All Creation House Rules
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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 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
- -2 xp if of a Caste or Favored Ability
- -8 xp if of a Calling Ability (Includes above reduction for Favored/Caste)
- -1 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.
- 12 xp for a Charm or Spell
- -2 xp if of a Caste or Favored Attribute
- -9 xp if of a Calling Attribute (Includes above reduction for Favored/Caste)
- -2 xp if of the Terrestrial Sphere (Terrestrial MA charms, Emerald Circle Sorcery)
- 11 xp for a Knack