House Rules

Wound Points

Every character gains HP as normal. In addition, each character has a WP (wound point) total equal to their constitution score. Characters take damage to WP when they run out of HP. Damage to HP represents fatigue, minor cuts and bruises, luck in barely dodging attacks. Damage to WP represents actual physical injuries.

Critical hits are also handled differently and deal partial damage directly to wound points. Deal damage as per a regular hit directly to wounds and then deal any additional dice worth of damage to HP.

Example: Damon Slate decides that Marshall Flowers has ruled for long enough. Damon chops at Marshall with his greatsword and gets a critical hit for 4d6+8 damage. Damon’s normal damage of 2d6 (greatsword) + 8 (power armored strength bonus) is dealt directly to Marshall’s wounds, the additional 2d6 damage is dealt to Marshall’s hp.

A character who is suffering damage to wound points is injured and suffers a -2 penalty to all attack rolls, skill checks and saving throws. When a character suffers damage done to their wound point score they must also make a fortitude save to determine if the injury is permantly disabling. The DC for this save is 10 + (Total WP – Current WP) (do not apply the wounded penalty to this save). If the character fails this save, roll on the hit location chart to determine the nature of the injury (roll on percentile dice).

Hit Location Chart
01 Eyes Blindness
02 Throat Permanently Fatigued
03-09 Head -2 to Int, Wis or Chr
11-59 Body -2 to Con
61-79 Arms -2 to Str or Dex, suffers -2 penalty to task requiring 2 arms
81-99 Legs -2 to Str or Dex, speed reduced by 5
100 Common Sense Unable to save against being Rick Rolled.

Rapid medical attention can offer characters another chance to save against the injury.

Aim

Characters can aim as a standard action. When a character aims, he selects a target and chooses to apply either a +2 bonus to his or to increase their threat range by 1 on their next attack against that target. A character can spend up to three standard actions in a row aiming, they select an additional bonus each time. No futher benefit is confered after aiming for three rounds. If the target moves out of sight while someone is aiming at them, the shooter can choose to shoot immediately at no bonus. A shooter can choose to ready an action to shoot at the target if they are worried about the target moving; in this case they keep any accumlated bonus but do not accumulate any more.

Extra Feat: Trained Sniper

A character with trained sniper receives both a bonus to hit and an increased threat range when aiming. In addition, if the target moves out of sight they can choose to spend an action point to shoot immediately with all accumulated bonuses.

Prone and Kneeling

Being prone or kneeling does not give modifiers to ranged defence against opponents shooting at you from a point where they would not be logically hampered. For example, if you drop prone five feet away from an enemy in an open field, you will not receive this bonus. This is subject to DM’s discretion.

Dropping to prone as a free action is considered to “disarm” you. You must spend a move equivalent action to resume a firing stance from which you may use ranged weapons.

Rifles and Pistols as Melee Weapons

If you fired a rifle or pistol as a ranged weapon on your last action, you are not able to use it as a melee weapon for attacks of opportunity.

Low Quality Items

Items can have the Low Quality attribute. Low Quality items are either poorly built or have suffered damage after the drop. All actions taken with them suffer a -1 penalty to attack rolls and skill checks. In addition, if a 1 is rolled on the die, the item breaks and must be repaired before it can be used again.

New Weapons
Name Damage Range Increment Size Ammo Rate of Fire
Scav-Crossbow d6 20’ M Makeshift bolt S
Scav-Pistol 2d4 10’ S variable bullets S
Scav-Rifle 2d6 30’ L variable bullets S

Scav-Weapons are weapons cobbled together by survivors who have no better options. Scav-Rifles and Pistols are able to fire almost any bullet but are always treated as low quality. The Scav-Crossbow is a little more accurate but not as damaging; ammo for it is cheap and easy to make however.

Starting Skills & New Skills

Players may not put more than 2 ranks into skills that require education and technology that are no longer available in Grafton. These skills include Computer Use, many Knowledges and Treat Injury.

We will use the new skill Scavenge (wisdom) for scavenging items and equipment from the ruins. This will replace the use of Search for scavenging. I feel that Scavenging is a unique enough aspect of this game to warrant having a seperate skill; it is the ability to find valuable and usable parts and equipment from the ruins and not the art of finding hidden things. Scavenge implies that your character has been trained to know what sort of things will have survived in a usable condition. See d20 Apocalypse for scavenging tables.

Concentration will help with use of any extraordinary abilities from mutations or the like.

Experience

Experience will be handled differently to better match the types of goals and challenges that players will face in Omega World. At the end of each adventure, characters earn experience based on the following chart. Every 10 experience points represents a new level.

Event Experience Earned Notes
Survival 1 You may not have thrive, but at least you are still alive.
Successful expedition 1 Accomplish what your expedition set out to do.
Aid in acheiving a goal 1 Part of the same expedition that acheives another character’s goal
Acheive a goal 2 Whenever your character accomplishes a significant goal – once per 2 levels.
Complete Character Quest 9 Accomplish your major goal – once per character

A character that survives a successful expedition receives 1+1 points for a total of 2. A character that survives a successful expedition in which he accomplishes this major goal receives 1+1+2 points for a total of 4. On average, this system should hopefully level characters every 4-5 expeditions.

Each expedition into the wastelands should have a stated mission to accomplish, this might change over the course of the expedition. Examples of possible missions might be: reach and explore the ruins of the Pasadena General Hospital, fight the bandits that are threatening the western farmers, trade for some guns from the San Bernadino merchants, learn more about the strange red walled tower.

Characters can also set goals for themselves to accomplish. These are long term goals that typically require more than one expedition into the wastelands. Examples include: build a working solarpowered jeep with upgraded offroad capabilities, acquire an OICW rifle and compatible armor, forge an alliance with the San Bernadino merchants.

Character Quests are super long term goals for characters. These will typically take many sessions of play to acheive and are likely to complete a character’s career. Examples include: creating an enduring alliance between multiple power groups and towns with yourself as leader, obtaining advanced power armor and the necessary implants to use it. It is likely that a character will be ready to retire from active adventuring soon after accomplishing a character quest.

Heroic Surge

Heroic Surge is no longer available as a feat. Instead, a character can spend an action point to gain an additional partial action for one round. This ability cannot be used twice in one round.

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Wastelands Veldran