Based on your discussion, some of these fine ideas are scheduled to be included in the next update for my house rules compilation:
The motivation is of course to give some longevity to chems and possibly reduce spam.
The goal was to keep it as simple as possible, but it got a bit complex so added an example that might clarify any shortcomings of my attempt to explain it. Hopefully this doesn't break badly.EXTENDED WARRANTY
Allows chems that were equipped and used during a battle to remain afterwards and be available for future battles:
If not lost, the chem can be returned to the stash after the battle and be transferred to other fighters between battles.
- Ammo (Gaseous & Toxic): Treated as Limited. This trait cannot be ignored, however if the weapon can't go Out of Ammo (for whatever reason), apply the Extended Warranty of Stimms instead.
- Stimm (Wargear): If not used, it remains (this only applies if the chem's effect didn't trigger).
OVERUSE
After each battle, if more than 1 fighter that took part share at least 1 chem with identical effect, roll 2+ for each one or it is lost.
Example:
- The gang starts the battle with the following chems:
- Fighter A: Brain Lock
(not triggered during the battle).- Fighter B: Brain Lock + Dreamland
(one of these triggered during the battle).- Fighter C: Dreamland + Hyper
(none of these triggered during the battle).- Fighter D: Acidic
(not triggered during the battle).- After the battle:
- Fighter A: Roll 2+ or lose the chem (because at least one other fighter has a chem including Brain Lock).
- Fighter B: The chem is lost because at least one of the effects were used.
- Fighter C: Roll 2+ or lose the entire chem
(because at least one other fighter has a chem including Brain Lock).- Fighter D: Keep the chem for a future battle because it wasn't used.
The motivation is of course to give some longevity to chems and possibly reduce spam.
Last edited: