Optional Rules

Universal Universal optional rules affect everyoNE and the entire game world.

Circumstial Circumstance optional rules can affect the whole world, or only apply in certain situations (such as fanatics, which may apply to all bosses, or only those leading cults.

Born a Hero
Setting: Super Hero, High Powered Game
Makes Game: Stronger players from start, Non human races less advantageous
You can begin the game with maximum points in your attributes, rather than at -2.

Setting: Super Hero, High Fantasy
Makes Game: Min-Maxed, High Powered
Lower all races starting attributes by 1 point, to a minimum of 1. For each attribute lowered by 1 point, the character gains an additional attribute point to distribute. So humans would start at 1 in all attributes and have 22 points to distribute.

Failure is forever
You cannot use edge to reduce a critical failure to a failure. You count one 2 towards a critical failure.

Setting: Cultish Horror
Makes Game:
Mooks sacrifice themselves for their master. All mooks have an immediate action that allows them to intercept an attack or power if they are within 1 hex of the path the attack takes, or within 1 hex of their master or higher up. They take the full affect of the attack.

Health as Wear and Tear
Setting: Any
When you hit 50% of your hit points(rounded down), you suffer a level of fatigue that cannot be recovered until your hit points are above 50%. For extra gritty use 33%(rounded down) & 66%(rounded up).

Complex Languages Languages can be tricky to know all the ins and outs, and the cultural nuances. If using the complex languages optional rule all characters begin with their native tongue at 10 ranks. Other languages can be picked up as normal following the the normal rules for gaining languages. You cannot benefit from more hits in social skills and barter than your ranks in the language you are using. This includes discernment, bluff, persuasion and intimidate. For instance if you have a native American of 2, and get 3 hits on a persuasion roll you act as if you only received 2 hits.

Immutable Modifications
Setting: Realism
Gives access to high level upgrades earlier, but makes getting Uber powerful equipment more difficult.
Some GMS may wish for modifications to be locked in upon purchase of a weapon, armor, vehicle and any or all. For instance, he may allow weapons and armor to be modes after creation (and follow normal crafting rules) but vehicles use immutable modification rules.
So if using immutable modifications you cannot change or upgrade a modification after you create or purchase the item in question. To calculate the cost of an immutable item you add up the bonus of all mods that the weapon will have built into them. Divide that total by 3 (rounded up) and add that total to the base cost of the item being purchased. This is the total cost of the item being purchased. Divide the wealth cost in half (rounded up) to determine if you have enough wealth to purchase items when purchasing immutable modification equipment.

Example: If you are building a modern car (19) with high performance tires (+ 14), a tier 2 engine (+ 10) and a tier 3 sterling wheel (+ 12) you add all the mods together, for + 36. Divide that by 3 (for + 12) and add that to your total vehicle cost, for a total cost of 31. You need at least a wealth of 16 (31/2 rounded up) to attempt to purchase this vehicle.

No Power Points Some games may want to be ran with no PP to speak of. While this gives everyone (and especially casters) a deeper well of of casting it blah. For non spell actions powered by PP, the player rolls the relevant skill check as normal. For instance, if feinting you make your bluff check, if you are trying to cause fear roll intimidate, etc. If you beat the PP Cost by your skill roll, the ability goes off normally. If you draw with the skill check, the ability goes off but you also gain a level of fatigue. If you fail to hit the PP Cost the ability fails to go off and you gain a level of fatigue.

For spells you make a spellcasting roll vs the adjusted PP Cost -

PP Ability Skill Used
Power Attack ACC
Steady ACC
Feint Bluff

Breather per Combat You may do 1 breather per combat, instead of 3 times per day. Otherwise they act in all ways in the same way.

Healing Surges Instead of breathers each character has a number of healing surges equal to the number of breathers they’d usually have available, usually 3. In some campaigns the GM may wish to increase this number. Using a healing surge is a full round action and in all other ways acts as a breather.

Skill Specialization At the GM’S discretion the player may change a +1 to a specific skill (such as from skilled, medic, athletics, driver) to a +2 specialization. Generally these are up to the player with GM permission, but they shouldn’t be so general to come up all the time, but can come up often. For instance, the gm may determine that for security you may specialize in locks, traps or security systems. For driver in the modern day engined vehicles is probably too broad(though they may be appropriate in a late day western setting), but automobiles, military vehicles, motorcycles, boats and airplanes all may be appropriate choices for specialzation. Of course the gm may want them broken down more (trucks, cars, minivan, etc). The specialization can come up frequently, even more than 50% of the time, but no more than 75% of the time. Generally a player should only have a single specialization for a particular skill, but exceptions may exist. For instance a ranger type may wish to specialize in multiple terrains. If a player is in a situation where two specializations may be present, you add a +1 for each specialization after the first. So if you had sneak (forest and darkness) specialzation you’d have a total of +3 if in both of those situations.

Blub blubber
Setting: Super Heroes
Makes PCs: Stronger, more varied. Allows access to high level content not normally available to PCS until end game.
The gm allows each player to choose 1, 2 or 3 perks for their character. The PCS can take those perks even if they don’t meet the attribute requirements for them, and the required levels for those perks is cut in half (rounded up).

Setting: Post-apocalyptic
Makes Game: Grittier
Radiation adds to long term fatigue, and can only be removed only be removed with radiation removing drugs.

Unlimited Healing
Setting: High Fantasy
Makes Game: Less Gritty
Players may benefit from unlimited medic checks.

Wealth Per Level
Removes barter system

Wealth per level: As you level up you earn bonus wealth units based on your charisma. Consult the chart below to determine what levels you get bonus wealth. The level that you ones place is in is the determining factor.

You can continue this chart for charisma higher than 20, just add 20 to listed charisma value and add 1 to each column for wealth earned, add 40 to listed charisma and add 2 to each wealth earned, etc.

You no longer factor barter into your purchases. Wealth per level replaces that.

Charisma 1 2 3 4 5 6 7 8 9 0
less than 0
0-1 +1
2-3 +1 +1
4-5 +1 +1 +1
6-7 +1 +1 +1 +1
8-9 +1 +1 +1 +1 +1
10-11 +1 +1 +1 +1 +1 +1
12-13 +1 +1 +1 +1 +1 +1 +1
14-15 +1 +1 +1 +1 +1 +1 +1 +1
16-17 +1 +1 +1 +1 +1 +1 +1 +1 +1
18-19 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1

Optional Rules

BASICS 2.0 underableedingsun