\documentclass{article}
\usepackage{fullpage}
\title{House Rules}
\author{Brian Sniffen}
\begin{document}
\section{Hero Points}
I'm thinking of implementing a new mechanic, which I'm calling ``Hero
Points''.  At the moment, $1 \mathrm{HP} = 2 \mathrm{CP}$ though that
ratio may change, depending on whether they're being overused or
underused.  Hero points can be spent to do Heroic things, such as:

\begin{itemize}
\item Come up with a way for your character to cleverly and
  heroically avoid death, and it happens.  Note that you have to come up
  with the method, and it has to be heroic.

\item Fail to come up with anything clever, and you still won't
die --- but you'll look clumsy and foolish, and probably end up
unconcsious.  

\item Make the result of the next roll critical, one way or the other ---
Heroes don't do things by halves.  This can frequently be used on
NPCs as well.

\item Other ``heroic'' things.
\end{itemize}

\section{Explosions}
Explosions stack.  That is, two 12d chunks of C4 act as a 24d chunk of
C4.  If you have sealed armor, it acts as if it had a DR equal to the
square of its weakest point.  Combat Infantry Dress, the sealed armor
Black Ops are most likely to see, has a visor DR of 10.  Thus, it acts
like DR 100 against explosions.  Unsealed armor does not protect
against explosions.

Even if you're in sealed armor, you still take Blunt Trauma damage
(see the Flex rules below).  The above Black Op would take, on
average, 24d = 84 points of damage to his armor.  The CID acts like DR
100, so he takes no direct damage.  CID has a Flex stat of 10, so he
takes 84/10 = 8 points of Blunt Trauma.

Concussion damage from explosions (explained above) is quartered for
every yard from the center.  Fragmentation damage has an extra +1 PD
for every doubling of distance from the center: PD at 1 yard, PD+1 at
2 yards, PD+2 at 4 yards, and so on.  Ground does 1d-3 to 1d+2 in frag
damage; frag grenades do 2d.  Active defenses do not generally apply
against fragmentation.

\section{Lasers and other Beam Weapons}
Power cells cannot provide current quickly enough to sustain beam
weapon fire.  As a result, beam weapons are powered from ``Power
Slugs''.  A Slug is an object the size and weight of the next power
cell up.  Therefore, a Military Laser Carbine, which uses 5 lb. D
cells in the rules, uses a 20 lb. D slug now.

Power Slugs are frequently referred to as ``E-Clips''.  They are
slowly rechargable under cryogenic conditions (i.e. not on a run
unless you're Way Cool).  It is known that the Greys have power
technologies allowing them to use power cells in their beam weapons.
Be afraid.

Lasers are available in either Standard or Pulse
varieties\footnote{Note inversion of terms from GURPS standard usage.
I feel it's clearer this way, with standard being the same as guns.}.
Standard lasers do twice as much damage per shot as listed in the
book, but use the same autofire rules as normal guns --- each shot
hits seperately.  Pulse lasers do the damage listed in the book, but
stack within a round.  

For example, a Standard Military Laser Rifle does 4d per shot, and has
a RoF of 8.  A man wearing CID would take 8 shots, each doing about 14
points of damage, and his DR 40 armor would absorb it all.  A Pulse
Military Laser Rifle, on the other hand, would combine those 8 2d
shots into a single 16d shot, doing about 56 points of damage.  The
armor eats 40 points, and the man inside takes 16, likely knocking him
out.

\section{Armor and Flex Damage}
Armor has three stats: DR, PD, and Flex.  PD (Passive Defense) serves
to deflect blows, and adds to any defense rolls you make (e.g. Dodge).
DR (Damage Resistance) serves to absorb blows, and subtracts from
incoming damage.

Flex is a new stat.  It represents the ability of the armor to remain
rigid while taking damage.  Kevlar has Flex 3.  Monocrys has Flex 5.
Rigid armors (like CID and medieval plate) have Flex 10.  Battlesuits
and other vehicles or structures usually have Flex of 50 or higher.

When you take kinetic damage (e.g. fists, bullets, explosions, and
blasters but not lasers), your armor's DR and PD act normally.
However, you take Blunt Trauma damage equal to the amount of damage
absorbed by the armor's DR divided by the armor's Flex.

Blunt Trauma is generic, locationless damage, just like Bleeding.
\end{document}
