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House
Rules
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Note from the DM: Below you will find the alterations I made to the base
Serious Steel House Rules in order to move it to a more 3E footing. Initial Skills Characters begin generation with 40 points to spend on skills and resources
native to the modern world. Characters may spend these points to buy standard skills from the PHB
or other sources, but may not buy period skills (Use Magic Item, etc)
that obvious would not relate to the mundane world. Items from the lists
below are specific to the modern, mundane world. The number in brackets
following the name is the cost in points to purchase. Points may also
be spent to improve ranks in a known skill at a one to one ratio. Some items are available which confer leveled, classed status. These
indicate devoted study of the subject and are clearly indicated. Some
skills also have prerequisites. If a character desires to take a skill
that confers a class, the character must first meet the minimum stat requirement
for that class. Each also has a Difficulty Class number. This is the number that must
be exceeded on a modified d20 in order to successfully use the skill.
No roll is required for everyday use. Rolls are only required if an attempt
is made to do something exceptional, such as Robin-Hood an arrow, regain
control of a skidding car, or disarm an opponent. A high score in the
indicated characteristic confers a bonus to the roll. Class and Cross-class skills no longer have a level based limit Skills Diplomacy (CHA) [2] - This is the art of interacting with people. Also
known as 'politicking'. Essential for those aspiring to the Chivalry.
Driving, Basic Automatic (DEX) [1] - Allows character to operate a passenger
motor vehicle, or RV. Automatic Transmissions only. Driving, Basic Any (DEX) [1] - Allows character to operate a passenger
motor vehicle, motorcycle, or RV. Automatic or Manual Transmissions Driving, Heavy (DEX) [2]- Allows character to operate heavy equipment.
This category includes tractor-trailer rigs, earthmoving equipment. Prerequisite:
Driving, Basic Any. Driving, Military (DEX) [5] - Allows the character to operate various
military mobile infantry and armor vehicles. Prerequisite: Driving, Basic
Any and Military background. Ecologist (INT) [2] - The character is knowledgeable about low-impact
living and existing in a harmonious state with the surrounding environment.
Flint Knapping (DEX) [5] - The character is knowledgeable in the creation
of flint and obsidian blades. Lock Picking, Electronic (INT) [15] - The character knows how to open
electronic locks. This does not confer skill with opening keyed and combination
locks. Pilot, Commercial Jets (DEX) [5] - Allows the character to fly commercial
passenger airliners. Prerequisite: Pilot, Light Planes VFR and Pilot,
Light Planes IFR. Pilot, Light Planes VFR (DEX) [3] - Allows the character to fly light
single or multiple engine aircraft. Pilot is qualified for Visual flight
conditions only. Pilot, Light Planes IFR (DEX) [3] - Allows the character to fly light
single or multiple engine aircraft. Pilot is qualified for either Visual
or Instrument flying conditions. Prerequisite: Pilot, Light Planes VFR
Pilot, Military (DEX) [10] - Allows the character to be trained to fly
various advanced aircraft. Character must choose a type of aircraft, Helicopters,
Transports, Fighters, or Bombers. Prerequisite: Pilot, Light Planes IFR
and Military background. This skill can be purchased once for each type
of aircraft but ranks are applied to each separate type individually.
Spider (INT) [15] - The character understands how to circumvent computer-based
security systems. A character with this skill may attempt to disarm, disable,
or reset an electronic security system on a successful find/remove traps
roll. If the character also has Lock Picking, Electronic, this gives the
character a +3 bonus on his or her DC. Feats Armor Proficiency, Police/Riot [5] - Allows character to wear and fight
in modern police and riot squad armors. Armor Proficiency, Tactical [15] - Allows character to wear and fight
in modern military tactical armors. Weapon Proficiency, Firearms (Auto-fire) [10] - Character is proficient
with the use of modern rapid fire automatic weapons (assault weapons).
Prerequisite: Weapon Proficiency, Firearms (Pistol) or Weapon Proficiency,
Firearms (Rifle). Weapon Proficiency, Firearms (Pistol) [5] - Character is proficient with
the use of modern revolvers and semi-automatic handguns. Weapon Proficiency, Firearms (Rifle) [5] - Character is proficient with
the use of modern breech load, bolt action or semi-automatic rifles. Get the Job Done [10] - The character has mastered the art of Getting
Things Done. Once per day in a crisis situation they may, on a successful
skill check, add +3 to their CHR, WIS, or STR for the duration of the
crisis. This ability only works in a crisis. Combat does not automatically
qualify as a crisis, but attempting to prevent a battle through diplomacy
or rescuing an injured comrade in a firefight does. Prerequisite: Diplomacy
or Bureaucracy skills. Backgrounds Advanced Education I [5] - The character has a Bachelors equivalent.
This may not be an actual degree, but is useful knowledge and experience.
The character must specify what subject this knowledge pertains to. This
is a catchall for all forms of higher education, from plumbing to aerospace
engineering. Higher levels must be in the same general area of knowledge
but need not be from the same specific subject. Advanced Education II [8] - As Advanced Education I, but at Masters level.
Prerequisite: Advanced Education I Advanced Education III [10] - As Advanced Education I, but at Doctorate
level. Prerequisite: Advanced Education I & II Advanced Education IV [20] - As Advanced Education I, but at Mad Scientist
level. Prerequisite: Advanced Education I, II, & III Celebrity [25] - The character is famous and well regarded by many people.
He or she is asked to sign autographs and pose for pictures often. The
character gains a +4 Charisma bonus when dealing with NPCs. This bonus
lasts for as long as the PC is polite and pleasant with the NPCs. If the
PC becomes abusive or hostile towards the NPC (note that this does not
mean abusive or hostile in general. The abuse must be directed at the
NPC), the bonus changes to a -4 penalty unless the character can make
a DC. On a successful, DC, the character can sway small favors from NPCs.
Criminal History [25] - The character has a criminal record and is familiar
with the tools and techniques criminals use. The type of record is left
to the player, except that no character may be a sex offender (The other
players might be upset if their characters suffer any collateral damage)
or drug dealer. This confers the status and abilities of 1st-level thief.
All thief skills are assumed to include modern as well as period devices.
Hacking must be bought separately. Crown, SCA [30] - The character has won a crown tourney. Confers status
as 1st-level Fighter if the character has not purchased Knighthood. If
the character is a knight, this confers 1,250 xp that may be applied to
the player's choice of classes. Prerequisite: At least three weapon skills,
at least one bardic skill, and at least one level of diplomacy. Knighthood, SCA [25] - Confers status as 1st-level Fighter and all normal
abilities. Prerequisite: At least one weapon skill and at least one bardic
skill. Laurel, SCA [5] - The character has a significant degree of skill with
an arts and sciences discipline. This skill allows the character to practice
and teach it in a period setting, provided appropriate tools are available.
An A&S discipline must be specified. Law Enforcement [5] - The character has a background in law enforcement,
either on the local or the national level. The character, if active, may
have access to police armor and weapons. If this skill is combined with
Knighthood, the character may, if desired, attain the status of 1st-level
paladin. All normal requirements must still be met, though. Evil characters
may not take this skill. Prerequisite: Firearm Qualification, Pistol Master Po [15] - This is blind fighting of the kind used by Master Po in Kung Fu; a character is completely unhampered by darkness, fog or other sight impairments. On a successful check, a character is able to locate any and all hidden enemies, threats, or identify an individual unerringly. When combined with a successful Danger Sense check, the character may make a pre-emptive attack on an enemy before the first initiative roll of the combat. The player must declare the use of this ability at the time the DM calls for initiative or before. Military [5] - The character has a background in the military, either
active or retired. The character, if active, may have access to military
armor and weapons. Prerequisite: Firearm Qualification in Pistol, Rifle,
and Autofire Military, Special Forces [10] - The character has a background in the
special forces, either active or retired. The character, if active, may
have access to military armor and weapons. Prerequisite: Wilderness Survival
and Military backgound Minstrel [5] - The character is a skilled performer and is familiar with
many period pieces. On a successful roll, the character may attempt to
raise spirits as a 1st-level bard. The character gains no other bard skills.
Prerequisite: At least one Bardic Skill. Occultism, Initiate [15] - The character is well educated in the Mysteries
and has a normal Spellcraft proficiency. The character is able to perform
as a 1st-level mage. Occultism, Scholar [30] - The character is a devoted student of the Mysteries.
This grants either a bonus of 1,250 xp or INT/3 canonical 1st-level spells
in a functioning spellbook. The character does not suffer feedback effects
when failing a Spellcraft check. Prerequisite: Occultism, Initiate. Outdoorsman [25] - The character is familiar with wilderness survival
and gains the status of a 1st-level ranger. Prerequisite: Ecologist, at
least one weapon skill, at least one archery skill. Theologian, Holy Warrior [30] - The character is a staunch defender of
the faith, and believes that it is their duty to act directly and aggressively
in that defense. This bestows the status and abilities of a 1st-level
paladin. Prerequisite: At least one weapon skill. Theologian, Lay [15] - The character is qualified as a lay minister of
his or her faith and gains the status of a 1st-level cleric. This allows
the character the Spellcraft proficiency and the ability to perform minor
(3rd-level max) miracles in the name of his or her deity. A lay theologian
may not turn undead or create holy water. The character does not receive
any bonus spells. Theologian, Ministerial [25] - As with the lay theologian, a trained
minister may perform all miracles permitted to that faith, but without
level limitation. The character has the status of a 1st-level cleric,
and may turn undead and create holy water as needed. A minister who shows
spiritual strength and is a champion of their faith may attempt to cast
a spell he or she is not normally high enough level to cast by beseeching
their deity. This is considered a quest spell and is handled thusly. Traits Artistic Ability [2] - The character has either an arts and sciences
or conventional artistic skill. +2 bonus to and rolls on an artistic endeavor.
Geek [5] - The character may buy up their mental abilities at the cost
of their social skills. As many points of Charisma as the player desires
may be converted into Intelligence at a 2:1 ratio. Gia Empathy [25] - Confers status as 1st-level Druid and all normal abilities.
The character is sensitive to the state of the surrounding land and is
aware of any pollution or ecological damage. Prerequisite: Ecologist Jock [5] -The character may buy up their strength at the cost of their
mental development. As many points of Intelligence as the player desires
may be converted into Strength at a 2:1 ratio. Trivia Maven [2] - This is the equivalent of the Obscure Knowledge NWP.
Equipment Ammo Pack [1] - Additional 2-12 rounds of ammo for a selected weapon.
Armor, Police/Riot [5] - The character has a Tactical vest and riot gear (weapon harness, riot shield, boots, gas mask, and helmet). This is AC 15 and is effective against modern firearms. Active duty, sworn police officers only. Armor, Tactical [10] - The character has a full Tac suit, consisting
of a reinforced vest (full torso and abdomen), night vision goggles, gas
mask, ballistic cloth 'ninja' suit, ear bud radio, and steel-reinforced
boots. The character also has a 50% chance to have 1d6 grenades (stun,
tear gas, smoke, or vomit gas). The suit is AC 20 and is effective against
modern firearms. Active duty, sworn police officers only. Firearm, Assault [20] - The character owns an assault rifle or submachine
gun capable of full-automatic fire and 2-12 reloads worth of ammo. Police
or active-duty military only, illegal to possess privately. Firearm, Handgun [2] - The character owns a handgun and 2-12 reloads
worth of ammo. Firearm, Long-Gun [3] - The character owns a sporting rifle or pump-action
shotgun and 2-12 reloads worth of ammo. Firearm, Semi-Auto [10] - The character owns a semi-automatic assault
weapon and 2-12 reloads worth of ammo. |