House Rule – Variable Hit Points
This house rule is pretty fiddly. I might not actually use it in play, but I wanted to put it online for thoughts & opinions. It is actually a reworked version of an old post.
When I was revising the Tempora Mutantur Core Rules earlier this year, I switched from “variable hit dice” to “fixed hit points” for PCs. My logic was that since all other aspects of character advancement (attack bonus, adventuring feats) are fixed, that the same should be true for hit points. (Also, I really hate rolling a “1” for hit dice on advancement.)
This makes some sense for pure-strain Humans (with ‘predictable’ genetics), but my gut feel is that characters with mutations should exhibit a range of hit points. Given below are optional tables for variable hit points by genotype.
Human hit points unchanged from the Core Rules. Near-Humans roll Fate dice (dF, as pictured above) to provide some variability, and Mutants roll d4 for a wider range of hit points. The average value is pretty much the same for all characters.
|1||0||12 hp||10 hp||8 hp|
|2||1,000||17 hp||14 hp||11 hp|
|3||3,000||22 hp||18 hp||14 hp|
|4||6,000||27 hp||22 hp||17 hp|
|5||10,000||32 hp||26 hp||20 hp|
|6||15,000||37 hp||30 hp||23 hp|
|7||21,000||42 hp||34 hp||26 hp|
|8||28,000||47 hp||38 hp||29 hp|
|9||36,000||52 hp||42 hp||32 hp|
* These values include +2 bonus hp for pure-strain Humans.
* These values include +1 bonus hp for Near-Humans.
A newly-mutated PC rolls for variable hit points upon Creep contamination, and must keep the value even if it is lower.
Optional “Survivor” Rule: When a surviving near-human or mutant character gains a new rank, roll all the dice and ignore the new result if it is lower than the previous value. This optional rule does not apply to new characters created at a higher rank, only to those who gain experience through play.