Difference between revisions of "All Creation House Rules"

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== Charm Costs for Celestials ==
 
== Charm Costs for Celestials ==
Charms, but not Spells, in a Calling Attribute or Calling Ability require no training time to learn.
 
  
 
=== Solars ===
 
=== Solars ===

Revision as of 06:37, 28 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
    • -8 xp if of a Caste or Favored Ability
    • -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
    • -6 xp if of a Caste or Favored Attribute
    • -1 xp if of the Terrestrial Sphere (Terrestrial MA charms, Emerald Circle Sorcery)
  • 11 xp for a Knack

Mass Combat

Will deal with this if/when needed.