Pacific Force House Rules

TK Conveyance

Every 5 Strength beyond what's needed to lift something allows it to be moved 2", whether it is thrown and released, or conveyed and held. However, if something is conveyed for a phase, on subsequent phases it can be conveyed twice as fast (4" per 5 excess Str) but is half OCV for purposes of hitting a specific hex or target. Think of it as noncombat TK.

Dive for Cover

A character performing a dive for cover can always dive her entire half-move (or further, if she takes knockback). The Dex roll determines what fraction of her dive she completes before the attack goes off: if she makes it exactly, she travels 1/3 the distance; if she makes it by 1, 2/3 the distance; and if she makes the Dex roll by 2 or more, she travels her entire half-move before the attack goes off.

Since this is slightly harsher than the old rule (under which the character travelled her entire half-move if she made the Dex roll at all), any odd hexes from the division of half-move by 3 should go at the front. That is, a character with a 7" half-move would go 3, 5, or 7 hexes if she made the roll by 0, 1, or 2, and a character with an 8" half-move would go 3, 6, or 8 hexes.


After actual playtesting, the maneuver modifier rules have turned out to have serious flaws, and have had to be substantially modified. Most of the modifiers have been discarded, and the few remaining ones have been significantly altered.

All-Out (changed)
-2 OCV/half DCV, full phase, +2DC
Flying (clarified)
-2 OCV/-2 DCV, may perform a half-phase attack after a full move
Precision (removed)
Use the new Spreading rules instead (see below)

Defensive, Offensive, and Sacrifice might be resurrected for heroic-level campaigns, but do not appear to be suited to superheroic campaigns.

The Trip maneuver (-1 OCV/-1 DCV, +0DC, opponent falls) has not been changed.


All attacks that rely on physical location (ie, not ego attacks) can be spread, special effect permitting. For the case of bricks or telekinetics using a hex-sized or larger object, the attacker's Str is considered to be spread to fill the appropriate number of hexes, not to be freely converted to Area Effect.

Ego Blast

Ego Blast now costs 15 points per die, to bring its cost more in line with its utility.


There is no longer a move-through or move-by attack maneuver. Anyone with movement may attempt to slam into another object (as a Flying attack if using more than a half-move); if successful, both parties take collision damage according to their relative velocity in hexes per turn: 2d6 at 12" per turn, +2d6 for every doubling (or consult the collision damage chart).

If the colliders are not both human-sized, modify collision damage according to the size of the smaller by +1d6 for each doubling of human size or -1d6 for each halving.

Noncombat collisions are at half OCV, but add +2d6 damage for each noncombat multiple.

Characters who wish to specialize in this sort of attack should either buy defenses only against collision damage, or more probably an appropriate attack and levels in Flying <whatever>.

Falling Damage

Falling damage is 5d6 for 1", +1d6 per doubling up to 12d6 for terminal velocity. On a Dex roll, upward leap subtracts from distance fallen, not directly from damage. On a badly failed Dex roll, the damage is killing (this might only apply to people with Normal Characteristic Maxima).

Terminal velocity under Earth conditions is 30 hexes per segment, reached after 90 hexes and 6 segements of falling. Every segment after the 6th spent falling moves the character 30" downward, but does not add to damage.

The collision damage chart also covers falling damage.

This file was last modified at 1635 on 22Jun99 by

This file was last modified at 1635 on 22Jun99 by