Difference between revisions of "Scrollreader/Houserules"
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The Past Lives Merit is summarily disallowed. All other merits or flaws will be reviewed on a case by case basis. | The Past Lives Merit is summarily disallowed. All other merits or flaws will be reviewed on a case by case basis. | ||
− | <i> | + | <i>Lunars</i> |
− | + | All Lunars pick one Attribute to be Favored, in addition to Caste Attributes. Casteless get two, but must subsume one of them in Caste Attributes if ever tattooed. | |
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<i>Abyssals</i> | <i>Abyssals</i> | ||
Leige: The player may /ask/ for these BP to be spent in a certain way, but the ultimate dispersal of them is left to the character's deathlord. (Your friendly ST) | Leige: The player may /ask/ for these BP to be spent in a certain way, but the ultimate dispersal of them is left to the character's deathlord. (Your friendly ST) | ||
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==== Rules Changes ==== | ==== Rules Changes ==== | ||
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<i>Poison:</i> Mortals test as per the rules in the Core book. Exalts suffer no effect on a sucessfull resistance roll, and only the lesser effect even on a failure. | <i>Poison:</i> Mortals test as per the rules in the Core book. Exalts suffer no effect on a sucessfull resistance roll, and only the lesser effect even on a failure. | ||
− | <i | + | <i>Joy In Adversity Stance</i> |
:Does not work with non-rolled defenses. | :Does not work with non-rolled defenses. | ||
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<i>Craft Skills</i> | <i>Craft Skills</i> | ||
− | :Craft has been revised to | + | :Craft has been revised to work like Linguistics. For each dot in Craft, pick one of the Crafts below. |
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− | : | + | :Mundane Crafts: Use the 2E Elemental divisions of Craft. NPCs who aren't important may be more limited,like Craft 1: Fire (Swordsmithing +3). |
− | :Craft:Fate may | + | :Occult Crafts: Craft: Magitech requires Air and Fire. Craft: Biotech requires Wood and Water. Craft: Fate requires either Air or Wood. Craft: Moliation does not require any previous Craft, and may replace one for free if you die and become a Ghost. Occult Crafts generally require a significant amount of Lore or a tutor to learn. Mundane Crafts can be used to make Simple Artifacts. |
− | : | + | :Craft:War does not exist. Replace any references to it with appropriate Specialties or other abilities. |
<i>Linguistics</i> | <i>Linguistics</i> | ||
− | : | + | :You may manage a related language for a scene by making a Linguistics check. Old Realm has Tribal languages (or their equivalents) as well: Stonetongue, High Holy Speech, Lintha, etc). For the cost of a specialty, you may learn a single tribal language. |
<i>Dual Wielding</i> | <i>Dual Wielding</i> |
Latest revision as of 00:50, 2 September 2020
House Rules
These are the house rules I use in my games.
Character Creation
The Past Lives Merit is summarily disallowed. All other merits or flaws will be reviewed on a case by case basis.
Lunars
All Lunars pick one Attribute to be Favored, in addition to Caste Attributes. Casteless get two, but must subsume one of them in Caste Attributes if ever tattooed.
Abyssals
Leige: The player may /ask/ for these BP to be spent in a certain way, but the ultimate dispersal of them is left to the character's deathlord. (Your friendly ST)
Rules Changes
Poison: Mortals test as per the rules in the Core book. Exalts suffer no effect on a sucessfull resistance roll, and only the lesser effect even on a failure.
Joy In Adversity Stance
- Does not work with non-rolled defenses.
Craft Skills
- Craft has been revised to work like Linguistics. For each dot in Craft, pick one of the Crafts below.
- Mundane Crafts: Use the 2E Elemental divisions of Craft. NPCs who aren't important may be more limited,like Craft 1: Fire (Swordsmithing +3).
- Occult Crafts: Craft: Magitech requires Air and Fire. Craft: Biotech requires Wood and Water. Craft: Fate requires either Air or Wood. Craft: Moliation does not require any previous Craft, and may replace one for free if you die and become a Ghost. Occult Crafts generally require a significant amount of Lore or a tutor to learn. Mundane Crafts can be used to make Simple Artifacts.
- Craft:War does not exist. Replace any references to it with appropriate Specialties or other abilities.
Linguistics
- You may manage a related language for a scene by making a Linguistics check. Old Realm has Tribal languages (or their equivalents) as well: Stonetongue, High Holy Speech, Lintha, etc). For the cost of a specialty, you may learn a single tribal language.
Dual Wielding
- When weilding matched weapons, you may add half the rate of the off-hand weapon to the rate of the primary weapon. When wielding mis-matched weapons, the benefit is the varying stats of the weapons, and there is no aditional benefit. Without a merit, charm, or other abiliy, the normal penalties from the core book apply.
Stunts
- All stunts gain essence as of Power Combat. And give essence in combat, regardless of if they suceed or fail.
Virtue Channeling
- Like Stunts, virtue channels apply to all applicable described actions in a round.
FINISH HIM!
- No single blow may drop a PC, or important NPC below incapacitated. In order to kill them, you have to stike them again, and intentionally kill them.
Setting Changes
- Half Castes and Mortals can never channel essence (God, Ghost and Demonbloods still can). Mortal thaumaturgy works on WP and sacrifice. It's still possible to raise essence, but you have no access to an essence pool.
- There are a whole lot fewer Mountain Folk. The outpost under the realm has perhaps 10,000 and there may be more, scattered in tiny pockets throughout creation, but their day has passed.
- Comments Welcomed.