House Rules

Heavy Weapons:

  • Increase the Overwhelming rating of all Heavy Weapons by +1.

Shields:

  • Using a shield permits Full Defense flurries, as published.
  • A Shield decreases a single Onslaught Penalty per round by 1.
  • Using a shield increases your Soak by 2 (or by 3, if it is an artifact shield) but increases your Mobility penalty by 1 as well
  • Using a shield while also wearing heavy armor has no effect on Soak or Mobility.

Lunars:

  • Attributes: 8/6/4 +1       Favored: 3 Caste, +1
  • Abilities: 25       Favored: Survival +1 other
  • Merits: 10
  • Charms 12
  • Bonus Points: 15
  • Essence 1: 16 Personal, 38 Peripheral

Lunars XP costs:

  • Caste/Favored Attribute increase: current rating x 3
  • Non-Caste/Non-Favored Attribute increase: current rating x 4
  • Ability increase: current rating x 2
  • New Ability:  3
  • Specialty:  3
  • Purchased Merit:  new rating x 3
  • Willpower:  8
  • Lunar Charm: 12 (10 if in a Caste or Favored Attribute)
  • Martial Arts Charm 11 (9 if Brawl is a Caste or Favored Ability)
  • Spell 11 (9 if Occult is a Caste or Favored Ability)
  • New Evocation 10

Charm Successes:

  • All charms that accrue successes for you to use later treat those as non-charm successes unless otherwise stated.

Specific Charm Rules:

  • Mask of White Jade – Attempts to pierce the lunar's guile by mundane means recieve -2 dice instead of failing automatically.
  • Perfection of the Mockingbird - Attempts to pierce the lunar's disguise by mundane means recieve -3 dice instead of failing automatically.
  • Perfect Symmetry – The cost of this charm is now 3m/die added. 

Training Rules:

  • Players may have the following stats training at the same time:

    • 2 Attributes
    • 1 Ability or Specialty
    • 1 Charm, Martial Arts Charm, or Spell
    • 1 Merit
    • 1 Willpower
    • 1 Evocation
       
  • Others can help speed training time. By rolling Charisma+Lore, they can assist as follows: Helping decreases the necessary training time by  20%, each success increases the reduction by 10% until 50%, then it increases by 5% until 70%, and thereafter each success increases by 1%.  A maximum of 100% would result in 1 hour of training.   No retconjuration except by GM fiat.

    • Base: 20%
    • 1 Success: 30%
    • 3 Successes: 50%
    • 4 Successes: 55%
    • 7 Successes: 70%
    • 8 Successes: 71%
    • and so on…

Abilities:

  • The 2nd and 4th dots of Linguistics grant you an additional language.

Inventing Charms and Abilities:

  • You can train normal charms and abilities at 1/2 speed while training charms and abilities you're inventing at 1/6 speed

Martial Arts:

  • After buying the Martial Arts merit, the character can learn a single martial arts style and gain dots in the Martial Arts ability.  
  • New Martial Arts Styles can be purchased for the price of a 1 dot merit, instead of buying an entire new ability for the style. 
  • Charms are purchased as normal with your martial arts ability dots counting as the prereqs for the Charms of other styles.

Sorcerous Workings:

  • [[Sworn Kinship's Oath]]

 

Category:

  • Rule
  • Other Rule

House Rules

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