Edited to add new links to two files, 12/26/20
Greetings Fellow Travelers on the Wastes!
This is the second group of house rules that I have added to my game that I consider essential / very helpful in improving character creation and classes. In some cases, they are rules clarifications and in others they are options that I think should be base rules / address a problem I see with a class.
CHARACTER CREATION AND CLASSES
Character Creation (Optional Rules)
0-LEVEL CHARACTERS (Updated 12/7/20)
• PSH get +1 to Artifact rolls. (Replaced at 1st level with class ability)
• Plantients get -1 to Artifact rolls. (Replaced at 1st level with class ability)
• Characters can select a Shroomer instead of a Plantient when a Plantient is rolled as a genotype at character creation (Table 1-5):
http://inspstrikes.blogspot.com/2018/10 ... class.html
• Use the Extended occupations and equipment lists (separate Documents)
o Extended and Advanced Occupations:
https://1drv.ms/b/s!Ak88KIALsgrVifp_pbB ... w?e=pgLCmE (Edit -- new link 12/26/20)
o Extended Beginning Equipment List:
https://1drv.ms/b/s!Ak88KIALsgrVioETRVv ... w?e=sDmZV4 (Edit -- new link 12/26/20)
[These optional rules mainly increase the range of starting options a bit. The PSH and Plantient variations are just to help emphasize their racial abilities. It also doesn’t make sense to me that Plantients would get worse at using artifacts by going up a level. The Shroomer adds a character that uses Personality.]
Shaman
MCC Shaman Programs (How they Work RAW IMO)
“The maximum number of total wetware programs that a shaman can learn is determined by the program check result of their Patron AI Bond program when run, and limited or expanded by their Intelligence score (see Table 1-1: Ability Score Modifiers).”
-- P 140, MCC Core Book
This really is the rule. All programs learned from your Patron AI after Invoke Patron AI are gift programs, subject to the use limits of your Patron AI Bond check. You learn your Patron AI programs at the rate indicated in Table 2-2 as long as your Intelligence is high enough (Table 1-1). (See MCC Core Book, p 16 and p. 28.)
Your number of gift programs gained from your Patron AI Bond check are limited (reduced) or expanded (increased) by your Max Wetware Programs Modifier on Table 1-1. If you did not roll a high enough Patron AI Bond check to get any gift programs, then you are starting with zero gift programs and modifying that number based on your Intelligence score. You always get at least one (Invoke Patron AI).
A-B-C's
A – First roll your Patron AI Bond and determine how many programs you are able to learn.
B – Second, determine which Patron AI programs you know.
C – Third, write your learned programs on your character sheet along with the other key elements of your Patron AI Bond check -- any Invoke Patron AI bonus and how often can you use your Patron AI's programs. I recommend also writing down the number of your check for later reference.
That's it. You're done.
Luck to Run Gift Wetware Programs (Optional Rule -- Revised 12/6/20): A Shaman may burn a point of Luck to gain a single use of a gift program. They must also spend one point of Glowburn per level of the wetware program to run the program. These expended points do not add to the check roll. [This rule ports over the DCC Spellburn rules that allow for using it to cast Patron spells, potentially with additional Patron debt or stipulations. I included it because of concerns that Shamans get too few uses of wetware.]
HEALER (Optional Rule)
Bedside Manner (added 12/6/20): The Healer can increase the healing characters receive under their care by resting. While cared for by a Healer, characters receive one additional point of healing per night from resting, and a bonus to their healing equal to the Healer’s Personality modifier bonus (if positive) on their third continuous day of bed rest. [Added because it is a logical ability and otherwise the Healer is a little lackluster. Even in 2nd Edition AD&D you healed more if under the care of a character with the healing proficiency. Also, in the original rules, Healers were shown in the Ability modifier table as supposed to get a benefit from their Personality score. This reference was later removed as part of errata updates, but I thought it would be good if there was a class that used Personality for something, so the small bump in healing on the third day.]
ROVER
The Rover’s ability to overcome doors, security systems, and remain hidden include the basic ability to hide and move undetected, to pick locks, and to find and remove traps. (Essentially the analogous DCC rogue abilities, except Rovers can use them on high tech systems.) Use Agility for remaining hidden and Intelligence for overcoming doors and security systems. [These are just natural extensions of the Rover’s abilities in the book.]
SENTINEL (optional Rule) (Revised 12/6/20)
Mighty Deed of Artifacts: The sentinel can use their artifact die to do a Mighty Deed of Artifacts with artifact weapons. This Mighty Deed of Artifacts can be used once per combat round, and it must be declared before the artifact die is rolled. On a successful attack that has a natural roll of 3+ on the artifact die, the Sentinel can enhance the effect of their artifact weapon by spending an additional charge to add an effect such as aiming precisely, blinding, disarming, distracting, knocking back, slowing, tripping, etc. The additional charge is only spent if the Mighty Deed of Artifacts is successful. Mighty Deeds of Artifacts must make sense for the artifact being used. The higher the deed roll, the more successful the deed. The Judge determines the mechanical effect. (Judges can use the DCC Mighty Deeds of Arms for inspiration.) [Added because this is a very popular optional rule and makes sense. I added a cost to do it, though, that the equivalent in DCC does not have to make it distinct and because artifact weapons are already potent.]
GLOWBURN
Mutation Rolls (Optional Rule) (Revised 12/6/20)
Glowburn to use Mutation Lost for the Day: A Mutant can use Glowburn to run a mutation that has been lost for the day due to a failed check. The cost to use the mutation is one point of Glowburn per the number of times the character has used Glowburn that day to use a mutation that has been lost due to a failed check (regardless of what mutation it was), i.e., the third use of Glowburn that day to run a mutation that has been lost due to failing a check would cost three points of Glowburn. These expended points do not add to the check roll. [This is porting the DCC Spellburn rule on p 108 and adapting it a little, since mutations don’t have levels.]
Let me know what you think of these house rules. Would you use them in your game? Do you have house rules you would like to suggest?
Happy gaming...
-- Melfast