A few house rules
Here are a few rules that I will be useing in this campiagn:
-First aid: On a succesfull MP check you can heal 1 point of HP to a wounded character
-Cure: rather then damage a character with a special attack can cure a number of HP equal to their Special stat
-Items 36 and 39 are not avaliable in this campaign
-on a roll of 8 you fail what you are doing no matter what. This is called cirtical failure.
-You can hop a pit with a succesful Power check. However you can only hop a pit one sqaure wide like so.

If you fail you take a 1 point of damage for falling (possibly more depending on the pit) and have to use your next turn to climb out. While in a pit you may attack with a Tech attack to any character next to the pit.

Like wise a character has to be next to a pit to attack a character in it with a tech attack. A character cannot use a power attack against a character in a pit unless they are also in the pit and vise versa.
-Aligences (Good, Evil, or nuetral) can change by teh actions you take. each character starts out with 5 points in their chosen aligence. Certain actions as I see fit with shift this in differnt directions neutral character need to gain five points toward good or Evil to shift to these Aligences
-A character can delay action until they wish to act or the end of the current round. In this respect a character may also ready an a response to a certain action. For Example:

The pirate captain knows the succubus is going to come around the corner and attack him on his next turn however because he knows this he readies an action.
"I am going to hold my gun in place and shoot the first thing to come around that corner."
Would be a typical readied action.
-Falling into water over your head you obiviously will have to swim. When you first hit the water you are ontop of the water to stay ontop of the water you must make a power check each round. Altough which has modifers based on the water type, and they are as follows
Calm water swim checks 1d8-3
Light wave swim checks 1d8-2
Wave swim checks 1d8-1
Heavy wave swim checks 1d8
Stormy water swim check 1d8+3
Hurricane weather 1d8+5
If you go under water you have can stay under for a number of rounds equal to your power stat (IE with a power of 4 you can stay under for 4 rounds) After wards You start to take damage. 1 point the first round, 2 the second, 3 the third, and so on.
-You purchase items at 5 times the star count in gold. You can sell items for half the purchase price(round down). Vehicles cost their star count x 20
-All character start with 2d10 gold and a 1 or 2 star item.
-A dragon will bite your head off if you fail to follow the guild rules and the TOS.