Difference between revisions of "All Creation House Rules"
From Xeriar
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* 10 xp for a Charm or Spell | * 10 xp for a Charm or Spell | ||
− | ** - | + | ** -6 xp if of a Caste or Favored Ability |
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=== Lunars === | === Lunars === | ||
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* 12 xp for a Charm or Spell | * 12 xp for a Charm or Spell | ||
− | ** - | + | ** -4 xp if of a Caste or Favored Attribute |
− | |||
* 11 xp for a Knack | * 11 xp for a Knack | ||
Revision as of 07:33, 31 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.
- 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.