The overall rule, which rules them all: We are here to have fun and enjoy ourselves, any and all rules are secondary.
When a rules question arises the GM/DM will make a decision and research the answer for the next game session, where a clarification will be made.
-Attribute Generation: Roll 4d6, re-roll 1’s & 2’s, keep the three highest
-One language per Intelligence modified, along with standard skill purchase.
- During combat, treat injury can be used to provide temporary hit points. This is granted at a rate of 1d6 + 1d6 for every 5 the check exceeds 10; these hit points are lost at the end of combat, but cannot drop a character beneath -10 or cause them to die. Example: 16=2d6 temporary hp, 21=3d6 temporary hp.
- During combat, repair can be used to provide temporary hit points to a vehicle. This is granted at a rate of 1d6 + 1d6 for every 5 the check exceeds 10; these hit points are lost at the end of combat, but cannot cause a vehicle to be destroyed, only disabled. Example: 16=2d6 temporary hp, 21=3d6 temporary hp.
- Pistol Whip and Rifle Butte are not considered simple weapons when firing, thus they suffer a -4 penalty when utilized as an attack of opportunity.
- This applied to all exotic weapons as opposed to a singular weapon/weapon type.
-Anything the DM has to ponder the full impact of for more than a minute is forbidden (or a VERY bad idea).
-A full minute of stunned silence means “My God what did you do?” not “Please continue.”
-I cannot have any gun mentioned in the Geneva Convention by name . . . without a good reason.