothing added. You could make a 2x damage only blast. Or you could make the full-on 2x damage, Area Attack blast. Buying an advantage is an advantage. Not a limitation. NOTE: A disadvantage does exist, called 'Fixed', which prevents that level of versatility, which of course comes with a discount, but it's not mandatory. However, it is possible that a GM might declare a certain force blast advantage *must* come into play. For example, if the Force Blast described above is of the Fire/Heat element and comes with 'Sets flammable objects on fire', the GM could logically state that since it is fire, this last bit applies whether you want to or not: wildly blasting fire around flammable materials is not especially wise.