All Creation House Rules
From Xeriar
Jump to navigationJump to searchHouse 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.