The Wayward Frontier
Note: All House Rules are subject to changes minor and major at GM’s discretion. A vote may not be initiated depending on the severity of the change(s) being made.
1) Ammunition Count
+ For weapons less than 20 rounds, you are considered to have “unlimited” ammo. If a natural roll of ‘1’ occurs, that player has run out and must reload to continue firing that weapon.
2) Mind-Affecting conditions Player-to-Player
+ All PCs have free will over their character’s minds, choosing to believe or disbelieve anything other Players have to say. No amount of Bluff, Diplomacy, Intimidate, or Persuasion from one PC will be able to make another PC believe anything different.
+ However, any PC Force users with a mind-affecting technique may use it to affect another Player at an additional +10 to the DC. Only one mind-affecting power may be used on only one PC target, once per game session. Meaning you can only choose ONE and only ONE PC per session, not attempt one power once on every player at the game table.
We will be using a variation of the Spycraft 2.0 Subplot rules. The list for the campaign may be found here in the wiki section.
+ Each player may choose one subplot at a time. (subject to change, may be based on character level instead).
+ While an incomplete subplot is inactive on a player, it means that at any time the GM may introduce one or more character’s subplot themes into the main campaign, be it a major or minor plot device. Once a subplot has been activated, a player cannot choose a different subplot until the existing subplot has been completed.
+ Depending on the manner of completion, a subplot may yield some type of reward. These rewards may take the form of a little extra XP, credits, a perk, or an ability.
+ Depending on the nature of the Subplot, some story may need to be supplied by the player to the GM.
Subplots are not intended to give a significant edge or boost, more so the Subplot mechanic is intended to give players an opportunity to explore a part of the character’s background and/or character development directly in-game as a tie-in into a game session.
4) Player Hit Points per-Level
The process is two-fold:
- Figure out what the maximum number of hitpoints you could attain at the next level unmodified (no CON bonus or similar). Example: A Jedi gets d10 hit points/level. This number would be 10.
- Take the die type and half it.
Example: A Jedi gets a d10. Half of this would be considered a d5.
+ The number of hit points your character gains at the next level is equal to one-half the number outlined in step #1, plus an additional die roll equal to the number outlined in step #2.
Example: My Jedi has reached level 2! He gains 5 hit points (before modifiers) and then rolls a d5 to determine his total number of HP then adds his CON bonus.
In short, your character is always guaranteed half his hit points (before modifiers) and the other half is left up to chance. This was done to prevent players who have bad luck at rolling low numbers for HP.
5) Healing Surges
To be announced…