Hi,
I am going to be running a game on New Years Eve for a group of friends (including my wife). This will be the first time that they've played Maelstrom, though many of them are long time gamers.
Anyway, I thought I'd post the House Rules that I'm going to be using here, and see what other House Rules people have used etc.
Modified Damage: For every 10 points of Endurance above 30, add 1 to damage from thrown, melee or bow weapons. If a melee weapon is used 2 handed, add an additional +2 to the damage. For every 10 points of Endurance below 30, subtract 1 from thrown, melee and bow weapons damage.
Fatigue: Every round of combat that a character either attacks or defends; they must make an Endurance save or suffer 1 point of Endurance damage. This damage heals at a rate of 1 per minute of rest or 1 per 10 minutes if not resting.
Heavy Weapons: Weapons have a minimum Endurance required to wield them. If a character’s Endurance is less than this, they suffer a penalty equal to the difference on Attack Skill, Defence Skill and Missile Skill when using it. In addition, if they are using a weapon that is too heavy for them, they automatically lose 1 point of Endurance each round from Fatigue in addition to having to make their save.
Heavy Armour: Characters who do not meet the required minimum Endurance for using Armour do not collapse under the weight. Instead, they suffer the penalty on all physical skill saves. In addition, they automatically lose 1 point of Endurance each round from Fatigue in addition to Heavy Weapons and normal saves whilst in combat. If they are not in combat, they need to make an Endurance save every 10 minutes or lose a point of Endurance. Whilst wearing Heavy Armour it is impossible to gain Endurance back from Fatigue unless resting.
Critical Success and Botches: A Critical Success or Botch is only achieved if the unmodified 01-05 (or 96-100 for a Botch) is confirmed with a second roll. For a Critical Success, the second roll need only be a successful save, and for a Botch it must be a failed save.
Armour Penetration: Some Sharp weapons and all Blunt weapons are able to reduce the effectiveness of armour. When struck by one of these weapons, the value of Armour Protection is halved (round up).
Bleeding: When struck by a sharp weapon, it is possible to suffer a bleeding wound. For any wound caused by a Sharp weapon that inflicts 10 or more damage (after Armour is taken into consideration) that wound will bleed (indicate it with an *, eg 5/10*/2 {17}). A wound that bleeds bleeds an amount equal to the first number of the wound value, eg a wound of 10-19 bleeds for 1, whilst a wound of 20-29 bleeds for 2 and so on.
Shields: Shields no longer provide an Armour Protection instead, they give a bonus to Defence Skill and are used to Parry blows rather than absorb injury in a passive manner like worn armour.
Missile Skill: Missile Skill starts at 20 rather than 30. Whenever a character modifies their starting Attributes, any reference to Attack Skill can be substituted with Missile Skill.
Effects of Training: All Additions gain +4 rather than rolling a dice. All subtractions get -3 rather than roll a dice.
In addition to this, I have mapped out individual weapon and armour stats.
