Homebrew

A list of homebrew rulings and items that are not in the published rulebooks, but I figured would be pretty neat

## Rules and Rulings

### Combat Rules

Combat is particularly lethal, but the goal is still to make sure that combat options boil down to interesting options rather than just "I hit for damage." More combat rulings will be added as we play, but creative play will always be rewarded over pure mechanics. Below are some alternate rules and rulings that I have made that will take priority over the published rules. While these homebrew rules may fluctuate if I forget them they will always be a baseline for how I consider rulings on the fly.

* **Called Shots:** Sometimes, a character will want to target a specific spot on an enemy combatant. Any called shots with a ranged weapon will do minimum damage if it hits and cause an effect that would reasonably happen as a result of hitting the specific target (shooting an enemy's hand so they can't hold their weapons, shooting a leg to slow them down, etc). Called shots with a melee weapon do not do shock damage, and does half damage rounded down with the desired effect instead.
* **Clubbing Up:** Using a rifle or other firearm as a melee weapon does not require the "clubbing up" action to be an entire movement. Attacks by clubbing up can be done as a main action.
* **Melee Execution Attacks:** When performing an Execution Attack using a melee weapon, the requirement that the assailant must be adjacent to the target for one minute no longer applies. Instead, the requirement must be that the target is unaware of the assailant for one minute and outside the presence of anyone who may react negatively to an assault on the target's person. This may require Sneak checks in order to set it up. Execution Attacks can be made against helpless targets as usual.
* **Plunging Attacks:** Any time a melee attack is made by dropping from a height greater than than 5 meters (one story), deal an additional 2d6 damage on the hit. For every additional 5 meters, add an additional 1d6 to the potential damage. However, missing the attack will cause the character attempting such a maneuver to take the additional damage instead. Plunging Attacks cannot be performed if the character is wearing any active means of flight/levitation.

### Roleplaying/Setting Rules

Not everything in this game is just going "pew pew" with all the lasers and shit, but there may be some generalized rules outside of combat that may need to be applied. These are also some general things about the setting that one should be careful of as well as the Tolantz Suha sector will have some differences compared to the base game assumptions. They will be added as the campaign goes on.

* **A Credit is a Credit:** Any and all worlds that are TL3 and up will use the same universal credit system. These credits are typically handled electronically as long as one can navigate the different programming protocols between systems. However, TL2 worlds and below, while still using credits, will not necessarily have the same electronic payment systems and may require alternative forms of barter or a conversion to a world-specific currency that would be used elsewhere.
* **Customs and Weapons Laws:** Most civilized worlds will typically not allow people as a whole to carry weapons on their person. Carrying weapons openly in public, or wearing power armor down the street can vary from being a cultural faux pas to being downright illegal unless one is active military, security, or a criminal. Ways will need to be found on advanced worlds to carry weapons, either bribing officials or sneaking weapons past the scanners. More primitive worlds or worlds with unstable governments will enforce these less.
* **News Travels Easier:** Any system with a Deep Space Station may have a Suha Receiver Beacon (A Pre-tech devise set up by pre-Scream precogs in anticipation of the impending disaster) that can receive open communication signals from other star systems utilizing the paths made by approaching Spike Drive ships. While the reception can only be active on the approach, this does mean that communications between star systems happens faster here than in normal sectors. While the information received from other systems in this method may be incomplete, it can allow for recent events to be reported to adjacent star systems with Spike Drive access.

## Custom Items

### Postech

Postech items are items that can be manufactured on any TL4 workshop. These items can typically be bought with credits and can also be crafted as well. These are the types of items that are less likely to draw attention from other citizens and people in the world around.

Postech Items (Miscellaneous Gear)

### Pretech

Pretech is valuable. While more pretech has survived in the Tolantz Suha sector than in other places, most of the effects cannot be easily replicated. Pretech also cannot be identified with normal TL4 scanners, but overtly using them immediately will put a target on one's back as avaricious and jealous people might want to take it for themselves. Pretech is almost never sold on the open market, or even the black market, and are usually tightly controlled by certain factions and are traded with favors or through barters of other pre-tech offerings.

Pretech will have varying levels of rarity. The rarity labels refer to their rarity ***prior*** to the Scream, not after, and does affect how likely one is to see it in the modern era. A "common" pretech item is still a rarity.

**Pretech Scrap**

**Common Pretech**

* Anti-Grav Mantle
* Capsule Garage
* Ever-Rite Mug
* Hard Light Tether
* Manny Box
* Memory Display
* Portable Door

**Rare Pretech**

**Near Magic**