House Rules

Many of the Races have additional Racial Traits. A few new skills; Craft (clockwork), Craft (firearms), Craft (steam), Profession (fleet militia). Many improved or altered Feats. Including many “bow” feats working with Crossbows, Firearms, Boltguns, and most thrown weapons. Firearm and Siege Engine proficiencies. Expansion and clarification of Master Craftsman.

Lots new, updated, and clarified rules around Flying.

New weapons, alchemicals, materials, firearms, gear, siege engines, mounts, and vehicles can be found under Equipment.

Minimum Damage

If penalties reduce the damage result to less than 1, a hit still deals 1 point of damage.

RAW 1 point minimal damage is non-lethal.


Short Bow, Long Bow, Composite Short Bow, and Composite Long Bow, are Exotic weapons except for Elves and 1/2 Elves. Most other races are proficient with Firearms and / or Steam Weapons. Various “bow only” Feats work with crossbows, Boltguns, Firearms and other projectile and thrown weapons.

Cheat Death

Characters may Cheat Death once per session. These don’t accumulate, use ‘em or lose ‘em. How this plays out is up to the Referee, but generally the character is left alive, with negative hit points but stable.

The character can also prevent the death of a familiar, animal companion, or special mount, but not another character or NPC.

Cheat Death stabilizes you at -max hit points and you are irrecoverably “out” until current encounter is over. You also gain one temporary level. Which automatically goes away next session but can be done away with via the usual spells.

Escape Death (5 Prestige Points): If you are reduced to 0 hit points or fewer but are not dead, you automatically stabilize; on your next turn, you are healed half your max plus 2d8+3 hit points. You can select this award only after using once per session Cheat Death.

Hero Points

Don’t want to bother tracking Hero Points. Instead, each session, every player gets a free use of one Heroic.

Act Out of Turn

Take your turn immediately. Treat this as a readied action, moving your initiative to just before the currently acting creature.


If used before a roll is made, you get a +8 luck bonus to any one d20 roll. If used after a roll is made, this bonus is reduced to +4.

Extra Action

Gain an additional standard, move, or swift action on your turn.


Recall a spell you have already cast or to gain another use of a special ability that is otherwise limited. This should only be used on spells and abilities possessed by your character that recharge on a daily basis.


Reroll any one d20 roll you just made. You must take the results of the second roll, even if it is worse.