House Rules V2
House Rules V2
The damage bonuses granted by a build of one or two has The lethality rating of an attack is doubled if the damage
been reduced from +1D4 and +1D6 to +1 and +2. These is a result of an Extreme Success (so our lethality 9%
two categories of build are now equivalent to their attack would become a lethality 18% attack).
negative counterparts, builds minus one and minus two,
each of which grant a damage penalty equal to their Automatic Weapons
absolute value.
Lethality attacks offer a simple replacement for the
Under the new system (presented below on Table 1.1) cumbersome rules for firing in bursts with automatic
build changes from granting a +1 damage bonus to weapons. Rather than rolling for each volley, a single
granting a +1D6 damage bonus at the same time it lethality rating is assigned to automatic gunfire, and attack
changes from increasing every 40 points to increasing rolls are made against every creature in the general direction
every 80 points. of the attack.
This change cascades into the damage bonuses granted Submachine guns and assault rifles have a lethality
by monstrously high builds, decreasing them by 1D6. In rating of 12%. Mounted machine guns have a lethality
many cases monsters should be given higher base rating of 15%.
damage to compensate for this. It also makes human
combatants more equal in terms of damage output, as Other Uses for Lethality Attacks
build now has less bearing on unarmed damage.
In any case where an attack would likely deal 10 or more
damage, it is reasonable to convert it to a lethality attack.
Table 1.1 – Build and Damage Bonus Generally, lethality attacks make sense for something that is
STR + SIZ Build Damage Bonus potentially survivable, such as suffering a gunshot or being
2 – 64 -2 -2 struck by the tentacle of some lumbering horror, and not
65 – 84 -1 -1 attacks that mean certain death, such as being crushed by
85 – 124 0 +0 Great Cthulhu or caught in the blast of a cruise missile.
125 – 164 1 +1
165 – 204 2 +2
205 – 284 3 +1D6 Lethality Attacks and Inhuman Targets
285 – 364 4 +2D6
365 – 444 5 +3D6 Do not roll for a lethality attack against a creature of SIZ 140
445 – 524 6 +4D6 or higher. It instead takes damage equal to the lethality
525 – 604 7 +5D6 rating of the attack. Mythos creatures, such as ghouls, may
605 – 684 8 +6D6 also use this rule, regardless of SIZ.
685 – 764 9 +7D6
765 – 844 10 +8D6
845 – 924 11 +9D6
925 – 1004 12 +10D6 STATISTICS
LETHALITY ATTACKS
A lethality attack is a form of damage that is represented APPEARANCE
as a percentage rather than a dice expression. This Appearance has been changed to measure charisma and
percentage is called the lethality rating. As a rule of personability rather than physical beauty. As such, it is no
thumb, lethality attacks can be converted into normal longer diminished by aging.
damage expressions and vice versa at a rate of three
percentiles per 1D6 of damage.
1
Sanity lost in the form of magic points still counts for
LUCK triggering terror but does not count towards gaining a
Luck does not exist in the uncaring world of the Mythos. All madness. These concepts are discussed below.
Luck rolls should be replaced with an attempt to roll 50 or
less on a D100, or calling the result of a coin toss if the A character can spend no more than half of their
Keeper wishes. Characters who wish to spend Luck will have maximum magic points to reduce a single instance of
to make do with pushing skill rolls. Sanity loss. A character who has reached zero magic
points may choose to faint if exposed to a source of
Sanity loss; falling unconscious for 1D10 minutes and
IMPROVING SKILLS preventing the loss of up to five Sanity. If a character
would lose more than five Sanity, subtract the value they
Characters now check a skill box when they fail a skill roll. lose by five should they choose to faint.
After each scenario characters gain 1D4 points in that skill.
Characters with an INT of 66 – 80 gain 1D4+1 points in a
given skill, while characters with an INT of 81 or higher gain Regaining Lost Points
1D6+1 points in a given skill. Magic points regenerate at a rate of 2D6 points per night of
sleep. Sanity never regenerates. Institutionalization is
useless against the horrors of the Mythos.
• Shoggoths 14
Calculating Sanity
Instead of being equal to a character’s POW, a character’s
base Sanity is equal to 115 minus their INT score. Characters
TERROR AND MADNESS
with higher INT start with lower Sanity. This represents how
close they are to understanding the true nature of the Terror
cosmos. A character who loses a combined total of five or more
Sanity and/or magic points in a single round as the result of
Magic Points as Willpower a Sanity roll suffers terror. Whatever prompted the loss of
Sanity is considered the source of the terror. A terrified
Magic points serve as a representation of willpower or
character has five seconds of real time to choose between
mental energy. They are used to cast spells, but are also used
“fight” or flight.” If they fail to choose, they are stunned for
to resist insanity. When a character loses Sanity, they may
2D4 rounds.
spend magic points to reduce the loss on a one for one basis.
2
If they choose fight, they must attempt to destroy the
source of their terror for 2D4 rounds. If they choose
flight, they must flee from the source of their terror for
2D4 rounds. In any of the above cases (fight, flight, or
freeze), a successful Psychotherapy roll ends the state of
terror instantly.
Madness
For every 10 points of Sanity a character loses relative to
their starting Sanity score, they gain a madness. Madness is
explored in detail in a separate PDF of the same name.
INSANITY
A character who is reduced to zero Sanity becomes property
of the Keeper. Depending on their history and personality
they may become a catatonic wreck, a raving lunatic, or a
servant of the Great Old Ones.