GEM/House Rules

Character Trait House Rules

 * Fast Draw skill has been removed, this has been replaced by the Fast Draw Training perk.
 * New Perk: Fast Draw Training. You may attempt to fast draw any weapon you are trained with (as per Fast Draw skill). If the item is not covered by a weapon skill, then another skill as appropriate. Things that seem to not really have a skill associated are rolled against DX (no penalties).
 * Innate Attack skill is based on IQ for casters.

Equipment House Rules

 * All potions and poisons cost 1/5th the listed price.
 * Fire Resistance Potion gives +10 DR vs fire, not "invulnerability".
 * Healing potions are more effective:
 * Minor Healing Potions heal 1d6+1
 * Major Healing Potions heal 2d6+2
 * Great Healing Potions heal 4d6+4

Magic House Rules

 * Blocking Spells may be cast as a free action accompanying another action - whether the caster's own or an ally's. For example, Fumble can be used to ensure a critical failure on a target's defense, or Command can be used offensively. A caster is still limited to one free action Blocking spell per turn.
 * Several spells have been reworked to ensure utility and balance.
 * Spell Rework