That's the HR I've come up with while discussing in this thread:
http://www.ironcrown.com/ICEforums/index.php?topic=8091.0Since it's quite long, I'll break it into 2 parts:
PART I
Scene: below I often refer to something called ?a scene?, so I?ll explain here what meaning I give to the word ?scene? in these rules. A scene is a set of actions, all connected by the same intent. A fight is a scene (as it?s made of various actions, all sharing the same final intent), a pursuit is a scene, and so it is a long negotiation, or trying to skulk into an enemy?s camp to reach the commander?s tent.
Scenes have no fixed duration, deciding how long a scene will last, when it begins and when it ends is up to the GM.
WEAKNESSES
- A Weakness is behaviour or attitude typical of your character, the may hinder or cause harm to him in certain situations.
- Each weakness is made of two components: a Name (followed by a small description) and a Condition. The Name tells you what a weakness is (for example: arachnophobia is a irrational fear of spiders), the Condition tells you what events may trigger you weakness (for example: arachnophobia may be triggered by the sight of spiders or by hints of spiders? presence).
- During character creation, players must choose from 1 to 3 weaknesses for their characters. A character may never have more than 3 or less than 1 weakness.
- When his character is in a situation that fulfil one of his weaknesses? Condition, a player may choose to trigger this weakness. To do so he must describe why the weakness is triggered and how it affects his character?s actions (for example: an arachnophobic character enters an ancient tomb. His player decide to trigger his weakness: he says that the character sees large spider webs hanging from the tomb?s ceiling and that his character shiver with fear).
- When a weakness is triggered the character that triggers it will suffer a -30 penalty to all actions for the duration of a scene (for example: the above character will suffer a -30 penalty to all actions, due to his fear of spiders, during the exploration of the tomb).
- The GM may decide to veto an activation of a weakness, if he thinks that the situation does not fit the triggering Condition or if he thinks that in that situation the weakness will not hinder the character in any way (in other words, to be triggered the weakness MUST affect the character?s actions, you cannot trigger a weakness if you know that you won?t be facing any risk).
- When a character triggers one of his weaknesses he gain a Drive Point.
- If a PC has less than 3 weaknesses he can gain a new weakness whenever his players want. To do so, the character must be in a situation that meets the Condition of the new weakness. The character?s player must then describe the new weakness, saying why and how his character gains it. He must then trigger it: the character won?t earn any Drive Point from this first activation, but the player may now write his new weakness on his character sheet.
- If a PC has more than 1 weaknesses his player may decide to cancel one of them at any moment. To do so, his character must be in a situation that meets the Condition of weakness he wants to get rid of. Then the player must choose not to trigger it, describing why and how his character has overcome his weakness, and spend a Drive Point. If he does so, he may cancel the weakness from his character?s sheet.
DRIVE
A character may spend a Drive Point at any moment to activate one of the following effects:
- ignoring up to -30 of accumulated penalties for the duration of a scene
- re-roll a failed RR
- removing a round of stun or of stun no parry
- cancel a Compel on one of his weaknesses (see below)
There?s no limit on how many Drive Points a character may gain during a game session, but no more than 1 Drive Point may be carried from one session to another. At the end of each session, all characters lose all of their Drive Point, save one.
Characters start with zero Drive Point.