Difference between revisions of "All Creation House Rules"

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* Extras use my [[Fast Extras]] rules.
 
* Extras use my [[Fast Extras]] rules.
  
 
+
* Celestials may use all Combo-OK Reflexive Charms freely, just as Dragon-Blooded can use their own Reflexives freely.
* Celestials are considered to have all Reflexive Charms with the Combo-OK keyword in each of their combos, for free.
 
** This means they also begin with a 'free' combo, where they can spend a willpower to make use of any and all Combo-OK Reflexives known, provided they have only used another Combo-OK Reflexive Charm during their action.  This 'combo' is updated as more such Charms are purchased, and the result is similar to the free reflexives Dragon-Blooded get, but is more limited.
 
 
** This means (Ability) Essence Flow doesn't exist.  See [[Excellencies]] for a list of additional excellencies, and (slight) house rules for them.
 
** This means (Ability) Essence Flow doesn't exist.  See [[Excellencies]] for a list of additional excellencies, and (slight) house rules for them.
  
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* 10 xp for a Charm or Spell
 
* 10 xp for a Charm or Spell
** -2 xp if of a Caste or Favored Ability
+
** -6 xp if of a Caste or Favored Ability
** -8 xp if of a Calling Ability (Includes above reduction for Favored/Caste)
 
** -1 xp if of the Terrestrial Sphere (Terrestrial MA charms, Emerald Circle Sorcery, Iron Circle Necromancy)
 
  
 
=== Lunars ===
 
=== Lunars ===
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* 12 xp for a Charm or Spell
 
* 12 xp for a Charm or Spell
** -2 xp if of a Caste or Favored Attribute
+
** -4 xp if of a Caste or Favored Attribute
** -9 xp if of a Calling Attribute (Includes above reduction for Favored/Caste)
 
** -1 xp if of the Terrestrial Sphere (Terrestrial MA charms, Emerald Circle Sorcery)
 
 
* 11 xp for a Knack
 
* 11 xp for a Knack
  
== Spells ==
+
== Mass Combat ==
* Sorcery and Necromancy require mastery of thaumaturgy to learn properly.
 
** The Knowledge [[backgrounds|background]] may be purchased by major and main characters to fill this need.  Players who don't want to mess with the old PG rules can simply buy up the background equal to the required Occult rating and assume they know enough.
 
** Rather than purchasing specialties for an Art, they can be 'mastered' for 7 bp / 12 xp (requires purchasing the Art first).  This gives 3 dice, replacing the original 2, but cannot be taken with specialties.
 
** If Lore or Occult are Calling abilities, they gain a discount of 2 bp / 2 xp on all rituals, arts, and sciences.
 
** If both are calling abilities, they gain a discount of 4 bp / 4 xp on all arts and sciences, and rituals cost 1 bp / 1 xp.
 
  
== Mass Combat ==
+
Will deal with this if/when needed.
* Mass Combat rules will change.
 

Latest revision as of 23:52, 8 August 2007

House rules for All Creation. I'm trying to keep this list short. What follows are the best and most important ones I've come up with.

Generic Rules

  • Characters have incapacitated health levels equal to their Essence.
  • Fulfilling a sufficiently epic Motivation will allow a main character to raise their Essence above 5.
  • Extras use my Fast Extras rules.
  • Celestials may use all Combo-OK Reflexive Charms freely, just as Dragon-Blooded can use their own Reflexives freely.
    • This means (Ability) Essence Flow doesn't exist. See Excellencies for a list of additional excellencies, and (slight) house rules for them.

Charm Costs for Celestials

Solars

Main characters only. Non-main characters use standard rules.

  • 10 xp for a Charm or Spell
    • -6 xp if of a Caste or Favored Ability

Lunars

Main characters only. Non-main characters use standard rules.

  • 12 xp for a Charm or Spell
    • -4 xp if of a Caste or Favored Attribute
  • 11 xp for a Knack

Mass Combat

Will deal with this if/when needed.