1. Unified House Rules in Sternwald Sector | World Anvil

1. Unified House Rules

Chapter 1 - Gameplay
Skill checks -
A character may attempt a basic skill test untrained against half the associate characteristic. They may not attempt a specialist skill or lore skill.
Difficulty and Caps -
A character may accrue bonuses so the test threshold is at or above 100%. To represent the chance for failure existing in the real world tests and checks are capped at 89%. Each 10% over 90, you gain +1 Degree of Success on a successful test (with any dice roll, whether you make the roll by 1 or 50). There is still a chance at failure however.
90%-94% - generic failure
94-99 - Noteworthy failure, such as shooting self, or otherwise setting one self back.
00 - Something particularly memorably bad/awful happens
  Assistance -
1 player may assist another in structured play, 2 may assist in narrative play.
Each assisting player must have a level of skill greater than the penalties on the check.
eg. A player needs to have a skill at 31%+ if the penalty is -30%.
This is meant to preclude unskilled or untrained personnel from assisting. It also eliminates their chance of contributing negatively.
Each assisting player contributes an addition d% (tens die), and the testing player can choose which they use (and they can choose to fail a test for whatever reason).

Unnatural Characteristics (x)
a. Each x adds +1 to the Attribute Bonus.
b. A character with a skill tied to the Characteristic may choose to pass that skill with degrees of success equal to the Unnatural Characteristic (x) value. They may also choose to pass a direct Characteristic test with (x) degrees of success.
eg - Unnatural Toughness (1) - you can pass a Toughness Test with 1 Degree of Success. Unnatural Agility (1) - you can pass a dodge test with 1 Degree of Success.
c. Penalties remove 1 Degree of Success for each -10% or part thereof. If the value of (x) minus this penalty is 0 or less, the character cannot automatically pass a test.
eg. -10% for A second dodge in a given round (more on this later). A character with Unnatural Agility (1) would be required to roll an Agility test as the penalty is a -1 to his (x) value.
d. It is probable that many situations will not be aided by the (x) value of Degrees of Success (notably dodging multiple hits). In this case the character may elect to roll as usual. If they do so, they gain (x) number of Bonus Degrees of Success on a Successful test.
e. The (x) value of most Unnatural Characteristics found in the material is reduced by 50%. It is recommended to do this for NPC opponents as well (Tyranids being a possible exception).


Chapter 2 - Creation & Advancement
Please see the alternate rules section for this.   Chapter 3 - Skills & Traits
Skill Groups:
More Skills are broken into Groups representing a broad array of sub-specialties. These are purchased separately.
Operate
Surface (Tracked, Wheeled, Skimmer) - piloted using Agility
Robotica -for remote command of robots, piloted using Intelligence in place of Agility
Spacecraft- for piloting smaller one person near void craft, using Agility
Voidcraft - for piloting deep void craft, plotted and commanded using Intelligence
Medicae
Medicae is broken down into two separate trees:
a. Race - racial specific medicine.
Treating others outside of this race is a -20% to the skill test.
b. Field -
First Aid - combat injuries and triage
Surgery - long term and complicated care
Diagnosis - assessing disease and also cause of injuries
Pharmacopeia - drugs!
Chem Use - How to use/abuse drugs!

Weapon Groups
Weapon training has been replaced by Weapon Groups using Ballistic Skill or Weapon Skill, as appropriate, as the associated skill.
This makes it possible for a person be proficient at using and aiming weapons or by becoming a master of a specific weapon. It also allows one to better tie Talents to specific ability with a weapon group.

  Racial Skills
Tech Use (race) and Medicae (race) are included.
Tests to or upon other races persons or equipment at -20% if trained in the equivalent skill of a different race.

Tech Use
Tech use is being altered to include a new dual general use (by race) and Ars Technica Liturgies.
The General racial component is the ability to use and attempt to do basic repairs to a given race's technology. The idea of being able to do a basic oil change on your Chimera - the sort of level of skill a Technomat or tech priest assistant might have. This is Tech Use (Imperium) or equivalent.
The Ars Technica Liturgies represent being versed in the mysteries of the Technology that the Imperium uses, or any other sane race would call a specific type of Engineering or scientific pursuit. ATL (Specific Field) is used to specify a given field. An example would be ATL (Biology) to become an Imperial or Heretek Magos Biologis. ATL (Electrical Engineering) for an Elecro-Priest. ATL (Genetic Engineering) for a Magos Geneator.

One may have an ATL specialty higher than base Tech Use, but it cannot be used to substitute for the general tech-use.

  Channeling
More on this in the Psychic Rules notes
Where Focus Tests shape and bring the energy of the warp into existence, Channeling is the skill of closing the warp off from realty once it has done you bidding.
"The warp wants to enter the real world, and twist it. It does not want to recede once it has entered".
The Channeling skill level tested against either of a psyker's Willpower and Toughness. Representing brute strength or willpower to shut off the flow of power.
Unnatural Characteristics in either case count for this purpose. A brute act of will or physical resilience can be used to force the inner portal to the warp closed again.
  Hordes
We recommend the Black Crusade Horde rules.
Blast (x) - These cause bonus hits equal to twice the (x) value of the weapon quality on a successful attack.
Devastating (x) - These count as bonus hits on a successful attack. Full extra damage dice rolls are made for each additional hit gained in this way.

Chapter 4 - Talents, Cohesion and Orders


Chapter 5 - Armory
Please see the Weapons and Equipment Quality pages for detailed notes on additional weapon qualities.
Please see the Purchase System page for detailed notes on price and purchasing changes.
  Stunning vs Shocking
Stunning - The attack generates a Stunning test as long as the attack successfully connects with the target, even if no damage is ultimately taken by the target.
The target is "Stunned" as a result
Shocking - The attach generate a Shock test if it deals 1 or more points of damage after reduction for Armor and Toughness.
The target is "Helpless" as a result
  Armor Stacking
One may stack certain types of armor to gain additional benefits, at a penalty to weight carried and Agility for dodging attacks.
One may stack one cloak or jacket or shield with one's base armor suit.
Particularly:
An Armored Body suit or Synskin may be stacked beneath one's base armor suit.
Stackable (x)
This is the Armor quality that denotes one may stack it with a base standard armor or mortal human power armor.
Astartes equipment that is stackable (Combat or Storm shields) may be stacked with Astartes power armor.
In either case one takes a penalty equal to the (x) value to all Agility based tests as a result. This stacks with any inherent agility penalty from the equipment or max agility cap from the armor.
You will be hit more frequently, but may survive longer. Until someone brings out a Lascannon.
  Chapter 6 - Psychic Powers
Please see the Psychic Rules pages for more details on this - different rules for enacting powers and additional powers.

Channeling
More on this in the Psychic Rules notes
Where Focus Tests shape and bring the energy of the warp into existence, Channeling is the skill of closing the warp off from realty once it has done you bidding.
"The warp wants to enter the real world, and twist it. It does not want to recede once it has entered".
The Channeling skill level tested against is either of a psyker's Willpower and Toughness.
Unnatural Characteristics in either case count for this purpose. A brute act of will or physical resilience can be used to force the inner portal to the warp closed again.
  Chapter 7 - Combat
  Evasions & Reactions   Evasions are attempts to get out of the way, and may be performed as a Dodge (ranged attacks) or Parry (melee attacks).
Reactions are a bonus opportunity to respond during another characters actions. They cannot be spent on your own turn unless otherwise noted in a skill, talent, trait or equipment rules.
  Evasions
A character may attempt to evade any attack of which they are aware.
A penalty of -10% per evasion attempted in the same round, which stacks, is to be applied.
Parry and Dodge count for one accumulation: -10% per Dodge or Parry in a round.
  Reactions
A player (not NPCs unless Touched by the Fates) gains 1 Reaction per round and may use this for actions other than evasions when rules allow.
It is possible that they may do nothing with their Reaction allowance in 99% of play. This is fine.
eg. A character may spend their reaction to perform the Counter Strike Talent or the Assassin Strike Talent.
It is possible to gain more Reaction per round through drugs, talents or spending a Fate Point (see later, chapter 8)
  Damage
Headshots - Damage to the head, after reduction for Armor and Toughness Bonus shall be doubled. Death shall thus be more likely.
  Blast/Spray Rebound
If a Blast (x) or the center of a Spray hits an object of sufficient solidity (such as brick wall or steel plate) that it would not be destroyed by the attack, then the Blast or spray may rebound back towards the center of the blast or the source of the spray.
It will do so until its Blast radius is expended.
eg. A blast (4) explosion travels (2) meters to a wall from the center of the explosion. It then rebounds from the wall (2) meters back towards the center of the explosion.
A Character caught in the explosion will potential be hit multiple times.
A Character can only attempt to evade the original explosion.
It is noted that if they fail to move far enough to edge of the blast (on successful Agility or Dodge test, but lack enough movement), they may still want to move away from a wall or similar to avoid the bonus blast damage.
  Vehicles
Please see the Vehicle Pages for additional notes on Vehicles
  Cohesion, Orders and Squads
Please see the Cohesion and Orders pages for additional notes.

On Firing Pistol Weapons in Melee...
One may attempt to use a Pistol weapon melee, substituting Ballistic Skilll for Weapon skill.  One can hit a maximum number of times as determined by the multi-melee attack talents, representing your ability to get you gun on target while someone else is attempting to keep this from happening.
In so far as bonuses and penalties, one cannot gain from the range, ignore this entirely.  One can gain from the Rate of Fire selected, and if the pistol possesses the Scatter quality.
The cap on Hits is limited to first the Multi-attack talent, and second the RoF of the weapon.

  Chapter 8 - Narrative Tools
  Inter Alien Relations
Any penalty applied to interactions by one race to another is viewed as reciprocal unless noted.
  Insanity!
One may now gain Temporary Insanity and Permanent Insanity points.
Temporary - These accrue for the duration of the current game session and should end with the game - unless the night ends in the middle of an encounter in which case they continue until the end of the subsequent session.
Permanent - These accrue for the duration of the character's existence as usual. They lead to long term neuroses and mental conditions.
  Temporary Insanity:
The penalty is based on the number of points taken during the game.
0-1 - No dramatic effect, beyond what one may role-play in the attempt avoid taking further.
2-5 - lose 1 Degree of Success per point of Temporary insanity from all tests. This may generate a failure from a success.
6+ - Halve all base skills for tests as your perception of reality collides with your paranoia and fears. Apply the DoS penalty as above.
Points taken above 6 add to Permanent Insanity on a 1-1 basis.
  Generating Temporary Insanity:
Fear (x): Fear grants permanent Insanity the first time one encounters source if the fear test is failed (and only on the first encounter).
Subsequent encounters with the same source (or type if not a unique creature) yield Temporary Insanity on a Failed Fear Test (equal to the X rating of the Fear Quality)
Other: Events that are unsettling, but can be mitigated through therapy or alcohol or such can grant a limited # of Temporary Insanity. If they are more extreme, then it is Permanent Insanity.
Mutation!: Mutations grant 1d5 Permanent Insanity, this counts against the # if IP taken both this session and the next session before being discounted as part of the permanent track.
  Example 1: On first Encountering a Plague Bearer, Josias fails his Fear (2) Test, rolling 45 against a WP of 31. He takes 2 Permanent Insanity. A week later he encounters them again. He again fails his Fear (2) test on a 37 against a WP of 31, and takes 2 Temporary Insanity.
  Example 2: Josias’ has served in the Guard, and is numbed to much of the death he sees, but the Khorne Cultist murder is brutal and unexpected. He fails his willpower test on entering the Crime Scene, rolling 83 against his willpower of 31. He takes a number of Temporary Insanity determined by his GM (say 1d5). He will most likely be enjoying Flashbacks to his service days for the session, and taking severe setbacks to all his tests.
    Fate Points!
Boy we love these.
Additional Uses of Fortune Points:
1. To Gain a Bonus Half Action - this may be an Attack, Reaction or similar. The action interrupts the order of play, though to interrupt the actions of the active character the interrupting character needs to have a higher Agility. If they do not then the active character completes their current 1/2 or Full round action prior to the interrupting character performing their bonus action.
2. To heal 5 wounds unless modified by a Trait or Talent. Replaces the 1d5 wounds variable allowed.
  You didn't need that Arm, Didya?
Players may choose to lose a limb in place of burning a Fate Point. The limb (arm or leg) is chosen by vote of the remaining players.
At that point the Player Character is incapacitated, and must receive a cybernetic limb or wait out a two week (in game) convalescence while the limb or equivalent recuperation takes place. (the author realizes it takes more than two weeks, but this a game, and people like their characters - so pseudo science and whatnot).
While this takes place the Player may use a temporary or stand- in character if available (one should be made available). This character is quite allowed to be ... interesting. try new things, people can be surprised to try a different style. If its recurring choice, or one shared amongst the group (like an NPC pilot or such), this can be quite colorful.
Experience note: after 5 years of play our test group established an A-B-C tiered system for use in this way as they wished to save their Fate Points.
A - Primary character with maximum experience. Created to be very effective.
B - Secondary character with about 50% the experience of A. Created to be useful.'
C - Tertiary Character created by the GM to reward a player that managed to severely injure their A and B inside two weeks. Created to be... Colorful. (eg. Ogryn with a Crayon Consummation Problem, also Crayons are not always Ogryn Proof).

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