Regulations

New Rules:

Archetypes:
Archetypes are not used in this game.

Willpower and Base Will:

  • There are no Willpower rules. Characters do not possess the “Willpower” stat
  • If a game mechanic requires Willpower expenditure the character instead suffers 1 Shock per Willpower that would ordinarily be required to the torso hit location.
  • Because characters have no willpower, losing “half of it” in a failed Stability check has no effect. The fight/flight/cower response, however, remains.
  • The “Base Will” stat DOES exist, and can be purchased / expended as per p. 49 with the following changes:
    • 1 expended Base Will does not grant 10 Willpower points, instead it can cure 10 shock or 5 killing or any combination of the two instantly. You may choose which hit location(s) receive the healing, and may spread the healing among multiple locations.
    • 1 expended Base Will may be used to manifest a new Talent under the conditions listed on p. 55. Instead of spending Willpower to purchase the new Talent, however, you spend XP as normal. This may only be done at the end of a major story arc and with the approval of the GM (see “Talents” below).

Talents:

  • Hard Dice are automatically set to the “9” hit location instead of the “10” hit location. They are reliable, inflexible, but not at the absolute apex of quality.
  • No Talent die pool may have more than 2 Hard Dice OR 1 Wiggle Die
  • For “more powerful” Talents, such as Precognition, Aces, Zed and Gadgeteering, that ordinarily have the built-in “Willpower Cost” flaw, you may instead take the built-in “Depleted” flaw (unless the player wants to take shock damage as per above).
  • The “Depleted” flaw depletes fully after a number of uses equal to dice in the Talent’s pool, whereupon it must be recharged by some activity that requires at least a couple of hours.
  • The book does not explicitly state the benefits of Hyper-Skills at higher than 5 dice. Assume that they are narrower subsets of their governing Stats. For example, Dodge at 6 dice allows you to dodge bullets, just none of the other benefits of Coordination 6.
  • Talents fueled by the “Permanent” extra will fade upon the death of the Talent, or be temporarily suppressed during the “Nullification” of the Talent.
  • Talent die pools may be increased or upgraded through the course of game-play. Manifesting a NEW Talent, or adjusting the extras/flaws of an existing Talent, requires the following:
    • Expend 1 permanent Base Will (as mentioned above)
    • Spend XP sufficient to buy enough dice in the new Talent to conceivably roll a match (i.e. no buying just 1 die), or spend XP equal to the difference of the adjusted total cost of the changed Talent.
    • Only one such new Talent or Talent adjustment permitted per story arc.

Motivations:

  • Divide your Base Will stat between Loyalties and Passions as in the book. You may use the points invested in your Loyalties or Passions as bonus dice to die pools rolled in pursuit of that loyalty or passion. You may use the bonus dice once per game session per loyalty/passion and, as always, your total die pool may not exceed 10.
  • Don’t forget to adjust your Motivations accordingly if you should happen to burn a point of Base Will.

Game Mechanics:

  • Declaration Phase: At any time in the declaration phase of combat you may choose to either change your declared action to a defensive action, or include a defensive action as part of a multiple action.

Regulations

Section 2 - Apotheosis ardhanari