Difference between revisions of "All Creation House Rules"
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* 8 xp for a Charm or Spell | * 8 xp for a Charm or Spell | ||
− | ** - | + | ** -3 xp if of a Caste Ability |
** -2 xp if of a Favored Ability | ** -2 xp if of a Favored Ability | ||
** -2 xp if of a Calling Ability | ** -2 xp if of a Calling Ability | ||
Line 27: | Line 27: | ||
* 10 xp for a Charm or Spell | * 10 xp for a Charm or Spell | ||
− | ** - | + | ** -3 xp if of a Caste Attribute |
** -2 xp if of a Favored Attribute | ** -2 xp if of a Favored Attribute | ||
** -2 xp if of a Calling Attribute | ** -2 xp if of a Calling Attribute |
Revision as of 05:14, 26 July 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 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.
Charm Costs for Celestials
Solars
Main characters only. Non-main characters use standard rules.
- 8 xp for a Charm or Spell
- -3 xp if of a Caste Ability
- -2 xp if of a Favored Ability
- -2 xp if of a Calling Ability
- -2 xp if an Excellency
- -2 xp if of the Terrestrial Sphere (Terrestrial MA charms, Emerald Circle Sorcery, Iron Circle Necromancy)
Lunars
Main characters only. Non-main characters use standard rules.
- 10 xp for a Charm or Spell
- -3 xp if of a Caste Attribute
- -2 xp if of a Favored Attribute
- -2 xp if of a Calling Attribute
- -2 xp if of the Terrestrial Sphere (Terrestrial MA charms, Emerald Circle Sorcery)
- 9 xp for a Knack
Spells
- Sorcery and Necromancy require mastery of thaumaturgy to learn properly.
- The Knowledge 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.
- Exalted (only) get a 2 bp discount on purchasing all arts and sciences with the knowledge background, and a 2 xp discount otherwise.
- Favoring Occult -and- Lore gives a 2 bp discount / 2 xp discount that stacks with the above, and works on Rituals.
Mass Combat
- Mass Combat rules will change.