House Rules

House Rules

Here is a collection of House Rules that I have come up with.



Certain actions that take multiple actions to resolve (aiming, casting spells, etc.) resolve on the last action required to make it. So a person winding up for a power punch spends the first action winding up and rolls for his attack on the second action. If the target is no longer in range, then the action spent has been wasted.

If in the course of spending an action to prepare for an attack the character is attacked, roll a d20 under either Mental Endurance or Physical Endurance (depending on the action being attempted). Roll against Mental Endurance if attempting to cast a spell, aim a gun, or other similar actions that require mental focus, and roll against Physical Endurance if attempting to make a power punch or power kick or other similar action that requires momentum. Rolling a natural 1 automatically reduces the time by one.

Power Attacks, Aimed Shots, and Called Shots

Power attacks, Aimed Shots, and Called shots increase the chance of scoring a critical hit by 1 (so normally only a natural 20 would score a critical hit to 19-20 on a straight die roll would score a critical hit, while someone with a critical hit range of 18-20 now has 17-20).

Called Shots bonus to the critical range stacks with Power Attacks (for melee attacks only) and Aimed Shots (for ranged attacks only).

A hit is only automatic on a natural 20 (unless the defender rolls another natural 20 to parry/dodge the attack), while the other attacks can be defended against without needing to match the attackers natural die roll.

Skills affecting actions

The Boxing skill now only adds one additional attack per melee in Hand to Hand combat, but not for ranged combat or magic or psychic combat. For ranged combat, there will be the Physical Skill Quick Shot which adds one additional action per melee with all ranged weapons, Quick Thinking which adds one additional attack per melee for psychic actions, and Quick Channeling which adds one additional attack per melee for magic actions. The actions granted by these skills are the only ones allowed to speed up an action.

Juicers, Crazies, and other classes that are granted extra actions can also use these actions to speed up an action (but no more than 1 extra action per attempted action).

Another way of looking at it is that bonus actions can reduce the number of actions by one.

Example: Dave has a 1st level Juicer with 6 attacks and 1 physical attack (4 normal actions, 2 bonus actions for being a Juicer, 1 bonus physical action for the boxing skill) that is fighting an enemy mage with the Quick Channeling skill. Dave wins initiative and makes an aimed called shot at the mage’s head, which would normally takes 3 actions to resolve, but since Dave’s Juicer has extra actions, he uses the maximum of two actions and prepares to fire on his next melee. The enemy mage realizing that Dave’s Juicer is probably aiming for his head casts Impervious to Energy, which would normally take two actions to cast, but the enemy mage can reduce that one to one action. The Juicer’s next action fires the laser rifle at the mage’s head, but does no damage because it was a laser rifle. The mage now decides to try to end the fight quickly by casting Deathword on the Juicer and starts to casting. The spell takes two actions to cast, but the mage is out of bonus actions to reduce the casting time. The Juicer acts next and decides to run up and hit the Mage. Since the Mage was in the middle of casting a spell, he roles a d20 against his ME and rolls under. Now the Mage finishes the spell and casts Death Word on the Juicer who makes his save vs magic.

Critical Hits

If a critical hit is rolled, that target may still roll to dodge like normal. Only a Natural 20 will completely dodge the attack, however if the dodge roll is high enough to beat the strike roll after bonuses are added, then the bonus damage from the crit is negated.

Example: GM Todd is running a game with Linda, Barry, Fred, and Tonya. Bad Guy 1 rolls to attack Fred, a Juicer, and gets a critical hit! After bonuses, Bad Guy 1’s strike roll is 25. Fred’s Juicer rolls to dodge and gets an 19 on the die, which after bonuses makes it a 26. Since Fred didn’t roll high enough on the die, his character is still hit, however he was able to negate the double damage from the critical strike roll.



If you take damage that is more than 50% of the remaining MDC value of your armor, the rest bleeds through (damaging an EBA’s environmental seal) doing 1% of the damage (divide the damage that bleeds through by 100). If the strike roll was a critical roll, then this damage is divided by 10 instead of 100.

Once the armor’s MDC value reaches 0, it will continue to provide protection up to -100% of its MDC value. From -1% to -50%, the damage done is 1% of the attack damage (basically the target takes SD instead of MD), and from -51% to -100%, the damage done is 10% of the attack damage (or SD x10 instead of MD). Critical hits still do x10 damage (so from -1% to -50%, SD x10, from -51% to -100%, MD).

This applies to SD damage as well as MD damage.

Example: Todd rolls to strike Tonya’s Mercenary from Bad Guy 2 and it hits. Tonya’s Merc is wearing armor that was previously damaged in another fight, so it only has 20 MDC left. Bad Guy 2 does 15 MD damage, so Tonya’s Merc’s armor takes 10 MDC, bringing it down to 10 MDC left, and her Merc takes 5 points of SDC as well.

Next melee round, another bad guy hits Tonya’s Merc with a critical hit, and her character fails the dodge roll. The bad guy rolls damage and gets 5, which is doubled because of the crit. The armor takes another 5 points of MD damage, and Tonya’s Merc takes 50 SD damage!

At the same time, Barry’s Cyber-Knight’s armor has been extremely damaged and is at 0 MDC. Bad Guy 3 fires a laser blast at Barry’s Cyber-Knight and hits, doing 10 MD, bringing the armor’s MDC to -10, and Barry’s character takes 10 SD damage. A couple actions later, Bad Guy 3 scores a critical hit on Barry’s Cyber-Knight and rolls a measly 2 damage, for a total of 4. The armor is now at -14 MDC, and the Cyber-Knight takes 40 SDC._

Vehicles, Power Armors, and Robot Vehicles

Vehicles, Power Armors, and Robot Vehicles all have a superstructure total that is half of the total MDC in a given area. So a main body of a power armor that had 250 MDC would have 125 MDC of Armor and 125 MDC for the superstructure. This superstructure takes damage just like a character wearing armor.

Armor Piercing Effects

All attacks that are armor piercing (such as AP Mini-Missiles) have the normal bleed through damage reduced by 10 rather than 100. Armor piercing bleed through attacks can not deal more damage than it would have normally if there was no armor to stop it.

House Rules

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