These rules are special addition rules we use for characters in the Rekuna Dreams Setting, These are purely extra rules that can be ignored or expanded upon by the GM running any particular game using the Setting.
- Fatigue Point and Fatigue Die Rule: All characters in the Rekuna Dreams Setting have two health values, Hit Points and Fatigue Points. When a Character takes any form of Hit Point damage subtract the same amount from his Fatigue Points, but when a character takes any form of non-lethal (subdual damage) subtract that value only from his Fatigue Points. When a Character reaches 50% of his total Fatigue Points, they must pass a Fort (DC15) save or immediately drop to -1 Fatigue Points and be rendered unconscious until they are healed to 1 Fatigue Point. Each Additional time the character takes Fatigue Point Damage, make an additional fort save with the DC increasing by +3 each time. Finally, a conscious character heals 1 Fatigue Point per round of combat, an unconscious character heals no Fatigue points per round of combat, and all Characters heal (1/2 Character Lvl + Con Mod) Fatigue Points per round after 1 minute of no combat. GM’s using this rule are encouraged to ignore the 50% fatigue point save when the only damage in a given combat is exclusively Lethal Damage.
- Talent Rule System: All Characters are allowed a Talent Pool of 5 feats, these feats may only be taken per the Story and GM. The idea behind the Talent Pool is to allow characters to gain access to certain feats that would not as commonly be used for a concept, but crew position/special training/etc. would force the Character to give up a valuable feat. Please note the point of this Pool of feats is not to overpower a character, its more to grant feats like Starship gunnery, Vehicle Operation, Starship Operation, Training feats (used to level up NPC crew and followers), etc. If a character would earn a 6th Talent Pool feat, he must give up a previous one or discard the 6th feat. A character can never have more than 5 Talent pool feats, no exception.
- Showcase Power: Each Main Character in the storyline (think of a TV show, not every character is a Main Character, but those who are usually have exceptional talents) should be granted some kind of Showcase Power. These should be VERY character specific, for example:
- Gizel has the “Pilot Anything” Showcase Power, as such he can pilot any kind of startship no matter what style, size, or build type (alien, magic, psionic, etc.).
- Amph on the other hand has the “Reverse Engineering” Showcase Power, as such he can take an item of any PL and spend time using the Research skill to figure out how to create or emulate the technology.
- “T” has the “Combat Master” Showcase Power, as such he can may make “free attacks” in noncombat scenes and it is assumed he can severely injure most non-combatant NPC’s and lower level combat NPC’s.
- Red has the “Paranoid” Showcase Power, as such he is granted an “invisible bonus” to any spot or listen check, this Bonus is never told to the player.
- Q’ck has the “Starship Pilot Mastery” Showcase Power, as such he can perform Maneuvers in non-combat starship situations as if he has made the appropriate pilot check.
- Visagi has the “Scent Ninja and Undead” Showcase Power, as such the character will get a rough sense of when Ninja and Undead are around the character.
- Oski has the “Psychology Study” Showcase Power, as such the character will get extra information when trying to psychologically profile a character and when using Knowledge (Behavioral Science) and/or Knowledge (Psychology)
Other GM’s attempting this game setting are encouraged to design and assign Showcase Powers to their “Main Characters” as they feel is appropriate, for our game they are granted to characters whose players show up regularly (to represent our “TV shows” Main characters of the cast). Remember these powers are not meant to be game breaking, they are designed to allow characters a moment to shine as the Plot’s Hero of the Moment. =)
- Derived Skills: These Skills represent a Secondary set of skills that are determined by averaging ranks from two skills and then applying any appropriate bonuses. These secondary skills are often a more specialized type of skill, but a few represent a more specific use of a characters talents, or a skill created for play Ease.
Sneak – Derived by averaging Hide and Move Silently ranks, apply Dexterity mod and any modifiers that would affect Dex skills or modifiers that affect BOTH Hide and Move Silently. Used as a quick roll for trying to be sneaky while moving about.
Flirt – Derived by averaging Bluff and Diplomacy, apply Charisma mod and any modifiers that would affect Cha skills or modifiers that affect BOTH Bluff and Diplomacy. Used when a character wants to focus on ONLY using seduction and flirting techniques in conversation.
Net Gathering – Derived by averaging Gather Information and Computer Use, apply Intelligence mod and any modifier that would affect Int Skills or modifiers that affect BOTH Gather Information and Computer Use. Used when a Character wants to Gather Information across the Galactic Jumpgate Network.
Tinkering (Specific) – Derived by averaging a Craft Skill (specific) and Knowledge (Arcane), apply Inteligence mod and any modifier that would affect Int Skills or modifiers that affect BOTH Craft (specific) and Knowledge (Arcane). Used when a character wants to attempt to bypass minor laws of physics in order to boost an item, structure, gears performance, reduce weights, reduce parts needs, etc. (GM will regulate this skills use carefully).
Hold-Out – Derived by averaging Sleight of Hand and Disguise, apply Dexterity mod and any modifier that would affect Dex Skills or modifiers that affect BOTH Sleight of Hand and Disguise. Used when attempting to hide weapons on a person in a manner that grants DC increases to characters searching for weapons, while still placing that item in a place accessible enough to be drawn quickly (Quick Draw) or easily (Readying a Weapon).
- Players are encouraged to design and present their own Derived Skills.