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FadingSuns: Rules

HQ System House Rules

As expected, there are a lot of these since I am converting a basically fantastical setting into a hybrid science fiction one. Hopefully when QuestWorlds comes out I will be able to make this a bit more solid and sensible, but this is how it is going for now.

The old VP System House Rules are waaaaay at the bottom.

Contents

Weapons

Weapons

Melee weapons
Axes: Larger axes that are still able to be used in one hand, and are used mainly for their shock value; favoured by certain sorts of Vuldrok raiders and woodcutters.(+3)
Clubs: Sturdy chunks of wood with a handy size that are used for hitting people; also includes variations such as socks with half-bricks or coins in them. (+1)
Daggers and knives: Personal tools, cutlery, and weapons of last resort; their main advantage is their ubiquity and ease of concealment, but some favour them for their handiness in close quarter situations. (+1)
Frap-stick: This weapon is a narrow club, with a shocker unit built into the handle. It is often used by Muster slavers to beat unruly ‘cargo’ into submission, but it is especially useful at dealing with shielded opponents since it can be lightly touched onto the individual in question and then used to shock them. Nobles and peasants particularly dislike these weapons, although for different reasons. (+2; +4 when used against an opponent with an energy-shield)
Glankesh: The glankesh is fearsome bladed weapon that is crafted by the civilised Vorox to compensate for their lack of claws. Crafted painstakingly by Vorox artisans using the high-quality alloys found on their dangerous world, these weapons are normally used in pairs although the most skilful wielders can use four of the blades to create a veritable whirlwind of cutting metal. The weapons are extremely important to the Vorox, who adorn them with personal designs and other trophies of their achievements, and they rarely let the curious inspect them. (+3; +1 for each additional glankesh wielded)
Hand axes: Axes that are easily, and quickly, used in one hand such as those used by Neolithic-tech tribesmen, Vuldrok children, or thrown-weapon enthusiasts who disdain knives. (+2)
Krax: These distinctive weapons are used by Ukari in their kraxi knife-fighting styles; they are designed for close quarter fighting and are frequently envenomed. Many traditional Ukari feel they are important symbols of their ancient ways and the elite fighters of the clans, the kraxkar, carry two of these knives (+2)
Maces and flails: Heavy one-handed weapons that use crushing force to maim people who have earned the disesteem of the wielder. (+3)
Pikes: Pikes are long spear-like weapons that are used in two hands by closely ordered troops. They are especially good at dealing with cavalry, or with keeping an enemy at distance, but are a liability in close quarters combat. (+5; +10 when fighting defensively against cavalry)
Poleaxes: Any one of a number of weird and varied cutting and thrusting weapons polearms that require the use of both hands and a fair amount of sweat. These weapons are popular with low tech guardsmen and ceremonial escorts. (+5)
Rocks: A hand-sized chunk of rock or similar heavy, but less handy, found objects. (+1)
Short swords: Any shorter bladed weapons that are effective in both open and close quarter circumstances, including wakizashi, katzbalgers, and so on; they are effective fencing weapons, but since blades with a longer reach are preferred by most fencers they are often seen as disadvantaged in duels.(+2)]
Spears: Long, pointed, polearms that are useful when fighting cavalry or opponents who wish to close with the wielder. (+3; +6 when fighting defensively against cavalry)
Staves: A large length of heavy wood that has been trimmed and polished for more deft application of beatings. A skilled user can make use of its length and strength for effective parrying against wielders of shorter weapons, which include basically all weapons that do not require two hands. (+2; +4 when fighting defensively against opponents armed with shorter weapons who are able to be kept out of close quarters)
Swords: Bladed, one-handed weapons used for cutting and/or thrusting. This covers katana, rapiers, scimitars, sabres, broadswords, and basically any similar weapon. Swords, especially rapiers, are often used by noble fencers to settle points of honour or to attain vengeance. The disadvantage of these weapons is that possession is often taken as both an indication of some assertion of status and the willingness to use the weapon; swords are also less effective if the blade is not given room to make use of its full scope of movement. Swords, however, are especially useful in shield-fighting compared to other weapons. (+3)
Two-handed axes, flails, maces, or swords: These extremely large and heavy weapons all rely on force and shock to inflict their damage. They are all unsuitable for fencing, but are popular with individuals who want to brutally destroy their opponents without recourse to finesse. (+5)
Walking sticks: Light staves of wood that are barely worth the name, and also ordinary canes. Certain elderly fencers might be able to use their skills with their walking sticks, but no self-respecting fencer should be without a sword, irrespective of age. (+1)
Artefact melee weapons
Flux Sword: The flux sword is a hypertech weapon that generates a blade consisting of searing hot plasma contained by a forcefield. These sophisticated weapons are effectively artefacts and the secret of their manufacture is believed lost. A flux sword is an extremely light one-handed weapon and is well suited to fencing; although it requires some practice to adjust one’s style to the blade’s lack of weight the energies of the weapon are able to cause energy-shields to weaken and lose their integrity, which only increases their popularity. A flux sword requires a charged fusion cell for its continued operation. (+5; +10 when used against an opponent protected by an energy-shield)
Mist Sword: The mist sword is an extremely rare weapon that, initially, appears to be an ‘ordinary flux sword’; however when used by one of those blessed (or cursed) with the gift of psi the weapon manifests its true powers. The mist sword is not just a technological super-weapon, but is also a powerful psionic tool. A psychic can bond to a mist sword, which enables them to wield the hypertech weapon more effectively; a psychic can also more easily use any telekinetic powers they might possess more efficiently when they use them upon a bonded mist sword. (+5; +10 when used against an opponent protected by an energy-shield; when bonded an ability rating, starting at 13, is gained, if bonded using the Bonding powers this rating starts a 1m – even if this exceeds the Bonding powers rating; wielder can attempt an unrelated action to augment with their Psi ability)
Wireblade: The wireblade is a hypertech weapon that consists of a handle and storage unit and a length of monofilament wire. When engaged the filament is extended with a low power forcefield which faintly illuminates the otherwise invisible filament. This weapon is extremely useful for dealing with heavily armoured targets and is able to cause all manner of problems for even the ceramsteel powered armour. Wireblades are also capable of destroying non-hypertech weapons that attempt to parry them, but would-be wielders should be warned that the wireblade is extremely unforgiving when it comes to mistakes in combat. A fusion cell is required to maintain the field around the filament and should it fail the weapon cannot be retracted and presents a potentially lethal hazard to anyone remotely near it. (+5; +10 when used against an opponent that is wearing armour or who is attempting to parry the wireblade with an ordinary weapon)
Additional features for melee weapons
Exceptional quality: Not all weapons are created equally; the careful craftsmanship of the sword-smiths of Aragon or the wondrous metallurgical techniques of the Engineers can result in exceptionally fine weapons. Often these creations are highly prized and fought over; inheriting one can attract attention from those who feel they deserve such a weapon more than the current wielder. (+1 extra; sometimes these weapons also possess their own ability rating, starting at 13)
Shocker unit: Not a specific weapon, but an accessory, this device is often built into the handle of an ordinary weapon which is then insulated. When activated, contact with the hurting part of the weapon also results in a powerful electric shock for the hapless opponent. A fusion cell is required to ensure the shocks keep coming. (+1 extra to the weapon; cannot be added to hypertech melee weapons)
Vibrating blade: Not a specific weapon, but an accessory for bladed weapons this modification causes the blade vibrate minutely but extremely quickly. The now-vibrating blade is able to cut through the protections provided by energy-shields with greater facility. Weapons with this modification are popular with some tech-savvy duellists, but also make a distinctive hum when in use. A fusion cell is required to keep the weapon vibrating when drawn; if this is not kept charged then the blade rattles slightly. (+1 extra when fighting against an opponent with an energy shield; -1 when used without a charged fusion cell)

VP System House Rules

The game has switched to the HeroQuest? system, so all this is out of date; I am keeping it here because it saves me printing it out.

Experience

Because we are using a fortnightly rotation with another game, XP awards are doubled.

Weapons

Wireblades now only halve armour defence.

Starships

I've had to fiddle with some of the rules concerned starships.

Armament

Slug-type weapons should require ammunition of some type, I can't be bothered working it out though and they are not really that good so who cares.
Laser-type weapons do not penetrate shields they have a goal modifier so are more like their character-scale equivalents.
Torpedo-type weapons use their own goal to pilot themselves into an enemy, although the lock-on Wits + Gunnery roll is complementary, and this roll can be augmented with a Tech + Science (Sensors) complementary as well. Torpedoes (and missiles) should probably occupy some cargo space, or at least have some kind of "magazine" to limit the number able to be fired quickly.

Supplies

Supplies now cost 1fb for 10 days worth of supplies. Additional supplies can be stored in prepared cargo space, 1t can hold 10 days supplies.

Vitality

Instead of the last five levels of Vitality being the "vital levels", every grade of penalty has a number of levels equal to the Size Rating of the starship. E.G. A size 4 raider has four -10 levels, four -8 levels, four -6 levels, and four -2 levels, which leaves twenty -0 levels. This is to reflect the ability to diminish capacity without obliterating the vessel.

Starship Combat

I have increased the bonus/penalty based for Full Stop and Full Thrust from +/-2 to +/-3 so it has a little more impact. I really think it should go to +/-4 and the +/-1 should increase to +/-2. We'll see.


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Page last modified on December 16, 2005, at 03:07 PM