The following is my current House Rules list, some cribbed from posts on this forum, some my own idea. Would be interested in any thoughts people have on them: -
Starting a new skill during play costs 2XP for the first add.
If you aren’t under time constraints then you can ‘take 10’ on a skill check. Essentially accept a +0 and just go with your skill’s total.
Favoured Skills: The second roll cannot cause a mishap (if the first roll was a mishap then you are not allowed to reroll). But the second roll can cause disconnection, malfunction or be worse than the first roll.
Profession(career): A player can spend an action and roll on Profession to provide a bonus to a task normally covered by another skill/stat if that profession would be relevant. They get a bonus using the extra effort results on page 120 of the core rules (generating a +0 on a fail to a max +3 on an Outstanding) which they can then use as a bonus.
Living Land characters with Faith get to select an extra free miracle from the following list for every add after the first (the first gives ward enemy as usual): Bounty, call animals, commune with animals, healing.
Buying the same perk a second time (for those that allow it for additional spells, abilities etc) always costs a flat 5XP and does not increase the cost of new Perks. Note this does not include Medals which must all be purchased separately at the full cost. This is for perks where additional purchases give a lot less ‘stuff’ and just boost the original. If a second purchase of the Perk grants the same as the first, then it costs the full, incrementing, amount. Explicitly: Purchasing additional perks form the following perk sets don't increase the costs of other perks and remain at 5xp per upgrade; Cyberware Implants, Dragon Warrior, Ion Gusoku, Miracles, Alchemy, Bulletsmith, Occulttech Implants, Psionic, Axiom Increase and Spellcaster.
Pulp perks Super Skill and Attribute do not increase the stat. They provide a bonus while they are active. This has implications for XP costs, disconnections and losing a gadget. Their bonuses do not stack with those gained from magic items, spells, miracles, or psis.
Elven Sorcerer makes Concentration rolls favoured. This is because I don't like that as presented it is the same perk as Resilient, and it means it's possible for an Elf to never take shock on a spell failure.
With GM permission and an in game reason you can buy perks from other cosms. This does not include the Core Earth Reality perks or anything innate to a cosm/race that couldn’t possibly be learnt or acquired. If they are marked with a star they will always be a 1-point contradiction, even in that cosms realm, as they are alien to your character. Outside that cosm they will be a 4-point contradiction. Spells/miracles/psionics from other realms that are within your axioms are still 1-point contradictions as they are from a different philosophy. And you will suffer that styles penalty on a mishap (see below).
Mishaps and Failures on spells/miracles/psionics
In addition to when a character suffers a successful interaction or
damaging attack Concentration rolls are also needed if the character takes a Shock or Wound from any source. This includes the 2 shock from a spell failure.
The mishap range increases by 1 for every power currently being maintained via Concentration. For example, if a caster already has 2 powers being maintained then the mishap range when casting a 3rd spell is 1-3.
In all cosms, a failure to cast causes 2 Shock.
On a Mishap an additional effect depends on what kind of spellcaster you are:
Aysle Mage: The caster becomes Very Stymied.
Core Earth Dabbler: The caster loses connection with Earth's ley lines and can no longer cast spells until the end of the scene. Can re-establish connection by spending an action rolling the same magic skill against a DN10 modified by the reality zone type (so it’s easier to re-establish in Core Earth than in another reality).
Cyberwitch or Cyberwarlock: The caster takes 1 BD Shock instead of the normal 2 for a failure. Note that if they are in the Cyberpapacy at the time they will also take the 1BD Shock caused by the Law of Heretical Magic. This is why cyber-casters buy Hexxer chip implants.
Nile Empire Sorcerer: The caster must discard his entire hand, then redraw back to one less than before. If the sorcerer doesn't have any cards in hand, randomly discard a card in their action pool. If an NPC has a Mishap, one random player may draw a Destiny card.
Orrorsh Occultist: The caster has a choice:
Become Very Stymied.
Discard the result and roll again as if the mishap never happened. This also mean any disconnection does not occur. This can be done more than once until the spell no longer mishaps. Once the spell is resolved make a Corruption test at -2 per mishap avoided as the Gaunt Man claims a little more of your soul.
Tharkold Acolyte: Thralls suffer 2 Shock, and all technodemons within 10 kilometers are alerted. The creatures can home in on such things and often send their minions to bring them the pitiful human who attracted their attention. Note: I do not like this one and hope to come up with something better.
On a failure the invoker becomes Doubtful, and takes a -2 penalty on invoking additional miracles until the next scene. They must also make a Concentration roll for any Miracles they are currently maintaining.
On a Mishap, the invoker becomes Very Doubtful, and takes a -4 penalty on invoking additional miracles until the next scene. If the invoker is already Very Doubtful, she cannot invoke miracles at all until the next scene.
This penalty can be removed by spending an action to make a Faith roll of DN 10, modified by the current Doubtful penalty.
On a failure the psi takes 2 Shock.
On a Mishap, the psi takes 2 Shock and 1 Wound which may be soaked normally.