House rules and interpretations that apply to all characters
Energy Points

Exhaustion penalties begin to apply as characters with drain energy powers tap into their reserves. They correspond to health penalties alternate rule (which I am not applying) [pg. 69].

  1. 100%-75% EP No penalties.
  2. 75%-50% +2 Penalties on all rolls.
  3. 50%-25% +4 Penalties on all rolls.
  4. 25%-0% +6 Penalties.
  5. 0% Unconscious

EP draining attacks are not allowed until balance issues have been addressed. Similarly, SAB uses fast energy recover. 10% of your total energy per hour.

Second wind rules also apply [pg. 69].

PMV pool.

In exchange for increasing the cost of an attribute's by one CP per level, that attribute may have a PMV pool. This means that rather than buying two points of range PMV and one point of duration, three PMV pool points can be acquired. Each time the character uses the attribute with the PMV pools, distribute the PMV pool as you see fit, putting all of the points into a single modifier or distributing them as you see fit. Note: The additional one CP per level is solely for the ability to have a pool and do not count as points in the pool.

The PMV pool can not be shared between attributes.

[Credit to NinjaDebugger for this idea.]

Skills

The rules recommend capping skill levels at dx / 2, so for SAB that would be level four.

I allow each character to have a few skills at level five if they so desire, but they should be defining skills for the characters.

This rule does not apply to the languages skill.

I may allow power usage to go over level five, but this requires permission and will normally only be granted if a character has relatively low relevant stats for their attributes.

As a GM, I may not always remember when some less combat oriented skills apply. If you feel your character is not doing as well as he or she should be doing at something, given the character's stat and skill level, feel free to ask for a skill roll and be sure to indicate what skill you think is appropriate. I'll be sure to tell you if failing this roll would have adverse or no consequences.

Typically, in addition to any difficulty modifiers I set, there may be a secret modifier based on the approach the character is using. In some cases, I may make the roll myself if I don't want you to know whether you succeeded or failed and the result will not be immediately obvious from the outcome. In these cases, let me know how you'd use DRs, and I'll apply those for you.

Power usage modifications
  • Power usage at 8 pts / lvl buys power usage skill in all attributes. According to the original rules, power usage is bought separately at 8 pts / level for each attribute if you take it for more than one attribute.
  • You can still buy power usage for only a single power, as mentioned in the rule book, at the 6 pt / level cost established by the Modern Urban Fantasy setting.
  • For the 8 pt / lvl version, specializations work the same as for normal skills, except the specialties are attributes.
  • For the 6 pt / lvl version, additional specilizations can not be bought, because there is nothing else to specialize in. However, the specialty rules do mean that your power usage skill is always effectively one level higher, because of your 'free' specilization.
Power usage, explained!

When does the power usage skill matter? Power usage is a catch all ability that says you are good with one of your special attributes.

  1. It assists in skill checks for the following attributes (see their descriptions for details):

    • Block power
    • Computer scanning
    • Exorcism
    • Mind control
    • Nullify
    • Sixth sense
    • Dynamic Powers
    • Telepathy (but only for mental combat)
  2. It assists in using attributes against a target with the 'block power' attribute.
  3. Power usage does not help rolls with special/weapon attacks. This does not change if the attack is accessed through dynamic powers or an item of power.
  4. Power usage helps when using an ability offensively. ACV becomes the relevant stat. This will often grant a defensive soul roll to the the target [pgs. 71-72]. An appropriate attack skill, such as throwing for telekinesis, can be used instead of power usage.
  5. Using powers defensively. This results in a power usage skill roll against DCV. An appropriate attack skill, such as ranged defense for teleporting away from a grenade, can be used instead of power usage.
  6. Attempting something particularly complex or at the borderline of an attribute's ability. This will result in a power usage skill against the appropriate stat for the attribute in question. An appropriate skill, such as power lifting for a heavy object, can be applied instead of power usage.
  7. For opposed rolls between two attributes (which can be the same or different) when there isn't a specified means of determining the dispute. By default the higher level power wins; however, if the two power levels are close or the GM decrees a large penalty or bonus to one side, an opposed roll may be appropriate. The contester with th e higher power level has a -4 bonus for each level that character's attribute exceeds the less skilled contester's attribute level. As before, appropriate skills can be substituted.

[Credit to Gryph and Mecha for keeping me from radically changing these.]