Editing Once more with feeling/Current House Rules
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Game: [[Once_more_with_feeling|Once More, With Feeling!]]. | Game: [[Once_more_with_feeling|Once More, With Feeling!]]. | ||
== Gameplay And Other House Rules: == | == Gameplay And Other House Rules: == | ||
− | + | * Traits may be of any value, with a maximum of 5 or Permanent Essence, whichever is higher; without requiring the spending of bonus points. | |
− | Traits may be of any value, with a maximum of 5 or Permanent Essence, whichever is higher; without requiring the spending of bonus points. | + | * Free Reflexive Charms for all Exalts, as per the rules for Terrestrial Exalts. Reflexive Charms do not count as a charm-action, and do not interfere with using other charms or sorceries or combos. |
− | + | * Social Combat operates on the same time-scale as Regular Combat; Join Battle does not interrupt Social Combat. For every three (3) successes on your social combat action over and above your opponents MDV, another 'scene' worth of effort is applied towards the consequences of a successful action. | |
− | + | * Sorcery operates within the normal combat tick system, and does not interfere with using reflexive charms. Shape Sorcery remains the applicable declared action. | |
− | + | * Merits and Flaws from both the First and Second Edition are allowed. Alternate Backgrounds are allowed. Both are subject to ST approval. | |
− | + | * Supernaturals do not die when taken below Incapacitated. They are merely disabled. Killing a supernatural character, to explicitly include exalts and select heroic mortals, requires an additional attack action after disabling them to "finish the job". Ending an Exalt is considered bad form, as reoccurring opponents are nice to have. Bonus XP will be rewarded for not killing important characters at the Storyteller's discretion. | |
− | Free Reflexive Charms for all Exalts, as per the rules for Terrestrial Exalts. Reflexive Charms do not count as a charm-action, and do not interfere with using other charms or | + | * Craft (X) is considered and treated like a specialty and priced accordingly. There is no non-specialty Craft, and so Craft Specialties have a limit of 5 dots (or Essence, whichever is higher) per specialty. |
− | + | * Experience is awarded on a weekly basis; it is expected that the players will track their earned experience total, their spent experience total and what was purchased with said spent experience. | |
− | Social Combat operates on the same time-scale as Regular Combat; Join Battle does not interrupt Social Combat. For every three (3) successes on your social combat action over and above your opponents MDV, another 'scene' worth of effort is applied towards the consequences of a successful action. | + | * Training times are ignored for Favored and Caste attributes, abilities, charms and spells. Essence Training Times are ignored up to Essence 5. Essence 6 and above are attainable via completing your motivation or the normal training times. |
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− | Sorcery operates within the normal combat tick system, and does not interfere with using reflexive charms. Shape Sorcery remains the applicable declared action. | ||
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− | Merits and Flaws from both the First and Second Edition are allowed. Alternate Backgrounds are allowed. Both are subject to ST approval | ||
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− | Craft (X) is considered and treated like a specialty and priced accordingly. There is no non-specialty Craft, and so Craft Specialties have a limit of 5 dots (or Essence, whichever is higher) per | ||
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− | Experience is awarded on a weekly basis; it is expected that the players will track their earned experience total, their spent experience total and what was purchased with said spent experience. | ||
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− | Training times are ignored for Favored and Caste attributes, abilities | ||
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