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House Rules
Every gamer has their own house rules they like to play by. As all
Watch Tower players know, we have our own mish-mash of official rules that
we use. I've talked with
Brian several time
about my taking a turn at GMing in the Watch Tower Universe, and he's been
very open to it. These are the house rules that I will use when I GM.
Inviolate Rules of the Watch Tower Universe
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Combat Skill Levels as Damage Classes
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These Hero System optional rules are in effect for HTH attacks. They
can increase the number of Damage Classes of a attack or increase the Body
damage roll of Killing Attacks.
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Language Familiarity
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The Hero System optional Language Familiarity rules are in effect. This
can increase or decrease the effective point cost of a Language skill.
Literacy is free.
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Use of Hit Locations
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Killing Attacks always use the Hero System Hit Location table. No
other attack automatically uses it, but Called Shots are still permitted.
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The Tech Paradigm
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The Watch Tower Universe tech paradigm essentially works like this:
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No advanced tech is mass producable. For one reason or another it can't be
done. Reason varies case by case.
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Super Tech often has no relation to anything 'realistic' in how it works.
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No one thinks to try and mass produce this stuff. Even if they did, it would
fail. Similarly, no one thinks to exploit captured tech unless for use in
an 'origin story'.
House Rules Which May be Used While I GM
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A Delayed Phase is a Delayed Phase is a Delayed Phase
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I've never seen a rule which says that a phase may not be delayed past segment
twelve and in to the next turn. If someone can point that rule out
to me, please do. Otherwise, as far as I'm concerned the "end of a
turn" and "Post-Segment 12" are arbitrary constructs and therefore will have
no effect on which phases can be delayed and for how long.
Additionally, "turns" will be measured in twelve segments. Thus, if
a character wishes to take extra time to accomplish a task or move one unit
down the time chart, the action will occur twelve segments later. E.g.
a character can attempt to resist Mind Control immediately, one phase later,
and one turn later. If a SPD 5 character is Mind Controlled on segment
2, he gets an Ego roll to break free immediately, on Phase 3 (his next full
phase) and on Phase 3 of the next turn (12 segments later).
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Teleport v. Force Wall
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A Hardened Force Wall will block Teleport. One level of Armor Piercing will
penetrate one level of Hardened Force Wall.
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Double Knockback
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The Double Knockback advantage applies only to knockback. It does
not affect any other aspects of the modified power. If a character
wants to have a improved knockback and throwing distance with Strength, then
buy extra Strength, with the -1/2 limitation "only for knockback and throwing".
Increased leaping distance should be bought as Superleap.
Originally, Kodiak Steel had the Double Knockback advantage on his Strength.
As a group, we began to experiment with what this actually meant and at one
time we decided it allowed double knockback (as normal) but also doubled
the calculated throwing distance of objects and we considered but never ruled
on the idea that it might double leaping distance. Unfortunately, this
was determined to be much to powerful, and it forced a change in Kodiak
Steel between Volume 1 and Volume 2 of the campaign (provided by his battle
with Taurus, which was resolved in a backstory rather than an actual game
session). This meant that Kodiak Steel could throw a victim 20" for
up to 20d6 if thrown against a hard enough object (like an Army
tank). Fortunately most objects won't be that strong and damage will
rarely exceed 10d6 (see the Breaking Things chapter). Note also that
Knockback straight down (and presumably something thrown straight down) only
does 1d6 per 2".
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If you can spread an EB?...
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Page 151 of the BBB discusses the optional rule of spreading an energy blast.
This permits the sacrifice of dice to gain another combat advantage - greater
OCV or limited Area Effect. While the optional rule explicit states that
only Energy Blasts can be spread and other attacks require the Area Effect
advantage, this leaves me unsatisified as both a player and an afficionado
of character design. Therefore, I propose that any ranged attack can be spread,
with the following parameters. Any attack power which has a base cost of
5 points per die before Modifiers, loses 1d6 to gain +1 OCV or 1 hex area
effect. If the base cost per die is greater than 5 (e.g. 10 or 15), then
it loses 1/2d6 of effect for each +1 OCV or 1 hex area effect. The
END cost is paid for all the dice, not merely the dice of effect.
Regardless of how many hexes the attack is spread, the attacker must
roll to hit each target separately. Only ranged attacks can be "spread".
If a character wants to affect multiple targets with a HTH attack,
he should use the Sweep maneuver (BBB page 157). The Limitation "only
when spreads attack" is worth -1/4.
Some examples:
Example 1: Mentallo wants to "persuade" a bunch of thugs
to leave him alone. There are four thugs, spread across three hexes.
Mentallo "spreads" 3d6 of his 10d6 Mind Control, and rolls an attack
roll against each of the four thugs. If he hits, he affects each thug
with a 7d6 Mind Control.
Example 2: Death Vixen is in a tough battle against Magpie.
She is having an extremely difficult time hitting the agile tengu,
so she decides to "spread" 1d6 of her 3d6 RKA to gain a +2 OCV. If
Vixen hits, she does 2d6 Killing Attack.
Example 3: Herculan, having heard the reports of the amazing
physical might of Team Beta's Towers of Power, decides to spread his ranged
STR Transfer so he can attack both Guardian and Kodiak Steel at the same
time. Sinces the heroes are maintaining a one hex distance between
themselves, Herculan spreads his ranged STR Transfer for 1 1/2d6 to
attack the three hexes (one per hero, with one in between). If Herculan
hits, he affects each victim with a 1 1/2d6 STR Transfer.
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Knockout Resistance
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Just as Hand Attack is a variant on Strength (+5 Strength, -1/2 only for
damage, q.v. Enemies III) so Knockout Resistance is a variant on Stun.
Knockout Resistance moves the recovery point for unconscious characters.
One point of Knockout Resistance moves the scale down one negative Stun point.
Thus, if a character had 6 points of Knockout Resistance, he would recover
onces per phase at 0 to -16 Stun, once per turn at -17 to -26 Stun, once
per minute at -27 to -36 Stun and at GM's discretion at -37 Stun and lower.
A character can purchase 3 points of Knockout Resistance for 2 character
points. (+3 STUN, bends the rules +1/2, only when unconscious -1)