House Rules Compendium
House Rules Compendium - revised November 2005
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.
General
Reputation
The Reputation bonus is added to any social skill check (Bluff, Diplomacy, or Intimidate) that involves interacting with members of the French Army – for example, a legionnaire requesting a pass using Diplomacy or attempting to sneak contraband using Bluff would add his Reputation to his skill check as a bonus.
Decorations
Players roll for decorations when called on by the GM. When characters are eligible for decorations, the GM will assign a circumstance bonus to be added to the roll. The Medal check is as follows:
Medal Check = 1d20 + Charisma modifier + Reputation bonus + circumstance bonus
A player may spend an Action Point to improve the roll for a Promotion check with GM approval.
Promotions
Players may roll for promotion each time their characters gain a new level. The Promotion check is as follows:
Promotion Check = 1d20 + Charisma bonus + Reputation bonus + Profession ranks
A player may spend an Action Point to improve the roll for a Promotion check with GM approval.
Movement
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.
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.
Kneeling
Kneeling, sitting or dropping prone is a free action. Rising from a kneeling position is either a free action or a move action at the GM’s discretion – a character may drop to one knee (to receive a Defense bump, for example) and rise as a free action, while a character praying from a kneeling position would rise as a move action.
Rising from sitting or prone requires a move action to complete.
Combat
Suppression Fire (adapted from
Spycraft Lite)
As a full round action, you can lay down suppression fire on an enemy. This uses 5 shots, and can only be used if you have 5 rounds left in your weapon. To provide suppression fire, the attacker must designate a target square and roll to hit DC 10. If the attack is successful, an enemy character in or moving through the square must duck behind cover or concealment on his next action or you automatically gain an Attack of Opportunity against him. As long as you keep this up (remember, 5 shots a round), and your enemy remains in the open, you may keep making attacks of opportunity each round. Suppression fire may also trigger a Cool check at the GM’s discretion. Attacks of opportunity incur a -4 circumstance modifier unless the character has the Suppressive Fire feat.
Characters with BAB +0 suffer a -4 penalty while making suppression fire attacks. Characters with a BAB +1 or greater suffer no penalty.
Covering Fire (adapted from
Spycraft Lite)
As a full round action, you may provide covering fire for an ally. This uses 5 shots, and may only be used if you have 5 shots left in your weapon. To provide covering fire, the attacker must designate a target square containing an enemy combatant and roll to hit DC 10. If the attack is successful, an enemy in the target square gets a -4 to attack rolls for the round. Covering fire may also trigger a Cool check at the GM’s discretion.
Characters with BAB +0 suffer a -4 penalty while making covering fire attacks. Characters with a BAB +1 or greater suffer no penalty.
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.[sblock]--
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
Taking damage since your last action ...
...1-5 points -1
...6-10 points -2
...> 10 pts. -3
...Enough to force a massive damage check -4
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 opponents 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
[/sblock]
Equipment
Clubs and batons
Clubs and batons may do non-lethal damage without penalty at the discretion of the wielder. The player must specify before making an attack roll if the damage is lethal or non-lethal.
Standard player character equipment list
Each character receives a standard equipment package, detailed as follows.[sblock]
Assault load
M1947/56 “leopard”-pattern jump smock and trousers (woodland camouflage pattern) with
silver jump wings over right pocket,
1st REP badge on right pocket, rank insignia on left sleeve, t-shirt, underwear
-- Compass
-- Wound kit (treat as first aid kit)
M1956 steel helmet with camouflage net cover and ‘parachutist’ cross-straps
Green beret with
silver parachutist badge
M1950 web belt with suspenders
-- Three (3) magazine pouches containing two (2) box magazines each
-- Two (2) grenade pouches – two (2) anti-personnel fragmentation grenades, one (1) white phosphorous grenade, one (1) smoke grenade (white)
-- Two (2) M1952 canteens in covers
-- M3 combat knife in sheath
Jump boots and wool socks
Dog tags
Weapons – see personal equipment below
Marching load
Rucksack (total weight 25 lb.)
-- Mess kit
-- Rations (2 days)
-- Canteen and cover
-- Toilet articles and towel
-- Spare socks (2 pair)
-- Entrenching tool and cover
-- Multi-purpose tool
-- Quilted wind jacket
-- Wool helmet liner
-- Flashlight
-- Nylon poncho and cloth liner
Sustainment load – this is usually at the 1
e REP base in Zeralda unless otherwise noted
Foot locker
-- Spare battle dress
-- Khaki ‘walking-out’ uniform – with ribbons (if applicable) and unit citation
forrageur
-- Dress uniform including
epaulettes de tradition (red and green shoulder epaulets),
ceinture bleu (blue sash), white belt, harness, and gaiters, and (of course) the
kepi blanc – with medals (if applicable) and unit citation
forrageur
Personal equipment assignment
Marcel
Add medical kit in musette bag to assault load – add surgery kit in musette bag to marching load
Remove grenades and pouches from assault load and entrenching tool from marching load
Replace magazines and pouches with one (1) magazine pouch containing two (2) spare magazines each
Weapon – M1A1 Carbine semiautomatic rifle with folding stock
-- M1A1 Carbine (Dmg. 2d10/Crit. 20/Ball./Rng. 60’/Rate S/Mag. 15/Size L/6 lb.)
Normand
Add eight (8) rifle grenades (
treat as 40mm fragmentation grenade per Modern rules) in musette bag to assault load
Weapon – MAS-49/56 semiautomatic rifle with integral grenade launcher
-- MAS-49/56 (Dmg. 2d8/Crit. 20/Ball./Rng. 80’/Rate S/Mag. 10 box/Size L/10 lb.)
Pyotr
Replace magazines and pouches with two (2) magazine pouches containing five (5) magazines each to assault load
Weapon – MAT-49 submachine gun
Optional weapon – personal sniper rifle carried in case
-- MAT-49 (Dmg. 2d6/Crit. 20/Ball./Rng. 50’/Rate A/Mag. 32 box/Size L/9 lb.)
Vidal
Add Motorola SCR-536 ‘handie-talkie’ radio to assault load
Replace magazines and pouches with two (2) magazine pouches containing five (5) magazines each to assalut load
Weapon – MAT-49 submachine gun
-- MAT-49 (Dmg. 2d6/Crit. 20/Ball./Rng. 50’/Rate A/Mag. 32 box/Size L/9 lb.)
Raffaele
To be determined...
The entrenching tool is considered a simple weapon with the following stats:
Entrenching tool (Simple) (Dmg. 1d6*/Crit. 19-20/Bludg./Rng. – /Size M/2 lb.)
*
If you take Exotic Melee Weapon Proficiency (entrenching tool), the damage increases to 1d8 and change damage to Slash./Bludg.
Please cut-and-paste this list into your character sheet in the Rogues Gallery. You may add other personal equipment such as sunglasses, wristwatches, lighters, and so on at your discretion – normally Modern assumes that these items are ‘on-hand’ but due to the environment in which the characters are serving, ‘on-hand’ equipment isn’t readily available, so what's on the sheet is what is available. It’s also a nice way to personalize your character.[/sblock]
Skills and Feats
Skill synergies from Knowledge skills
According to the d20
Modern SRD and core rule book, the GM may decide that having one skill provides a bonus when a character uses another skill in certain situations. The character must have at least five ranks in the related skill to gain this synergy bonus, and the GM must agree that the two skills can complement each other in the given situation. In such cases, the character receives a +2 synergy bonus on the skill check.
Knowledge skills are a good source of skill synergies. The following is a table listing possible skill synergies to consider, based on five or more ranks in a Knowledge skill. Synergies are listed as
dependent or
contingent.
Dependent skill synergies apply to nearly all checks– the skill and its related Knowledge field are so closely linked that most applications of the skill calls on the related knowledge.
Contingent skill synergies are applied depending on the specific circumstances of the skill check – these synergy bonuses are subject to connection by the player and the GM’s approval.
Skill synergies from Knowledge skills:[sblock]
Balance: - none -
Bluff: (
dependent) behavioral sciences; (
contingent) - any - (i.e., apply the Knowledge skill most closely related to the character’s Bluff attempt)
Climb: (
dependent) - none -; (
contingent) earth and life science (e.g., climbing a natural surface such as a cliff)
Computer Use: (
dependent) technology; (
contingent) physical sciences (e.g., hardware engineering)
Concentration: - none -
Craft (chemical): (
dependent) physical sciences; (
contingent) arcane lore (e.g., alchemy)
Craft (electronic): (
dependent) technology
or physical sciences; (
contingent) - none -
Craft (mechanical): (
dependent) technology
or physical sciences; (
contingent) - none -
Craft (pharmaceutical): (
dependent) earth and life science; (
contingent) arcane lore (e.g., alchemy)
Craft (structural): (
dependent) physical sciences; (
contingent) art (e.g., adding architectural details), tactics (e.g., siting and constructing fortifications), technology (e.g., using special materials)
Craft (visual art): (
dependent) art; (
contingent) arcane lore (e.g., drawing magical symbols), business (e.g., creating a chart, diagram, or presentation), earth and life sciences (e.g., incorporating specific cultural elements), streetwise (e.g., graffiti), technology (e.g., technical drawings)
Craft (writing): (
dependent) - none -; (
contingent) - any - (i.e., apply the Knowledge skill most closely related to the character’s Craft (writing) attempt, e.g., business for a business report, civics for a legal brief, physical sciences or earth and life sciences for a research report,
etc.)
Decipher Script: (
dependent) - none -; (
contingent) arcane lore (e.g., runes), earth and life sciences (e.g., Mayan glyphs)
Demolitions: (
dependent) physical sciences; (
contingent) tactics (e.g., placing mines or booby traps)
Diplomacy: (
dependent) behavioral sciences; (
contingent) - any - (i.e., apply the Knowledge skill most closely related to the character’s Diplomacy attempt, e.g., business for a business negotiation, civics for making a political speech, streetwise for meeting a crime boss,
etc.)
Disable Device: (
dependent) technology
or physical sciences; (
contingent) - none -
Disguise: (
dependent) - none -; (
contingent) art (e.g., reproducing clothing), behavioral sciences (e.g., capturing mannerisms), earth and life sciences (e.g., adopting appropriate native dress), popular culture and streetwise (e.g., selecting appropriate clothing styles, mannerisms, and slang)
Drive: (
dependent) - none -; (
contingent) earth and life sciences (e.g., operating in natural terrain), tactics (e.g., avoiding fields of fire)
Escape Artist: - none -
Forgery: (
dependent) art; (
contingent) civics (e.g., reproducing government documents), history (e.g., reproducing historical documents)
Gamble: (
dependent) physical sciences; (
contingent) behavioral sciences (e.g., identifying tells)
Gather Information: (
dependent) popular culture
or streetwise; (
contingent) behavioral sciences (e.g., gaining the confidence of groups)
Handle Animal: (
dependent) - none -; (
contingent) earth and life sciences (e.g., understanding animal behavior)
Hide: (
dependent) tactics; (
contingent) earth and life sciences (e.g., using natural terrain advantages such as vegetation), streetwise (e.g., using urban terrain advantages)
Intimidate: (
dependent) behavioral sciences; (
contingent) streetwise (e.g., making credible threats based on criminal knowledge)
Jump: - none -
Listen: - none -
Move Silently: (
dependent) - none -; (
contingent) earth and life sciences (e.g., using vegetation to screen sound), tactics (e.g., tactical acumen)
Navigate: (
dependent) earth and life sciences; (
contingent) physical sciences (e.g., astronomical knowledge of constellations and the position of the sun)
Perform: (
dependent) art; (
contingent) earth and life sciences (e.g., performing an aboriginal dance), popular culture (e.g., performing popular dance styles), streetwise (e.g., performing credible gangsta rap or street poetry)
Pilot: (
dependent) - none -; (
contingent) earth and life sciences
or physical sciences (e.g., understanding wind and terrain relationships or identifying cloud types and associated storm activity), tactics (e.g., avoiding fields of fire)
Profession: (
dependent) - none -; (
contingent) business (e.g., managing investments), streetwise (e.g., criminal activities)
Repair: (
dependent) physical sciences
or technology; (
contingent) - none -
Research: (
dependent) - none -; (
contingent) - any - (i.e., apply the Knowledge skill most closely related to the character’s Research attempt)
Ride: - none -
Search: (
dependent) - none -; (
contingent) art (e.g., noting architectural details), earth and life sciences (e.g., finding tracks), history (e.g., understanding archeological features), tactics (e.g., detecting a mine or a booby trap)
Sense Motive: (
dependent) behavioral sciences; (
contingent) - none -
Sleight of Hand: - none -
Spot: (
dependent) - none -; (
contingent) earth and life sciences (e.g., natural terrain), tactics (e.g., lines of advance), streetwise (e.g., knowing the neighborhood)
Survival: (
dependent) earth and life sciences; (
contingent) - none -
Swim: (
dependent) - none -; (
contingent) earth and life sciences (e.g., knowledge of waves or currents)
Treat Injury: (
dependent) earth and life sciences; (
contingent) - none -
Tumble: - none –[/sblock]
Revised skill: Knowledge (military science)
The revised Knowledge skill reads as follows:
Knowledge (military science):
Military organization and administration, history and traditions, combat tactics and maneuver, logistics, and military justice.
Knowledge (military science) provides the same benefits outlined by the present rules and meets the prerequisite for any class ability, skill, or feat as the present Knowledge (tactics) skill. In addition, Knowledge (military science) has a number of other uses. For example:
- a character with Knowledge (military science) observing another character in uniform can identify the country and branch of service (DC 15), the character’s rank (DC 20) and unit (DC 25), what service medals the character has won by her or his ribbons (DC 30), and that at least one of the ribbons is fake because the character couldn’t possibly have been present in the theatre of operations to receive it (DC 35)
- a character using Knowledge (military science) studying satellite photos of a military installation can identify that the installation is a fuel and weapons depot (DC 15) for mechanized infantry (DC 20) in at least battalion strength (DC 25)
Knowledge (military science) shares synergies like that of the present Knowledge (tactics), but may have some other applications as well. For example:
- Knowledge (military science) provides a synergy bonus to Knowledge (civics) for military justice including courts martial – anyone interested in playing a JAG attorney or NIS agent?
- Knowledge (military science) provides a synergy bonus to Knowledge (technology) for identifying the capabilities of a new weapons system
- Knowledge (military science) provides a synergy bonus to Knowledge (history) for the location of bunkers built for a battle decades ago
New skill: Craft (culinary arts)
The new Craft skill reads as follows:
Craft (culinary arts):
Food preparation, menu planning, and food preservation and storage.
Examples of Craft (culinary arts) in the game:
- Recognizing the ingredients of a dish by taste or presentation
- Preserving foods for travel
- Correctly planning rations needed for an expedition
- Preparing a cordon bleu meal
- Identifying a fine wine
Possible synergies include Diplomacy, Knowledge (history), and Bluff.
Secondary Skills: SNEAK and WATCH
A secondary skill takes the average of two related skill modifiers in order to make a single skill check roll. A secondary skill check is made using the average modifier. Using a secondary skill is a player option – it is not required.
SNEAK is the secondary skill of Hide and Move Silently for characters that are attempting to move quietly and remain unseen at the same time. In order to make a SNEAK check, the player adds the character’s Hide and Move Silently modifiers and divides by two – the resulting modifier is applied to a single die roll which is then compared to an opponent’s Spot and/or Listen checks (or WATCH check, as described below) to determine if the character is successful in evading detection.
WATCH is the secondary skill of Listen and Spot. A WATCH check is made using the average of the character’s Listen and Spot modifiers, which is applied to an opposed Hide and/or Move Silently check (or SNEAK check) to determine if the character locates a stealthy foe.
The advantage of using SNEAK or WATCH is that a character can make a single die roll, reducing the chances of a bad roll in one skill check undermining a successful check against the other skill. It also reduces the potential demand on Action Points in critical SNEAK or WATCH circumstances. The disadvantage is that a character loses off the top end of the higher skill modifier.
A player may elect to use the SNEAK or WATCH secondary skills any time a skill check is called for by the GM for both related skills – a player may not use SNEAK or WATCH if only one of the two skill checks is requested: for example, if the GM calls for a Spot check only, the character may not make a WATCH check.
Revised feats: Concealable Armor Proficiency, Tactical Armor Proficiency, and Archaic Armor Proficiency
The light, medium, and heavy armor feats are replaced by the Concealable Armor Proficiency, Tactical Armor Proficiency, and Archaic Armor Proficiency feats
Concealable Armor Proficiency
You are proficient with concealable armor (see Table 4-9).
Benefit: When you wear a type of armor with which you are proficient, you get to add the armor’s entire equipment bonus to your Defense.
Normal: A character who wears armor with which s/he is not proficient takes an armor penalty on checks involving the following skills: Balance, Climb, Escape Artist, Hide, Jump, Move Silently, and Tumble. Also, a character who wears armor with which s/he is not proficient adds only a portion of the armor’s equipment bonus to her Defense.
Tactical Armor Proficiency
You are proficient with tactical armor (see Table 4-9).
Benefit: See Concealable Armor Proficiency.
Normal: See Concealable Armor Proficiency
Archaic Armor Proficiency
You are proficient with archaic armor (see Table 4-9).
Benefit: See Concealable Armor Proficiency.
Normal: See Concealable Armor Proficiency.
Impromptu armor does not require a feat to use proficiently.
Revised feat prerequisites: Exotic Firearms Proficiency
Advanced Firearms Proficiency is no longer a prerequisite for Exotic Firearms Proficiency (cannons, grenade launchers, or rocket launchers) with GM approval.
Advanced Firearms Proficiency remains a prerequisite for Exotic Firearms Proficiency (heavy machine guns).
Revised feat: Combat Expertise
The bonus to Defense provided by the Combat Expertise feat is extended to include ranged as well as melee attacks.
New feats: Artisan, Competent, Inventive, Scholarly, and Virtuoso
The following new feats may be taken beginning at third level with GM approval.
Artisan
You possess extraordinary expertise in building things.
Prerequisite: Builder
Benefit: You get a +3 bonus to one Craft skill (electronic, mechanical, structural) or +2 bonus to two Craft skills – for example, a character could choose to add a +3 bonus to Craft (structural) or a +2 bonus to Craft (structural) and Craft (mechanical).
Special: You must add the bonus(es) to the skill(s) selected with the Builder feat.
Competent
Your hard work has increased your proficiency in certain skills.
Prerequisite: At least one rank in each skill selected to receive the benefit of the feat.
Benefit: Select two of your character’s skills. You get a +2 bonus to all checks with the selected skills.
Inventive
Your skill at crafting goes beyond mere kit-bashing.
Prerequisite: At least one rank each in complementary Craft and Knowledge skills (see below).
Benefit: Pick one Craft skill (chemical, electronic, mechanical, pharmaceutical, structural) and one Knowledge skill. You get a +2 bonus on all checks with those skills.
Special: The Craft and Knowledge skills selected should be complementary – for example, Craft (structural) and Knowledge (physical sciences) or Craft (pharmaceutical) and Knowledge (earth and life sciences) are complementary. The GM determines if the two skills selected by the player are complementary.
Scholarly
You possess extraordinary expertise in your fields of study.
Prerequisite: Educated
Benefit: You get a +3 bonus to one Knowledge skill or +2 bonus to two Knowledge skills (player’s choice) – for example, a character could choose to add a +3 bonus to Knowledge (history) or a +2 bonus to Knowledge (history) and Knowledge (art).
Special: You must add the bonus(es) to the skill(s) selected with the Educated feat.
Virtuoso
Your artistic skill extends beyond mere talent.
Prerequisite: At least one rank each in complementary Craft or Perform skills and a Knowledge skill (see below).
Benefit: Pick one Craft skill (visual art, writing) or Perform skill (any) and one Knowledge skill. You get a +2 bonus on all checks with those skills.
Special: The Craft or Perform and Knowledge skills selected should be complementary – for example, Craft (writing) and Knowledge (history) or Perform (dance) and Knowledge (art) are complementary. The GM determines if the two skills selected by the player are complementary.
Classes
Alternate pre-requisites for advanced classes
Development of this list is in progress.
- Daredevil AdC: Player may substitute ranks in Ride or Balance for Drive