House Rules

Main Page || House Rules || Items and Artifacts || Misc Setting Notes || Wiki Formatting HowTo

Game Setup Rules

Character Creation

  • Everyone gets +20 ability points, to account for the new Abilities available
  • Everyone gets an additional 2 destiny SPECIFICALLY for benefits
  • Starting Firebirds = Status Test x 200

House Creation

House Histories

The following House Age chart is used instead of that in the SIFRP book:

  1. Ancient (Old Earth)
  2. Very Old (First Republic)
  3. Old (Diaspora)
  4. Established (Second Republic)
  5. Recent (Barbarians, Vladimir’s Conquering)
  6. New (Emperor Wars)

Lands Scope Increase

  • 00 – nothing
  • 01 – 10 – a speck of land
  • 11 – 20 – a few towns
  • 21 – 30 – a smallish landmass on a planet, or a small moon
  • 31 – 40 – scattered holdings across multiple planets, etc.
  • 41 – 50 – a whole planet
  • 51 – 60 – a whole system
  • 61 – 70 – several systems
  • 71+ – the empire!

Game Play Rules

Setting Basics

The following new basic considerations must be taken into account when using the SIFRP rules for Fading Suns.

Zero-G Environments

When “Zero-G” is established as a scene quality, all physical actions based on precision and movement are performed at -2D.

Abilities

All of the core SIFRP abilities remain. Some are modified as mentioned below, and some new ones are added in as well.

Marksmanship CHANGED

Changed to have the following Specialties: Archery, Artillery, Energy Weapons, Gunnery, Slug Weapons, Thrown

Tech NEW

Specialties: Spacecraft Ops, Tech Redemption, Think Machine

Vehicles NEW

Specialties: Aircraft, Beastcraft, Landcraft, Spacecraft, Watercraft

Destiny and Qualities

New Hindrances

New Qualities

- Cybernetics I, II, and III: You have some cyber implants. Work with the GM to determine what makes sense. At level I, you are very lightly implanted, just one to four little useful gadgets. At level II, you are obviously implanted, and to a moderate-to-large amount. At level III, you are a mostly-mechanical monstrosity of cybernetic conversion.
- Psychic: Gives you PSI ability at rank 1; you can now increase it and gain specialties.
- (Psy) Subservient Twin: Your Dark Twin is significantly weaker than normal; mechanically, only final pool die rolls of 1 add to your Urge total, instead of the usual 1s and 2s.
- Theurgist: Gives you Theurgy ability at rank 1; you can now increase it and gain specialties.
- (Theur) Humble Soul:
- Zero-G Training: You no longer suffer the blanket -2D to physical actions in Zero-G environments.

PSI

In order to use PSI:

  1. You must take the new “Psychic” Quality. This gives you a new PSI Ability of rank 1.
  2. You can spend your Ability points to increase this at creation. The first +1 (to a total rank of 2) costs 10 points, and each additional +1 after that is another 30 points.
  3. You can then invest Specialty points in the specific “Paths” of the new ability.

Urge

Urge is treated like a sort of damage track, that remains until dealt with. It starts play at Zero.

Gaining Urge: When you fail a PSI test, each die result of 1 or 2 in the final pool (after Bonus/Penalty dice have been dropped) adds a point of Urge to your total (which begins play at Zero). Also see p. 200 of the Fading Suns Player’s Guide for other more narrative ideas on ways to gain/lose Urge.

Drawing Upon Urge: You can actually use those Urge points to your advantage. Whenever you are about to attempt a PSI-related test, you can use your Urge instead of your base PSI ability, in addition to whatever bonus dice apply from specialties or other sources. Additionally, when doing so, all sixes rolled “pop” and add an extra Bonus die which is immediately rolled and added to the pool (this can exceed the normal Bonus Dice limit).

However, upon resolving the conflict in question, your Dark Twin takes over for the remainder of the scene, plus an additional scene for each degree of success.

Reaching Your Urge Limit: Becoming the Twin: Every character has a Maximum Urge total, equal to Will + 2x PSI. When you reach that maximum limit, your Dark Twin has taken complete control of you for all of the foreseeable future. You can either turn over the character to the GM, keep playing it as the newborn Dark Twin, or work something else out with your GM one-on-one.

PSI Specialties

The Psychic must have at least one specialty die in a Path in order to access that Path’s powers.

- Far Hand: Telekinetic Powers
- Omen:
- Psyche:
- Sixth Sense:
- Soma:
- Sympathy:
- Vis Craft:
- …and the rumored “lost” Paths, such as Cloaking, Turning, and Visioning.

Psi Sub-Powers

By being a Psychic of a certain Path, you have access to all the powers listed underneath it (these begin on p.185 of the Fading Suns Player’s Guide). In order to use those powers, you have a “Training Die” penalty equal to one-half that ability’s “level” in Fading Suns, rounded up. This is exactly like Training Dice for weapons, in that each Training Die takes away one Bonus die, and any left over are then applied as Penalty Dice.

As for the mechanics of their effects, we’ll deal with those as they come up in play, on a case-by-case basis.

Theurgy

In order to use Theurgy:

  1. You must take the new “Theurgist” Quality. This gives you a new Theurgy Ability of rank 1.
  2. You can spend your Ability points to increase this at creation. The first +1 (to a total rank of 2) costs 10 points, and each additional +1 after that is another 30 points.
  3. You can then invest Specialty points in the specific “Paths” of the new ability.

Theurgy is mostly unexplored and unconverted at the moment, as our group lacks any theurgists among its ranks.

Hubris

Theurgy Specialties

Gear, Weapons, and Armor

Equipment Qualities

- E-Bleed:
- Laser:
- Plasma:
- Shield-breaker: The “breaker” accessory from Fading Suns
- Vibro:

Weapons Converted

Melee

- Spring Dagger: Damage Ath-2; Qualities Fast, Off-hand +1

Guns

- Blaster, Pistol: Damage Ag; Plasma
- Laser, Palm: Damage Ag-1; Qualities Laser
- Laser, Pistol: Damage Ag; Training 1D; Qualities Laser
- Revolver, Light:
- Revolver, Heavy: Damage Ag+2; Qualities Staggering, Piercing 3

Armor Converted

Energy Shields

We’re still tweaking these to see how they hold up against SIFRP damage. Specific Shields:

- Dueling: Min/Max 3/6, 15 Hits before recharge required

House Rules

Love's Foolish Cruelty: A Song of Fading Suns phasmaphobic