Tag: House Rules

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  • Devices

    h3. Overview of Devices While many types of magic are known to exist in the world, the technomantic ability to imbue artifacts with a reserve of energy that creates a magical effect is the most commonly seen. The devices created in this manner are …

  • Device Attunement

    h3. Notes on Device Attunement [[Devices | Technomantic devices]] have a bias towards the particular vital force associated with their creator. Because of this bias, most devices will not function for anyone that is not their creator unless they are …

  • Player Character Packages

    h2. Summary of Starting Power Levels # Age 14 - 40XP+Everyman 15XP (55XP total) # Age 18 - 50XP+Everyman 18XP (68XP total) # Age 22 - 80XP+Everyman 18XP (98XP total) h2. Starting Package - Age 14 The players start the campaign around age 14, …

  • Inventory System

    This campaign is also a trial of card-based inventory management for heroic Hero System games. In an effort to reduce the number of different statistics needed to be recorded by players and clear up the margins of character sheets, and given the …

  • The Armoury

    The Armoury is where the players get their gear for each adventure. It contains all the equipment made available to [[Response Squad Epsilon (RS-E) | Response Squad Epsilon]] for use in the field. It contains multiple instances of

  • Archival Vault

    The Archival Vault is maintained by the [[Archival Research Group | Archival Research Group]] agents seconded to [[Epsilon Group | Epsilon Group]], and contains all [[Devices | technomantic devices]] captured in the field by [[Response Squad Epsilon (RS-E …

  • Cybermancy

    This is a rough draft of rules for cybermancy, wherein skilled hackers can solve problems in the technical realm via direct intervention, similar to the use of the matrix in shadowrun games. Cybermancy occurs simultaneously to real world combat, and …