WR House Rules

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Norjax
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WR House Rules

#1 Post by Norjax »

FIREARMS RULES

Aiming:

As an action, the shooter may take time to aim. This will increase the attack die type by one step on the die chain and increases the damage to two dice.

If the shooter has multiple action die, they must use their first action die to aim. (i.e. If they have two action die, 1d20 & 1d16, their attack will be using the 1d16. Since aiming improves the attack die by one step, their attack will be with a 1d20. If they have two (or more) 1d20 attack die, their aimed attack will be with a 1d24.)

If the shooter has only one action die, they must spend one round aiming and attack the next round. If their aim is interrupted by an attack on their person, the aim has no effect.

Range:

Short range and below has a +2 modifier

Between Short and Medium range, there is no modifier

Between Medium and Long range, the attack die is one lower than normal (1d16 instead of 1d20, 1d14 instead of 1d16, etc.)
Last edited by Norjax on Thu Jan 27, 2022 12:48 am, edited 2 times in total.

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Re: WR House Rules

#2 Post by Norjax »

Luck Recovery

Uber Strain Humans recover 1 luck point/day.

Plantients recover 2 luck points/day.

Psionists, Neuronauts, Mutants, Manimals, Androids and Cyborgs recover 1 luck point/7 days.
Last edited by Norjax on Thu Jan 20, 2022 6:58 pm, edited 1 time in total.

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Re: WR House Rules

#3 Post by Norjax »

Time Keeping in the Wretched Regions

I needed a new time keeping method besides the number of days out of Loge Thantos and/or Hagalton.

The original adventure party left Loge Thantos on the first day of Aglahn (Fall), day 183. That was 105 days ago, which places the current time 14 days into Delahn (Winter). The time would be read as “The 287th day in Delahn of the 81st Cycle” commonly abbreviated as 287D/81.

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Each year (cycle) is relative to the implementation of the Vanite Time Scale introduced 81 years ago.

Each year is divided into four seasons: Nulahn (Spring), Furlahn (Summer), Aglahn (Fall) and Delahn (Winter). Each quarter (Lahn) consists of 13 seven-day weeks except Delahn, which has an extra day in the last week. To keep with celestial motion, every 4th Delahn adds another day to the last week.
Last edited by Norjax on Sun Mar 17, 2019 11:42 pm, edited 1 time in total.

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Norjax
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Re: WR House Rules

#4 Post by Norjax »

Rules for training an intelligent Pard Horse:
simple:

come here
stay
follow (heel)
flee (until ordered to come here)


Each of these commands has a Difficulty Class of 12

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A bit more complicated:

sentry: raise an alarm when it sense danger - hopefully this builds on existing natural behaviour
rear-up: to throw a rider or surprise someone nearby attack


Each of these commands has a Difficulty Class of 17

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How long will training take?


Each DC 12 Command has a base training time of 2 days, if you spend 3 hours training. This is only possible if you are at rest for the entire day (in a base camp, town, etc,). Part-time training, such as during travel will increase the base to 4 days.

Each DC 17 Command has a base training time of 4 days during rest, 8 days during travel.

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How much of a bonus would I get if I spent an extra day (evening) on training?


+1 for each extra half session spent before a roll, up to a maximum of +2

If I fail the roll, is that it, or do I get another chance if I spend more time?


If you fail, you must wait another full session before trying again. You gain a +1 for the first failed session. There is no gain for additional failures beyond the first.

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A natural 1 is a skill fumble. No credit for failed session. Must wait a full session before trying again and drop 1D for the action die.

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The modifiers to the training roll included:

Skill level (your Animal Handling skill modifier)

The horse's personality modifier (Pard Horse is +1)

and, of course, burning luck points
Last edited by Norjax on Fri Aug 16, 2019 1:50 am, edited 1 time in total.

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Re: WR House Rules

#5 Post by Norjax »

FIRING INTO MELEE

When firing into melee, any missed shot has a 50% chance to hit a secondary target engaged in melee.

NOTE: When using a high-velocity weapon such as a firearm or energy weapon, the chance to hit a secondary target is reduced to 25%.

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Re: WR House Rules

#6 Post by Norjax »

MUTATION CHECK ROLLS

One may elect to take a lower result when making a Mutation Check Roll.

This applies to ACTIVE mutations only. Passive and Defects are at the mercy of the roll (Glowburn and Luck rules still apply).

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Re: WR House Rules

#7 Post by Norjax »

OPPONENT VITALITY

The following descriptions are used to convey clues about the vitality of opponents:

Image

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Re: WR House Rules

#8 Post by Norjax »

Outdoor Movement and Ranges are in Yards not Feet.

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