| A | B | |
|---|---|---|
1 | Optional Rulings | |
2 | Name | Info |
3 | All of this can be ignored. These rulings are all made for the sole purpose of giving the DM limits/changes to the system. They are NOT meant to be taken into consideration unless agreed to BEFORE anything is decided. SOME OF THEM BREAK THE GAME IN HALF!!! | |
4 | Rules | |
5 | Custom Panic | *Target for next update* Sinking, Frenzy, and Terror will all have their own Panic and goaded panic tables. Depending which status procs the panic/goaded panic, you would pull from that table. Disclaiimer: Hey, GMs, do keep in mind that this sorta screws over campaigns in which players have custom character-themed panics, so have a talk with your table when choosing to use these tables |
6 | Protection Upholding | You may spend 1 Universal Reaction to extend your Protect Action until the end of your next turn. |
7 | Stepping In | When you Intercept an Attack from an ally through the Protect Action, you are treated as if you share a SQR for the purposes of Range. |
8 | Overnegatives | You may spend your positive EP for additional Negative Effects. (This still follows the Max.5 limit as normal) |
9 | Overstatus | When purchasing Effects with N Cost, you may exceed the Effect's Max limit. However, Effects beyond its listed Max cost 2x EP. |
10 | Resistance / Weakness Limit | You may only have up to 3 Resistances & Weaknesses on an unit. (i.e. Burn/Tremor Weakness & Bleed Resistance) |
11 | Vigor Alkatraz | You may only have 1 "Vigor" Effect on your Augment. |
12 | Volatile Vigor | You cannot have [Status] Resistance on your Outfit/Augment if you have [Status] Vigor on your Augment. |
13 | Variant Cut-Off | A piece of equipment can only have 1 Variant Effect. |
14 | Hundred Handed Tools | A tool's handedness can be increased above 2, gaining +2EP for each hand required to wield it. |
15 | Handymen | When using a tool that requires more than 1 hand to operate, characters adjacent to the tool can use a reaction to contribute any number of free hands they have to help in the tool's use. |
16 | Critical Crits | On [Critical Hit], instead of rolling 1D10 per Critical the character has, deal damage equal to (The weapon's Max Roll/2) per Critical the Character has. |
17 | Devastating Devastation | On [Devastating Hit], instead of rolling 1D8 per Devastation the character has, deal damage equal to (The weapon's Max Roll/2) per Devastation the Character has. |
18 | Devastating Blows | Devastating Attacks Roll A D10 instead of a D8. |
19 | Technical Techniques | The Number of Techniques available to you at any single point is limited to Level. You are able to change what Techniques you have after a "long rest" (What "Long rest" is, is decided by the GM). |
20 | Thicker Skin | Add 2 EP per Rank to all outfit variants. |
21 | Abnormal Abominations | EGO Weapons and Outfits have an exclusive Skill of the EGO Gear's Rank, outside of the character's normal pool of skills. Does not stack with Innate/Innate (Variant). |
22 | Meaningful Sacrifice | When taking a Sacrificial Injury, immediately heal 25% HP. |
23 | DJ | Integrated Boombox gives you control over the campaign's music. |
24 | Gravity is Real | When falling off of a ledge or being sent airborne, you instantly begin falling at a rate of 36 SQRs (can be adjusted) per round, or 6 SQRs (can be adjusted) per any unit's turn (These 6 SQRs are subtracted from the 36 SQRs total, with the rest activating at the end of the round). The rate of falling and the direction can be altered by some Functional Parts or other factors. If the round ends while a character is mid-air, the Falling Damage is carried over. Cannot opportunity attack a falling opponent Combo and Style generated from attacking an airborne target grants double the Combo and Style stacks. |
25 | Homebrews | |
26 | Maxo's Reaserch | Maxo's Abnormal Mystery Research |
27 | Maxo's Effects | Maxo's Endorsed Effects List |
28 | Alti's Sanity | Alti's Sanity |
29 | Bread's Effects | Bread’s Homebrew Effects List |
30 | ||