Suggestions for house rules?

phantomdoodler said:
I know it sounds a little wacky, but i do like the idea of increasing your EPs with armour (its certainly easier). In an abstract way, it sort of feels like you are damaging the armour - when you heal between sessions, thats like having time to repair the odd missing link or patching up the leather rips. I am not sure how this works if you remove an chain waistcoat and you are at 4 EP or less, though

Now, I will say that Magical Armors (like the Kagonite Chainmail and Silver Bracers) might have damage reduction, but it should be very small, like 1 EP per piece. Also, such armor should be very, very rare (as in, if you want the above two armors, you need to mug Kai Supreme Master Lone Wolf to get them).
 
johntfs said:
Armor piercing arrows do 1 extra point of EP against foes wearing armor. Against foes not wearing armor, they do 1 less EP.

Double-barbed arrows do +2 EP of damage if they hit. Against foes with armor, subtract half the total EP Armor bonus from the Archer's CS. So, someone wearing Chainmail and a Helmet would cause the Archer to subtract -3 from his CS because barbed arrows have a harder time punching through armor.


Nice :)
 
Injuries:

Instead of taking damage, a player can choose to ignore up to 3 EP loss from a hit, by taking an injury instead. Each injury a character sustains, they must subtract -1 from all tests they make, and suffer -1 CS. Injuries may be healed eventually, healing 1 per week through rest. Alternatively, any time they are healed of 3 EP, they may choose to remove an injury instead. A character may only ever suffer from 5 Injuries, however. After that, they must take Endurance damage as usual.

Unless an attack kills you in one blow, you may take multiple injuries from a single attack - each 3 EP ignored causing an injury.

For example, Swift Lynx is facing a Gourgaz and gets hit for a hefty 8 EP loss. Since she is already at 3 EP, she decides to take three injuries, to ignore all of that damage. She is now at -3 CS and to all tests however - hopefully, she can kill him next round....
 
Knocking people out

Here's a rule that I've developed based on frequent player request.

If the player wants to knock out their opponent, and the GM allows it, then they announce their intention before their roll. If the results takes the enemy to -3 to 0 END, it has been knocked out. Anything below -3, however, and the enemy has been inadvertently slain. Players may find it handy to switch to bare handed combat (-4 CS) for these purposes.
 
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