House Rules – Fixed Hit Points
One detail about the minimalist rules for Tempora Mutantur is that characters can be created without rolling any dice. There are no attributes to roll, PCs start with maximum hit points at Rank 1, and equipment is selected instead of purchased. Once a PC gains experience, however, he rolls for hit points at each new rank. (To be precise, a PC rolls all HD at each additional rank, ignoring the new result if it is lower than the previous value.)
Some players and referees may not like this degree of randomness, so this post introduces two fixed hp rules variants for Player Characters.
Option 1 – Fixed Hit Points for All PCs
In this option, all PCs gain fixed hit points as they advance in rank. Characters never roll for hp, and the only random rolls that will directly affect a PC’s stats are for mutations. Refer to the table below for hit points by class and rank. Remember to add +2 hp for pure-strain humans.
Fixed Hit Point Progression *
Rank XP Enforcer Scout Thinker 1 0 10 hp 8 hp 6 hp 2 1,000 15 hp 12 hp 9 hp 3 3,000 20 hp 16 hp 12 hp 4 6,000 25 hp 20 hp 15 hp 5 10,000 30 hp 24 hp 18 hp 6 15,000 35 hp 28 hp 21 hp
* Pure-strain humans gain +2 bonus hit points.
Option 2 – Fixed Hit Points for Pure-Strains
In this option, only pure-strain humans receive fixed hit points (using the table shown above), while near-humans and mutants must roll at each rank. (Don’t reroll as soon as the PC gains a mutation, wait until he gains a rank then reroll all HP as per the Core Rules.)
For added complexity, you could even use the modified HP progression shown below for near-humans, with fixed hp for pure-strains, and the ‘standard’ HD progression for mutants.
Alternate Near-Human HP Progression
Rank XP Enforcer Scout Thinker 1 0 1d8+1 1d6+1 1d4+1 2 1,000 2d8+2 2d6+2 2d4+2 3 3,000 3d8+3 3d6+3 3d4+3 4 6,000 4d8+4 4d6+4 4d4+4 5 10,000 5d8+5 5d6+5 5d4+5 6 15,000 6d8+6 6d6+6 6d4+6