Miranda - Lost in Time
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.