Hi guys,
here are some of our house rules - the only purpose of those is to SPEED UP THE GAME and concentrate on story telling. Let me know if you have more up the sleeve.
In general:
No location cards, no party sheet, no enemy sheet, no rally step, no miniatures,
Initiative
No roll for initiative. Player take fixed turns. GM decides when enemies fit in.
Stance
No counter movement. Players choose if they want to be either in reckless or conservative stance within the encounter. Players can freely choose how many neutral dice they want to exchange, up to the maximum of their stance meter. They can't switch between reckless or conservative within the ongoing encounter.
Hourglass
GM does not choose which action is blocked. Player can’t use any action card on his next turn. Player also looses his next maneuver if two or more hourglasses rolled. Player can still buy maneuver with stress.
Sleep
• Remove fatigue equal toughness
• Remove stress equal willpower
• Remove wounds equal toughness
• Critical wounds: perform one toughness check (average,2d). Transform one critical wound into a regular wound if success.
• Insanity: perform one willpower check (one difficulty level per token on insanity card). Remove insanity if success.
• Disease: perform one resilience check (average, hard if more than one disease, 1 K for each symptom, 1 J for each rank of medicine trained. J K for preparation, surrounding and remedies. Remove disease or symptom with severity rating equal to successes if success.
Rest
• Remove 1 fatigue • Remove 1 stress
Fortune
No daily fortune pool. Each player starts with 3 fate points.