We have a few straightforward house rules. For more details, see the link in my sig below.Cross-Cosm Learning
If the story justifies it, characters can pick up perks from other cosms, but these always cause a personal
contradiction. Thus, in the perk's cosm it's a 1CC (unless you have Adaptable); everywhere else it's a 1CC (unless it has a * then it's a 4CC). Mark such a perk with a !.
Why: This allows for more varied and "out-there" characters, it adds some tension and uncertainty, and it constantly reminds that player of the differences between the realities of each cosm. These are all good things!Falling Damage
To find damage (+1BD) for any fall of 5+ meters, take the Torg value of the distance (in meters), subtract 3, and multiply by 5 (max 40). For example, if someone falls 13 meters, that's Value 5, minus 3 is 2, and 2 * 5 = Damage 10 +1BD.
Why: Someone broke down the math here on the forums
, and it really makes more sense both realistically and dramatically. Plus it's one fewer table you need.Leveled Arcane Perks
If you take the same arcane perk multiple times (e.g., you already have Spellcaster and you take Spellcaster again), it adds two new miracles/powers/spells instead of one.
Why: This just brings the benefit in line with the other "enhanced arcane perks" being introduced in source books, such as Optant and Pulp Sorcerer, which each give at least two new arcane abilities.Reality (Skill)
The Reality skill is based on Charisma, not Spirit.
Why: Thematically, Charisma represents your presence, how the world reacts to you as an inspiring hero, which is the most definitive part of being a Stormer; this is why Reality perks have Charisma prereqs more often than Spirit ones, why Corruption drains your Charisma, etc. Mechanically, this keeps Charisma from being a "dump stat"; Spirit has more than enough skills and uses already and doesn't suffer from this change.Two-Handed Weapons
Balanced, two-handed weapons -- like quarterstaves and longswords -- are excellent defensive weapons. As such, anyone using such a weapon gets +2 to their melee weapons defense (just as dual-wielders do), unless the weapon has the Min Str or Unwieldy trait.
Why: Not only is this more believable and accurate, it also allows for a wider range of "weapon master" characters. Cinematic staff-slingers are just as cool as ambidextrous blade dancers!Upgrading NPC Allies
A player with an attached NPC ally (e.g., a follower or animal companion) may choose to spend XP on the NPC instead of on her own PC. The first perk added costs the usual 5 XP, regardless of how many perks the NPC's base template contained.
Why: There's already a precedent for "buy a perk that gives your NPC a perk," so this just generalizes that rule further and makes it simpler by not having to track which PC perks actually boost NPCs and so on.