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 | ||
− | |||
** 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 | ||
− | ** - | + | ** -6 xp if of a Caste or Favored Ability |
− | |||
− | |||
=== 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 | ||
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.