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Revision as of 19:49, 8 June 2010
Back to Power Ceiling
General House Rules
Abilities
Crafts</b>
When purchased, the Crafts Ability provides one Craft automatically, such as Crafts (Fire) or Crafts (Air). Each extra Craft may be purchased at the cost and training times of a specialty, at which point the player applies her full Crafts diepool to that Craft.
<b>Linguistics</b>
Linguistics is a score from 0 to 5 which measures a character's skill with the written word. It may be used to "craft" speeches that act as exceptional equipment to a social roll, or may be rolled directly for written social attacks. All Linguistics Charms use a character's Linguistics rating instead of whatever other social roll is listed.
Characters may purchase languages for 3 XP each, as though they were specialties; characters who favour Linguistics purchase new languages at 2 XP each. A character may use her full Linguistics rating with any language she knows.
Generic Rules
<b>Unskilled Penalties</b>
Exalts take a -1 die penalty to Abilities that they have a rating of 0 in. Mortals take a -2 die penalty.
<b>Speed</b>
Speed cannot be reduced below 3 by anything except Instant-Duration Charms or Charms that specify the ability to reduce Speed below 3. Every point below 3 that Speed would be reduced by another effect instead increases Rate by 1.
<b>Sorcery</b>
Cast Sorcery is a Speed 4 action. It does not create a second Join Battle roll.
Tasks
<b>Resistance: Going Without Food or Drink</b>
Characters can go a very long time, theoretically speaking, without proper food. A character can go up to a week without food and take no penalties. After that, they must succeed at a Stamina + Resistance roll immediately, and each following week after that, which starts at difficulty 1 and goes up by 1 every time it is succeeded. Failing the roll applies a -1 die penalty to all actions due to hunger, and resets the roll difficulty. A second failure increases the penalty to -3, and a third failure causes the character to pass into a coma and die within a day. Going without water functions the same way, except that the intervals are reduced to one day. Characters who are getting half their needed food or water roll much less frequently, at one month and three day increments respectively. Every day of proper eating removes one point of food penalties, while all drinking penalties are removed after one day.
Characters who exert themselves repeatedly during the period that they are not eating or drinking must roll more frequently, counting every hour of heavy exertion as two hours without nourishment (as such, characters who go twelve hours of exertion without water must roll for dehydration). On the flip side, characters who do absolutely nothing but rest may add a +1 success bonus to their rolls. Hostile environments also penalize rolls to go without water, but not food. Moderately inclement areas count each hour as two hours, while severely hostile terrain such as deserts counts each hour as four hours without water. This stacks (but does not multiply) with penalties for heavy effort.
<b>Resistance: Going Without Sleep</b>
Stalwart characters can go for some time without sleep. Each full day that passes without the character sleeping requires a Stamina + Resistance roll. On a failure, the character suffers a -1 penalty to all actions and must roll to stay awake as per the Enduring Hardship section of the core book or fall asleep. The difficulty of this roll increases by 1 each day, regardless of whether or not it is succeeded. Die penalties apply to rolls made to stay awake once the character is suffering penalties, but not to the nightly roll to resist gaining penalties.