House Rules Compendium
House Rules Compendium
The following house rules will be used in
Wing and Sword. Please feel free to ask for clarification of any of these house rules at any time before or during play.
Parachuting
Parachuting is treated as jumping down from 20' - first make a Jump check (DC 15) to reduce the Reflex save DC by 1. A successful Tumble check (DC 15) reduces the Reflex save DC by 1 more. If a character makes successful Jump and Tumble checks, then the Reflex save is DC 10 - the character automatically takes 10 for no damage.
The character then makes a Reflex save (DC 10 +1 per ten feet fallen - so that's either DC 11 or 12, depending on the Jump check and Tumble check, if applicable); a successful save results in no damage rather than half damage. Failing the Reflex score by 5 or less results in 2d6 nonlethal damage; failing it by more than 5 results in 1d6 lethal damage and 1d6 nonlethal damage.
Suppression Fire (adapted from Charles Rice’s
Ultramodern Firearms)
Suppression fire, also called “covering fire,” is used to pin down an enemy and disrupt his ability to move or attack. Suppressing fire is a special attack.
To perform suppressing fire, a character must use a semiautomatic or automatic ranged weapon. The character targets an area equal to or greater than 30’ away. The character threatens that square until the beginning of his next turn. This requires the expenditure of 5 bullets.
Any character starting in or moving into, out of, or through the threatened square provokes an attack of opportunity and must make a Cool check (qv). Attacks of opportunity incur a -4 circumstance modifier to hit unless the character has the Suppressive Fire feat.
Cool Checks (adapted from Rich Redman’s article
Cool under Fire from the “Notes from the Bunker” series)
This rules variant requires each combatant to make a "cool check" at GM’s discretion during combat and other dangerous encounters – likely instances requiring Cool checks include taking damage from melee or ranged weapons, coming under suppression fire, or performing an activity which requires multiple skill checks to complete (such as climbing a high cliff). Any time a GM decides that a life-or-death situation requires characters to act in initiative order, Cool checks may occur. The system applies to GM characters as well as to heroes, since they too can suffer the effects of losing their cool.
Making Cool Checks
To make a cool check, roll 1d20 and add your hero's total Will saving throw bonus and the modifiers for his starting occupation and the situation (see tables below). The DC for a cool check is always 15. Characters cannot take 10 or 20 on cool checks -- if they could, the situation wouldn't be tense enough to merit one in the first place. A hero may spend action points on a cool check, and the usual rules for spending action points apply.
Succeeding on Cool Checks
Any hero who succeeds on a cool check can act normally for that round. Additional benefits apply for success by a significant margin. The following benefits seem appropriate.
Success by a margin of 5 to 10 grants the hero a +2 morale bonus on attack rolls, saving throws, skill checks, and cool checks until her next action.
Success by a margin of 10 or more grants her the same morale bonus as above and also grants the same bonus to each of her allies within 30 feet. This bonus lasts until the successful hero's next action.
As noted below, however, the cumulative penalty for each successive round ensures that she will fail eventually if the combat continues long enough. The consequences for failure warrant caution even from those who succeed in keeping their cool.
Failing Cool Checks
The consequences of failing a cool check depend on how badly the character fails. See the Character Condition Summary in Chapter Five: Combat of the d20 Modern Roleplaying Game for explanations of the conditions mentioned below.
Failure by a margin of 5 or less means the hero is stunned for 1 round.
Failure by a margin of 5 to 10 means the character is shaken, and the -2 penalty for that condition applies to subsequent cool checks as well. Such a character remains shaken until he succeeds at a cool check (see Succeeding at Cool Checks, above), fails a cool check by 10 or more (see below), or the encounter ends.
Failure by a margin of 10 or more means the character is panicked. If he can move far enough in a single round to be out of sight of the combat, he flees. Otherwise, he moves behind the nearest source of total cover (GM's decision) and cowers. The character continues to make cool checks every round but suffers no consequences for additional failures.
Recovering your Cool
At the end of an encounter, every surviving and conscious character makes a final cool check. Those who succeed can act normally; those who fail become fatigued. (See the Character Condition Summary in Chapter Five: Combat of the d20 Modern Roleplaying Game for an explanation of this condition.)
Code:
Cool Check Modifiers from Starting Occupations
Occupation Modifier
Academic -2
Adventurer +1
Athlete +1
Blue Collar +1
Celebrity -2
Creative -2
Criminal +2
Dilettante -2
Doctor +2
Emergency Services +2
Entrepreneur +1
Investigative +1
Law Enforcement +3
Military +3
Religious +1
Rural +0
Student -2
Technician +0
White Collar -1
Code:
Cool Check Modifiers from Events and Conditions
Event or Condition Modifier
Each round of combat after the first (cumulative) -1
Taking damage since your last action ...
...1-5 points -1
...6-10 points -2
...Enough to force a massive damage check -3
Opponents used explosives since your last action -2
Opponents used fire (white phosphorous, flame thrower, etc.) since your last action -2
Opponents outnumber heroes -1
Opponents have automatic weapons and heroes don't -1
One or more opponents acted in the surprise round -1
Each ally rendered unconscious, disabled, or dying since your last action -2
Each ally panicked or cowering since your last action -1
Each ally pinned since your last action -1
A successful Intimidate check against you -1
Heroes outnumber opponents +1
Heroes have automatic weapons and opponent's don't +1
One or more heroes acted on the surprise round +1
Each opponent rendered unconscious, disabled, or dying since your last action +2
Each opponent panicked or cowering since your last action +1
Each opponent pinned since your last action +1
Because of the first entry on this table (the cumulative penalty for each round of combat after the first), everyone will eventually fail a cool check. That's pretty realistic.
Vehicle Acceleration
From a standing start a vehicle may move up to one-quarter its maximum speed on the first round, one-half its maximum speed on the second round, and maximum speed on the third and subsequent rounds.
If a vehicle in motion is operated at less than half-speed, the vehicle may increase its speed by one-quarter its maximum speed on the next round and may move at maximum speed each round thereafter until its speed drop to less than one-half maximum.