Charts and House Rules
From RPGS surrounding the Labcats
House Rules
- Skills that are essentially a renamed common skill are Common Skills, e.g., Catmanship for Horsemanship. This is also true if you remove unwanted trappings -- we don't charge more for less.
- Resources contains Wealth and Workspace.
- Guile can be used to resist Insight.
- Brawn contains Physical Force and Strike.
- Endurance contains Stress Capacity: Health (Physical), Resist Damage, Environment: Harsh (e.g., extremes of temperature, i.e., that which one needs to Endure)
Charts
- Online Character Generator: http://apopheniaevolved.com/content/kerberos_club_custom_skill_generator
- File:KerbFateTrappings.xls This has my list of which trappings go with which common skills, what the cost of each common skill is as a unique or strange skill, and various other useful bits of miscellaneous information.
Physical: Dodge is defense against any physical attack. Parry is a defense against hand to hand physical attacks. Resist Damage is a defense against any physical attack that does damage. Shoot is a physical attack with range. Strike is a physical attack in the same zone. Mental: Convince is an attack. Guile is a mental attack via lying. Menace is a mental attack via fear. Willpower is mental defense. Social: Conversation is the wildcard social attack and defense, and maneuvering. Esteem is defense against any social attack. Influence is a social attack. It does Reputation damage.