• ⚠️ Please read these before applying. Some of my house rules change how the game is "supposed" to be played into something more simulationist and thus may not be for everyone.

Optional Rules in Use

Optional Rules
  • (Core Rules) Buying Qualities, Invoking to Fail, Success at a Cost, Starting Bonds, Quirks
  • (Sourcebooks, Other Official) Camp Activities, Forging, Zero Powers

House Rules

Accessories

    You may have three accessories instead of one. Think of these as the "helmet", "gauntlet", and "boots" slots often seen in JRPG equipment screens.

Changes to Combat

    - Initiative is now simply handled by an initiative check (modified by their initiative bonuses/penalties if there are any). Both sides nominate a leader to make the check. The side with the highest roll goes first. A leader may only be selected from characters participating in the combat scene.

    - New status effect: Sealed. Sealed targets either the head, the arms, or the legs. Seal:Head prevents using MP for d4 turns, Seal:Arms prevents physical weapon usage and punch attacks for d4 turns, and Seal:Legs prevents kick attacks and movement across zones (see below) for d4 turns. Talk to your GM about reskinning some of your abilities so that they inflcit Sealed instead of Dazed, Shaken, etc.

    - Combat will use three simple zones of frontline, party backline, and enemy backline.

    This does not change the mechanics of any player abilities. However,

    -- Sometimes battlefield hazards will affect one or more zones.

    -- Melee abilities can only select targets within the same zone (ex. you can always move to your target unless Sealed).

    -- Guard/protect skills require the character who is guarding to move into the same zone as the character they want to protect.

    -- Abilities worded as "those you can see/that can hear you" target the entire battlefield.

    -- All combatants temporarily gain +1 Df while in their allies' back area. They lose -1 Df but gain +1 Accuracy while in the opposing back area.

    -- You can use a FP to declare an item or obstacle on the battlefield once per combat.

    -- You can run from combat. Successfully fleeing is treated as a DEX contest between both sides' leader in the conflict. If unsuccessful, fleeing can be tried again on the next party turn.

Experience

    Experience works RAW except: a) You gain 1 XP for participating in the session (for the purposes of PBP, we'll count every three significant scenes as a "session") and b) You also gain 1 XP for answering "yes" any of the following questions at the end of a session:

    - Did we learn something new and important about the world or characters?

    - Did we overcome a difficult or noteworthy obstacle?

    - Did we newly visit or significantly alter a memorable location?

    - Did we make significant progress towards a party goal?

    - Did we change or forge a bond in a significant way?

Gear and Inventory

    You can carry 10 items, not counting your equipped weapons, armour, shield, accesories and items that can only be bought with IP. Instead of always automatically having whatever item you need as per RAW, common household items, travelling equipment, and adventuring gear are all 5z per item. Unusual/uncommon items may cost more. However, if having an item makes for sense for your character's Identity, you may automatically have the item on your person at no cost and it does not count against equipment slots. If there is doubt to whether an item makes sense for your character's Identity, they don't have it (for example, it makes sense for a thief to always have a lockpick but not a pickaxe).

    If you don't have an item but you have IP, the item was miraculously on your person all along as long as you can carry it. Some accessories may increase equipment slots.

    These rules do not apply to items that can only be bought with IP.

Out of Combat Activities

    Forge

    Push Yourself

    Negotiate

    Research

    Rest

Stress/Retirement

    Stress is an abstract representation your character’s negative or overwhelming thoughts and feelings during an adventure. The more Stress a character accumulates, the more likely they are prone to Retire. A point of Stress is gained each time a character hits 0 HP (under specific conditions, read on) or Surrenders. A point of Stress is removed every time a character positively strengthens a bond.

    Hitting 0 HP:

    Before a combat encounter both sides state their Goal (Core p59). Most combatants are not willing to fight to the death, but in some situations one or both sides’ goal may be to harm the other or to achieve something by any means necessary. In these cases, when a Player Character is brought to 0 HP by an enemy with a killer intent or that they intended to kill instead, the player may add one stress to the character by explaining how the character avoided injury/demise. This can happen twice. The third time, the character is retired.

    A retired character is one that leaves the party. Either they’ve lost the will to go on, received an injury too serious to continue adventuring, were killed in action, or sacrificed themselves for the greater good. A character may be retired before taking three points of stress if their player feels the character’s arc has reached a resolution or the is a situation where they could take stress but there is no logical explanation for how they avoid demise.

    Retirement is null in the the event the entire party drops to zero HP (ie a TPK); no characters take stress when this happens.

    NPCs Hitting 0 HP:

    Same as RAW.

    Surrender and Sacrifice:

    Same as RAW except a Surrender may be take place at any point during combat if the entire party agrees they are in over their heads and/or want to renegotiate terms with the opposition after combat has begun.