Alternate Rules

  • No Power Points*

Instead of using Power Points, characters with Arcane Backgrounds simply choose the power they want to activate and make an arcane skill roll. The penalty to the roll is half the power’s usual Power Point cost (rounded down). Casting the armor power, for example, which costs 2 Power Points, is an arcane skill roll at —1.

Once cast, check the results below:

· Success: The power activates as usual.

· Raise: A raise on the roll grants any additional bonuses to the power stated in its description. Armor, for example, grants a +4 bonus to Toughness with a raise.

· Failure: All currently maintained powers are cancelled and the caster is Shaken.

Backlash: Channeling magic, spiritual, or psionic energy, tinkering with unstable technology, and even using superpowers all come with certain risks.

If a caster rolls a 1 on the arcane skill die when using one of his powers it automatically fails and he suffers 2d6 damage.

Replace each Arcane Background’s specialized backlash rules with these:

· Magic: Use the above Backlash results.

· Miracles: As above, but the damage is reduced by half the priest’s Faith skill.

· Psionics: Use the above Backlash rules, but the damage is applied to all sentient creatures within a Large Burst Template centered on the psionicist.

Maintaining Powers: Characters can maintain powers as long as desired, but each power maintained inflicts a —1 to cast any new powers. Thus an invisible mage can keep the power going indefinitely, but suffers a —1 penalty if he then attempts to hurl a bolt.

Interrupting Powers: If a character with an activated power is Shaken or suffers a wound or Fatigue level, he must make a Smarts roll to maintain all his powers. If the roll is failed, all powers are instantly dropped. A wizard with armor who suffers a Shaken result, for example, must make a Smarts roll. If the wizard suffers two wounds from an attack, he must make a Smarts roll at —2.

Powers shut down automatically if the caster sleeps or is rendered unconscious.

Power Preparation: A caster may prepare a spell by concentrating for a round (no movement or other actions and avoid interruption, as described above). If successful, he ignores 2 points of penalties on all powers cast with his next action. If he does not enact any powers on his next action, the preparation is lost.

Joker’s Wild

This is a great rule to add to your game if you’re the kir d of Game Master who’s a little stingy in awarding Bennies. It slightly ups the heroics and is a lot of fun for the group.

When a player character draws a Joker during combat, I- e receives his normal +2 bonus to Trait and damage rolls. I n addition, all player characters receive a Benny!

Multiple Languages

Rule is in play, your hero knows his cultural or national language plus an additional number of languages equal to half his Smarts die. An elf with a d8 Smarts for example, knows Elvish and four other languages—perhaps human. dwarven. and two others of her choosing.

Alternate Rules

The Abolethic Sovereignty MichaelKnight