As some of you may remember, I started a player's guide for this game some time ago. It's been languishing in obscurity for a while, though, because I got caught up in other things.
I'm coming back to it now.
For this player's guide I'd like to have a compilation of house rules and homebrew bits. So I've made this thread to gather and summarize the various rules changes that this board has come up with.
For homebrew rules bits, I've got:
crusher_bob's thaumaturgy system
Devonapple's conjuration table
The summoning systems thread (summary partially done)
Vehicle rules (summary done)
For houserules and optional rules, I've got:
Spin
Rolling for Initiative
Self-inflicted harm automatically satisfies catches
Spells and mental stress have a weird relationship
Lawbreaker can boost spells that resonate thematically with a law without breaking it
Lawbreaker adds to power and complexity as well as control
No Refinement on IoP
Weapon 4+ evocations are always considered lethal force
Fate points are transferred from character to character at the end of the scene
You can take consequences to convert a failed roll into a successful one if the margin of error was less than or equal to the consequence's value.
Some weapons have AP ratings, letting them ignore (AP rating) points of armour.
Spellcasters can evoke as a reflexive defence.
Attacking beyond your maximum range imposes a -2/zone penalty rather than being impossible.
Strength adds one/two zones of range to muscle-powered weaponry per level.
Extra shifts on a sprint action made to move into someone's zone subtract from the number of zones that that person can move next turn.
I'll be summarizing the homebrew threads over the next few days.
So, does anybody have any house rules or homebrew that they want to share?