House
Rules
Over
20 years of play has led to Polaris having a unique system of rules drawn from
three editions of the Champions Role-Playing Game. The core rules for Polaris are those of
Champions 3rd Edition, with additions and modifications from the 4th
and 5th Editions as well as unique House Rules. The House Rules are too extensive
to present in full here, but will be briefly summarized. New characters should be submitted to the GM
Council prior to play for evaluation and correction.
Local
Polaris table top games may be played using any rules the players agree to, but
must conform to the Hacker’s Guide
for use in PBEM games or if players from different tabletop games are playing
together. Rules disputes should be
resolved using the Hacker’s Guide. If the Guide fails to answer the question, it
should be addressed to the GM Council which will make a ruling and, if needed,
add it to the next version of the Hacker’s
Guide.
House
Rules Summary:
Starting Points:
Base 100 with up to 125 points of Disads.
New
Characteristics: PDr,
EDr (½ point per point). Base of 0, may not exceed PD and ED
respectively. MD - Figured Stat (EGO/5) 1 point per
point. Protects
against Normal Mental Powers.
DEX
must be bought to a break point and may not be improved beyond initial concept
without special permission. Legal DEX’s
include 14, 18, 20, 23, 26, 28, and 29.
29 is the maximum DEX allowed without special permission.
Typical
Polaris character has a 20 or 23 DEX and 4 or 5 speed. The recent glut of martial arts based hand to
hand fighters recently has seen a spike in the 23 DEX frequency.
Martial
Arts: Using a modified 3rd
Edition. Martial Arts cost equals
character’s STR, with a limitation/advantage for the maneuver/style.
Talents: Based on Special Effect, Talents may be
placed in Power Frameworks.
Powers:
Except
for a few restrictions, all Powers can be placed in Power Frameworks.
Mental
Powers can be “killing” or “normal”.
Killing Mental Powers include EGO Blast and Mental Paralysis, all others
considered normal.
Armor
and Force Field can be bought as MDr, to apply to “killing”
mental attacks. Same cost as PD and ED
Armor and Force Field.
Empathy: New Mental Power. 5AP per
die.
Growth: Using 3rd edition version.
Mental
Paralysis: Retained from 3rd
edition.
Precognition/Retrocognition are Mental
Powers. No longer part of
Clairsentience. 5 AP per die, uses END.
Variable
Power Pools: Cosmic Power Pools are
strictly controlled based on size of the pool.
Pools larger than 50 to 60 points will be closely examined by the GM
Council for balance issues.
Endurance: Polaris uses the 3rd edition END
rules. 1 END per 5AP. +¼ to halve END Cost, can be applied multiple
times. If bought to 0 END with 3 or more
levels of Reduced END, power is considered Persistant.
The
Scale: The most controversial of the
House Rules, as a long running, Multiple GM Campaign, Polaris has had to
institute rules to control character power and ensure that new and old
characters can operate together regardless of the number of points each hero
has. The Scale is a mathematical formula
which determines, in an admittedly crude way, the combat effectiveness of any
given character. By adhering to the
Scale, PCs can enjoy a long run, building depth and versatility into the
character while still being able to be run alongside new characters.
The
GM Council, through an understanding of the Campaign built on years of play,
can determine quickly based on a character’s Powers and Special Effect what
Scale rating is appropriate to a new character.
An average character has a Scale Rating of 0, with the most powerful
legal rating for PCs at 100 without special permission from the Council. There is no restriction on how weak a PC may
be. Characters with significant
weaknesses to counter their power may be given more latitude on the Scale.
New
PCs should, as a general guideline, start at about 0 and then build to their
potential based on Special Effect, Concept and Powers.
Without
all the math, typical character has an 8CV (including levels), 4 SPD, has a
60AP melee attack or a 50AP ranged attack (STR is considered ranged due to
throwing objects) and is stunned by 35 points of damage. Many characters have a “wabbit,”
a very large attack which can only be used infrequently due to charges, END
cost, side effects, etc. Increases in
one area must typically be countered by a decrease in another (tougher,
slower).
Examples: Martial Artist – High SPD, very high CV, low
DEF, no wabbit; Speedster – Very high SPD, high CV,
low attack and DEF, wabbit does damage to self (move
through); Brick – Low CV, high DEF, wabbit limited to
haymaker.
Complete
House Rules are published in the “Hacker’s Guide to Polaris.” Access to the Hacker’s Guide is restricted to protect Hero Games copyrighted
material. To request access, players
must demonstrate that they will be long term participants of the campaign and
that they own a legal copy of the most recent Champions rules published by Hero
Games. Requests for access should be
referred to the GM
Council.