Head back to the clanperez home page.   See the current game stats.

House Rules:

1. Greatly modified skills list based on Kerry Jordan's GW skills, Kthulu, 3rd edition D&D and some of my own stuff.
2. Affinity Derived Attribute
3. Luck Main Attribute
4. A huge number of additional mutations, based on Web resources, D&D and someof my stuff
5. Good Hits & Bad Misses
6. Item Saving Throws

Skills:

Class Skills
    Enforcer: Armorer,  Blind Fighting *, Bower/Fletcher, Combat Leadership *, Creature Lore, Endurance ,Makeshift Weapon/Armor, Martial Arts *, Moving Attack *, Size-Up Opponent *, Weaponsmithing.
    Esper: Astrology/Astronomy, Bargain, Hypnosis *, Identify Mental Power *, Identify Poison Intensity, Meditation, Meditative Focus *, Mental Armor *, Photographic Memory *, Psychology, Sense Mental Powers *.
    Examiner: Ancient History, Appraise Artifact, Avoid Artifact Disaster *, Drive Artifact, Electrical Repair, Identify Radiation Intensity, Jury Rig  *, Mechanical Repair, Read Schematics *, Repair Artifact *, Understand Ancients Speech *, Understand Ancients Text *.
    Scout :Animal Lore, Conceal, Detect Ambush/Trap *, Fire Building, Foraging, Herbalism *, Hunting  *, Navigate *, Tracking *, Wilderness Lore *.
* Indicates skills specifically available only to that class
Specialized Skills: Appraise, Agriculture, Animal Handling, Artistic Ability, Black Smithing, Boating, Carpentry, Cobbling, Cooking, Dancing, Etiquette, Fishing, Healing, Hide, Leather Working, Lockpicking, Mining, Move Silently, Musical Instrument, Pickpocket, Plant Lore, Pottery, Read And Write, Recent History,  Seamanship, Sign Language, Singing, Stone Masonry, Tailor, Weaving.
Common Skills: Climb, Dodge, First Aid, Jump, Listen, Ride, Rope Use, Search, Swim.

    To make a skill check, roll a d20, add your skill rank and miscellaneous modifiers.  The roll is made like an attack roll or saving throw. You’re either trying to score a certain Difficulty Class (DC) or beat another characters score.
   There are 4 types of skill categories.  There are skills specific to your class, skills specific to a class other than your own, specialized skill and general skills.  In order to make a skill check, you must have some base ability, or game terms, the skill must be “open”.  Class skills in your class as well as general skills are automatically open.  Class skills in another class as well as specialized skills require you to pay a number of ranks to open them.  When your character is created specialized skills and class skills in another class cost 1 rank to open.  After character creation, this cost doubles to 2.  This “doubling” represents the research and learning required to become adept at using a skill.  Ranks paid towards opening a skill are lost.
   When a skill is successfully used during an adventure that aids in the successful completion of the adventure, check the box beside the skill.  At the end of an adventure, any successfully used skill (any checked box) has a chance to be increased.
   Class specific skills are abilities that are mastered by those people of that class, although some are usable by anyone.  Class skills that are available only to characters in that class are denoted by a *. In order to keep class skills more specialized, class skills that are not in your class will be rolled with a –8 modifier.  Also, every 1 rank paid actually gets added as a half rank to the skill sheet.  This applies when rolling a skill check (round down) or when trying to open a skill. Specialized and general skills are usable by everyone and not specific to any one class.
   Also, standard GW modifiers can be used to make a roll harder:

Personalized Base Scores
Class Specific Skills In Your Class
   You may distribute 10 ranks any way you chose as long as you put no more than 3 ranks in any one skill.  Remember that all skills in your class are open.
Class Specific Skills Not In Your Class, Specialized and General Skills
   You may distribute 30 ranks any way you choose with the following restrictions:
Character Level Advancement
   For character creation, do once for each level past first
   Choose 5 different skills and add one rank to each of these skills.  You may use ranks towards opening new skills.  At most, you may only put one rank in a class specific skill not in your class.  You cannot add a rank to any skill that has a value equal to or greater than the level you are advancing to +2.
End of Adventure Advancement
  Make a DC12 check against the skill.  Do not use the –8 modifier for class skills not in your class.  Do use your skill rank as a modifier.  If you fail the roll, you gain a rank in the given skill - you have learned enough to be more proficient in that ability.  Success indicates nothing was learned that would lead to an increase in the skill value.  In either case, the check is removed and you will have to be successful again during the next adventure in order to attempt to increase the skill.
Special Bonuses
Gain 2 bonus ranks to the indicated skill for each matched attribute in the following list:
Group Rule
   Sometimes individual characters are essentially reacting to the same things and can work together to help each other out.  In this case, one character is considered the leader of the effort and makes a skill check while each helper makes a skill check against DC10.  For each helper that succeeds, the leader gets a +2 circumstance bonus.  If the leader makes the skill check, everyone who successfully helped out gets a tick (everyone who made their roll).
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Affinity Derived Attribute

     This derived attribute is specific to the examiner class and cannot be used by any other class.  Due to the years of research and training an examiner has gone through coupled with their proximity to artifacts, they have, over time, acquired an affinity to artifacts.  This affinity relates only to Tech Level 5 and 6 items (items not producible by current game technology); specifically, this attribute is used when making any skill check relating to any tech 5/6 item.  The character receives a bonus equal to their affinity score where

Affinity Score = Use Artifacts / 2 (round down).

   This affinity bonus reflects the extra things the examiner knows and/or feels about a given artifact.  If a percentile roll is required, convert the affinity bonus by multiplying by 5 and adding the result to your roll. 
   The obvious uses of the affinity attribute are:
   The affinity bonus cannot be used for
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Luck (LK):

    Luck represents accidental fortune, good or bad.  Luck helps a character when he needs it most.  Luck is not pertinent to any class but is beneficial to all. A luck roll is NOT modifiable by luck points.
    A character may expend any or all of his luck points within an active period (see mutation summary).  Once all points are used, the character must wait until the next active period to renew the points.  Unused points at the end of the day are simply wasted.  Points cannot be hoarded for future use, nor can they be borrowed from the unused points of any previous day.  Luck points are expended to try to affect important die rolls, such as "to hit" rolls, saving throws, damage, or common percentile rolls.  Luck points cannot be applied to things like effect duration, area of effect, or range, nor can luck points alter the number of creatures affected.  The GM will make judgment calls on what should and should not be affected by luck.
    Luck points may be expended in one of the two following ways:
  1. The player must declare the use of any luck points before the roll is attempted.  The luck points are then applied as a bonus or penalty to the roll.  Once the point use is declared, the luck points are spent regardless of what the die roll result may be.  If the character would have made the roll even without the luck point modifier, then the luck points are simply wasted.  No more than 5 luck points may be expended on any given roll.
  2. After a roll is made that fails, the player has the option to expend any number of luck points to modify the previously failed roll.  When a player announces they want to do this, they reduce their current luck points total by some chosen number.  Then, roll a percentile luck roll.  Success indicates that the luck points expended can (and do) modify the original roll.  Failure indicates the original roll stands.  Either way, the luck points are lost.  This may only be done once per original roll.
    When a player elects to apply luck points to his own die roll, each luck point translates into a +1 bonus.
    Luck point may be used to influence percentile rolls by translating each luck point into a +5% bonus or -5% penalty.  The GM must decide which percentile rolls would conceivably be influenced by a character's luck, and which are outside a player's control.
    Players may extend their luck to personal items (ex. item saving throws) because it would be lucky for their items remain safe.

Score    <=5    6    7    8    9    10    11    12    13   14    15    16    17    18    19    20    21    >=22
%ile       1    3    4    7    8    10    10    11    13   16    18    21    23    25    28    30    31    34
Luck Pnts  1    2    2    2    3     3     3     4     4    4     5     5     5     6     6     7     7    8


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Current Mutation List

270` Sight, 360` Sight, Ablation, Abnormal Substance Dependency, Acapnia, Acclimate, Achilles Heel (D), Activation, Adaptation, Adipocere, Aequorin, Aggressive Immune System, Air Sail, Alarm, Allergy (D), Altered Blood Content, Altered Structural Element, Allurement, Anaerobic Suspension, Anti-Nercobiosis, Area Focus, Aromatic Powers, Asexual, Atmokinesis, Attraction Odor (D), Bacterial Symbiosis, Beguiling, Blasting Hands, Bodily Control, Body, Change (D), Borrowed Ability, Carapace, Carnivorous Jaws, Cellular Metamorphosis, Chameleon Power, Chaotic Dreams (D), Chemical Susceptibility (D), Climbing Cups, Comatose, Healing, Confused Senses (D), Confusion, Confusion Field, Contact Poison Sap, Control Birds, Control Insects, Cyclokinesis, Dark Creation, Death Field Generation, Density Control, Others, Density Control, Self, Devolution, Diminished Sense (D), Directional Sense, Dissolving Juices, Displacement, Divisional Body Segments, Doubled Pain (D), Dual Brain, Dual Form, Duality, Electrical Generation, Empathy, Energy Absorption, Energy Healing, Energy Metamorphosis, Energy Negation, Energy Reflection, Energy Sensitivity (D), Evolution, Explosive Seeds, Extended Life Span, Fadeout (D), Fear Generation, Finger Vines, Fire Burst, Flesh To Metal, Force  Field Generation, Force Wave, Friction Control, Fruit, Gamma Eye, Gas Bags, Gas Generation, Genetic Transfusion, Genius Capability, Geokinesis, Gills, Glowing Truth, Glue Generation, Hands Of Power, Health Pool, Heightened Balance, Heightened Brain Talent, Heightened Mental  Ttribute, Heightened Physical Attribute, Heightened Precision, Heightened Sense, Heightened Speed,High Energy Focus, Horns Or Antlers, Hostility Field (D), Hydrokenesis, Illusion Generation, Image Generation, Immunity, Incendiary Spittle, Infravision, Insomnus, Intuition, Kinetic Absorption, Kinetic Bolt, Kinetic Negation, Laser Eyes, Levitation, Life Field Generation, Life Leech, Light Creation, Light Manipulation, Linguistic Adaptation, Lost Sense (D), Lucky, Lungs, Magnetic Control, Mane And Bristles, Mass Mind, Material Transformation, Material Transparency, Mechanical Empathy, Mental Absorption, Mental Blast, Mental Channel, Mental Control, Mental Control Of Body, Mental Invisibility, Mental Multiplier, Mental Mutation Sensitivity (D), Mental Paralysis, Mental Projection, Mental Reflection, Mental Retention, Mental Shield, Mentally Defenseless (D), Metamorphosis, Mind Flight, Mineral Manipulation, Mobility, Modified Leaves, Modified Vines And Roots, Molecular Bonding, Molecular Disruption, Molecular Phasing, Molecular Rearrangement, Molecular Sense, Multiple Limbs, Multiplied Transference, Mutation Dampening, Mutation Suspension, New Body Parts, New Senses, New Teeth, Night Vision, Nocturnal (D), Oversized Limbs, Pack Acceptance, Periodic Amnesia (D), Phobia (D), Photodependent (D), Photogeneration, Photokinesis, Photosynthetic Skin, Physical Reflection, Planar Opening, Plant/Animal Control, Plasma Spheres, Poison, Poisonous Thorns, Poor Dual Brain (D), Poor Respiration (D), Polgara’s Finger, Power Negation Field, Power Waves, Projectile Seeds, Psi-Awareness, Psychic Blade, Psychic Clone, Psychometry, Pyro/Cryokinesis, Quantum Morph, Quills Or Spines, Radiating Eyes, Razor-Edged Leaves, Regeneration, Repelling Force, Repulsion Field, Rocket Seeds, Seed Mobility, Seizures (D), Shape Change Into Object, Shapechange, Silence Field, Size Change, Skeletal Enhancement, Skin Structure Change (D), Sonar, Sonic Bellow, Sonic Blast, Sonic Roar, Sound Imitation, Spatial Awareness, Spider Web, Spore Cloud, Squeeze Vines, Static Field, Stone Stance, Stunning Force, Suggestion Susceptibility (D), Summoning, Symbiotic Attachment, Symbiotic Awareness, Telekinesis, Telekinetic Claw, Telekinetic Flight, Telekinetic Hand, Telekinetic Walking, Teleport Object, Teleportation, Temporal Distortion, Temporal Fugue, Texture Change, Thorns Or Spikes, Thought Imitation, Throwing Thorns, Time Distortion, Time Manipulation, Time Phasing, Total Healing, Transfusion, Ultravision, Uncontrolled Mutation (D), Uncontrolled Phasing (D), Uncontrolled Power Wave (D), Universal Digestion, Use/Duration Multiplier, Variable Limb, Vocal Imitation, Water Walking, Weapon Effect Duplication, Weather Manipulation, Will Force, Wings.

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Good Hits & Bad Misses

Good Hits
   On a natural roll of 20, there is a chance that the hit was an exceptional one and did extra damage.  To determine if this is the case, roll another d20, add the Hit Modifier and check the table below:

Hit Modifier = CEIL((MOD(SN)+MOD(IN)+MOD(DX))/3)
   When calculating double and triple damage, roll the damage dice multiple times and then add any strength bonuses once at the end (strength is not doubled/tripled)
   If a 20 was rolled originally, but this would not normally have hit the target AC, your attacks hits but only does ½ damage and is not eligible for double or triple damage.

Bad Miss
   On a natural roll of 1, there is a chance that the attempted hit was an exceptionally bad one and something undesirable happened.  To determine if this is the case, roll another d20, add the Hit Modifier and check the table below:

Hit Modifier = CEIL((MOD(SN)+MOD(IN)+MOD(DX))/3)
   A severely damaged weapon cannot be damaged a second time.  If this occurs, it breaks.  This is the same as and in conjunction with item saving throws.
   When hitting a party member or self, do not include strength bonuses.
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Item Saving Throws

   When a character receives 25 or more points of damage from an area of effect attack, they must make a ST to see if any of their equipment is damaged.  If the character fails their ST for an area of affect attack, then every piece of equipment carried that is in the area of affect must roll its own ST.
   When an item fails its ST, it is severely damaged.  Weapons and armor receive negatives and all other items are destroyed.  If a weapon or armor misses its ST twice, it is also destroyed.  Note that “severely damaged” is the same as and works in conjunction with bad miss weapon damage.  Characters successfully using armorer or weaponsmith skills may fix Tech I, II and III items and remove the negatives.
   A ST is made on a d20, with a roll of 1 indicating a failure.  Modifiers are given depending on the amount of damage received and the equipment rolled for as follows:
Damage    25-29    30-35    36-40    41-45    46-50   51-55    56-60    61-65    66-70    etc.
Modifier    0       -1       -2       -3       -4      -5       -6       -7       -8      etc.
   A roll of 1 always fails, regardless of the modifiers.
   When an item containing other objects makes its ST, all objects contained within are assumed to have made their ST as well.  Otherwise, a ST for each contained object must also be made.  This is applies to backpacks and pouches as well as weapons (for their battery).
   When a weapon or armor misses its ST, mark down with the item that it now gets negatives.  For armor, the negative is its AC bonus.  For weapons, the negative is the hit and damage modifier.
Damage            25-29    30-35    36-40    41-45    46-50    51-55   56-60    61-65    66-70    etc.
Armor Negatives     -1       -1       -2       -2       -3       -3      -4       -4       -5     etc.
Weapon  Negatives   -1       -2       -3       -4       -5       -6      -7       -8       -9     etc.
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