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.
  
 
== Charm Costs for Celestials ==
 
== Charm Costs for Celestials ==
Charms, but not Spells, in a Calling Attribute or Calling Ability require no training time to learn.
 
  
 
=== Solars ===
 
=== Solars ===
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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
** -6 xp if of a Calling Ability (Cumulative with above)
 
** -2 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
** -6 xp if of the Lunar's Calling Attribute (Cumulative with above)
 
** -2 xp if of the Terrestrial Sphere (Terrestrial MA charms, Emerald Circle Sorcery)
 
 
* 11 xp for a Knack
 
* 11 xp for a Knack
  

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.