House Rules

House Rules are something players may wish to quickly examine as several of them depart significantly from stock rules. Feel free to refer to these during play.

Critical: Combined Background Rules – These rules govern the main area of play and are combined here to alert players as to the severity of the situation!

Asphyxiation and Vacuum – Rules concerning exposure to vacuum and drowning.
Atmospheric Pressure – The area of play suffers from low air pressure, making breathing more difficult.
Combat Actions – Rules that change available Action Points.
Courage – Rules concerning Courage have been modified to encourage its use.
Defense – Modification to rules concerning Defense modifiers.
Dehydration and Starvation – Defined and more fluid rules concerning nutrition.
Disability – As referenced in Injury and Healing, this rule notes the effects of being disabled.
Disease – Depending on what measures players take, they could possibly expose themselves to pathogens.
Explosions – While not referenced too often, these rules have a critical role to play.
Falling – If players wish to drop from heights, these rules govern the same.
Fatigue and Sleep – Expanded and clarified rules concerning fatigue and sleep.
Fire – If players get set on fire, the rules here will address the consequences.
Gravity – The principle area of play has a stronger gravity, which will make things more difficult.
Injury and Healing – Expanded and clarified rules concerning injuries and healing.
Preparation and Training – Players may make preparations prior to attempting a given task.
Stunning – Rules governing stun effects, including effects from melee combat.
Skill Tests – Rules governing making tests in fields they have not been trained.
Taking 6 and Taking 12 – Rules for skipping dice rolls to get automatic 12’s and 6’s.
Temperature – Expanded rules concerning temperature.

House Rules

Miranda - Lost in Time WittmeierB