CamfordCampaign > Camford House Rules ======Rule Changes====== ====Guts==== The 'Guts' skill has been rolled into Spirit. If your characters are confronted with a frightening scene or supernatural phenomenon and you are asked to make a Guts check, roll your Spirit (with wild die) against a target number of 4 or be Shaken by the spectacle. Characters who have taken the **Rationalist **Edge may roll Smarts instead, -2 for the **Doubting Thomas** Edge. ====Bennies==== Heroes begin with 3 bennies-- 4 with Luck, or 5 with Great Luck. This is replenished at the beginning of each game session if they are below this amount. At the beginning of any combat or chase scene, each hero below their starting limit may receive a benny. This allows heroes to spend at least one benny in each combat. Remind the GM to get your benny! Heroes may receive bennies for exceptional role-play, above and beyond their starting limit. Excess bennies at the end of game sessions are not converted to experience points, they are just carried over to the next session. Each lieutenant-class character the GM employs will be given 1 benny. Each boss-class character will be given 2 bennies. These will be used to soak damage or reroll trait rolls that are life-threatening to them. For example, if a Lieutenant-class character is searching a train compartment for a hiding PC and misses his Notice roll, he will not reroll it. However, if the Lieutenant-class character is then stabbed by the PC, he will certainly use a benny to soak the damage done. ====Evasion==== While you can use a benny to make a Vigor roll to soak attacks that would inflict a wound or two, sometimes it's a better defense not to be there in the first place, especially if you are under fire from heavy weapons. If and only if an attack would instantly incapacitate you, you may opt to spend a benny to Evade. If you were already Shaken, you must first spend a benny to recover from being Shaken. Roll Agility against a target number of 4; if successful, you manage to jump to safety and take no damage, but unless you get a Raise, you will be Shaken. You may spend a final benny to recover from being Shaken. ====Hard to Kill==== All player characters automatically have the Hard to Kill Edge. You do not add a wound penalty when rolling Vigor to avoid being Incapacitated. In addition, if you fail your Vigor roll, you do not begin Bleeding Out. Instead, roll 2d4. This is how many rounds you must remain unconscious before you can start making Vigor rolls to try to recover from Incapacitation. ====Recovery Time==== Recovery time is when the heroes are out of combat and have a chance to catch their breath, visit a base of operation or a vehicle where they may reasonably have stashed spare clips or supplies. Everyone can replenish spent ammunition and recharge power sources for free at these times. Each Wild Card hero recovers one fatigue level automatically when they have time to catch their breath. Unconscious heroes will wake up and be at -3 from wounds. If you have someone with Medicine and adequate tools and supplies, you may have your healer make one Medicine roll per person to recover one or more wounds. ====Extras==== Extras do not use exploding dice for their damage rolls, i.e. if they hit the maximum number for a die, they do not reroll it. This means the most damage a soldier with a Submachine Gun (2d6) could do would be 12 points, which would translate into one or two Wounds depending on the hero's Toughness. ====Contacts==== A Contact is someone the player's character happens to know, relevant to the character's background, who may be able to offer some small resources or information. Contacts are not as powerful as those found via the Connections Edge; while food and clothes, basic medical supplies, or some clues may be available, they won't be able to offer an army of Extras or solve the mystery for the players. Players may invent one Contact per player per Adventure, but no more than one Contact may be introduced each Act - that is, even if all the players have ideas for Contacts who may be able to help for a given Adventure, only one will be available in a given game session, to prevent the game from dragging on too long as players check everywhere they might be able to find help. For example, if the players are trying to track down a missing woman, Niamh might recall a homeless woman who feeds the birds in a nearby park, and suggest asking her if she happened to see the woman passing by. ======Camford-specific Powers====== ====Illusions==== Many powers can have 'Illusions' trappings: you could portray Fear as confronting someone with an illusion of their worst nightmares, Entangle as an illusion of vines wrapping around their feet, and so forth. However, when you want to simply project an illusion of an arbitrary object with no other game effect, you would use the Obscure power with the following changes: **Illusions** Rank: Novice Power Points: 2 Range: Smarts Duration: 3 (1/round) Creates an illusion the size of a Small Burst Template (2" diameter in map terms). For double the power cost (4 to cast, 2/round to sustain after the first 3 rounds), you can create an illusion the size of a Medium Burst Template (4" diameter). For triple (6 to cast, 3/round to sustain after the first 3 rounds), you get one the size of a Large Burst Template (6" diameter). Attacks into, out of, or through the area of effect are at -6, just like Obscure. Your opponent will be at -6 to Notice anything hiding within the Illusion. Illusions are normally light only: they cause no sound, cannot be smelled, and are intangible. They can be photographed or perceived by machines or non-sentient creatures. **Glamour** Rank: Novice Power Points: 2 Range: Smarts Duration: 3 (1/round) Places a glamour on yourself or a target, causing them to appear more attractive, or frightening, or as a disguise. When appearing more attractive or making your target more attractive, you gain +2 Charisma on a Success, or +4 Charisma with a Raise. Making your target hideous has the opposite effect, giving you or your target -2 Charisma on a Success or -4 Charisma on a Raise. Note that Intimidation applies the reverse of your Charisma bonus, so a hideous target with -4 Charisma would have +4 to Intimidation skill rolls. When attempting to disguise yourself or a target, roll Spellcasting to determine how true the resemblance is. Anyone beholding the disguised target will need to make a Notice roll versus the number you rolled. If successful, they may spot something wrong. Note that if your attempted disguise possesses innate Attractiveness (+2 Charisma) or Ugly (-2 Charisma) or One-Eye without an eyepatch or glass eye (-1 Charisma), your target will gain these appearance charisma bonuses/penalties as well. Glamours are essentially an exercise of mental influence. Only people or creatures with minds looking at the target will be affected but to their senses including sight, hearing, smell, touch, and taste, the glamour will seem real. Photographs will show the target sans glamour, and machines and non-sentient creatures will ignore glamours.