These are the house rules for the Riders campaign. Most are from the Augmented NWoD Ruleset, but there are a few setting-specific rules as well.
I intend these rulings to be final once made, but that doesn’t always work, so they might change over time.
If a character reaches full Agg damage, they’re out of the scene, but they don’t die. At the start of the next scene, they gain a Greater Flaw and return to play with a track full of Bashing damage. The flaw is related to the injuries that pushed them to death’s door and I’ll work with that character’s player to make an appropriate change to the character because of their injuries.
Taking on flaws to clear damage doesn’t have to wait until you’re mostly dead. On your turn, you can use a Reflexive action to clear out all of your Bashing or your Lethal damage by taking a new flaw that reflects the injuries which caused that damage. Clearing out Bashing requires a Lesser flaw and clearing Lethal requires a Medial flaw. These flaws will affect your performance in combat and in general, so you might not want to take them all the time. When a character goes unconscious, they can no longer use this method to clear their damage tracks.
In certain rare scenes, one or more characters may be in Dire Peril. If a character in Dire Peril has Agg in all of their health boxes, they immediately die for good.
Increasing the prerequisite for Gunslinger from Dexterity 3 to 4 makes it less of a no-brainer and more of an important character choice. It remains quite powerful, but should not outshine melee merits that also allow two attacks.
Prerequisites: Dexterity •••• and Firearms •••
Nothing else is changed from the book wording.