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===Character Traits===
 
===Character Traits===
 
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.
====Join Battle====
 
Any effects which boost this also boost Join Debate, and vice-versa.
 
 
 
===Charm Use===
 
===Charm Use===
 
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 sorcery or combos.
 
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 sorcery or combos.
 
===Social Combat===
 
===Social Combat===
 
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.
 
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.
====To further clarify:====
 
For hitting the threshold (MDV) you get one scene worth of effect. For every three successes above threshold ((Success - MDV) / 3, round down) another scene worth of effect must be resisted. This explicitly follows the rules for NMI if the attack is NMI (2 willpower per scene without a stunt coming from a different direction). UMI does not suffer this limitation.<br>
 
<br>
 
If using a charm that spells out its' own willpower cost to resist, the charm overwrites the willpower cost from above to confirm to its' text for the initial threshold success.  All social charms that do not specify a willpower cost default to 1 willpower to resist for the initial threshold success.
 
 
 
===Sorcery & Necromancy===
 
===Sorcery & Necromancy===
 
Sorcery operates within the normal combat tick system, and does not interfere with using reflexive charms. Shape Sorcery remains the applicable declared action.
 
Sorcery operates within the normal combat tick system, and does not interfere with using reflexive charms. Shape Sorcery remains the applicable declared action.
====Purchases====
 
*As in character generation, three spells can be purchased for the price of one Occult charm.
 
 
 
===Merits & Flaws===
 
===Merits & Flaws===
 
Merits and Flaws from both the First and Second Edition are allowed. Alternate Backgrounds are allowed. Both are subject to ST approval.
 
Merits and Flaws from both the First and Second Edition are allowed. Alternate Backgrounds are allowed. Both are subject to ST approval.
====Priest====
 
*All characters who possess this Merit at the one point level need only spend 6BP/12XP to upgrade it to the seven point level.
 
**This upgrade only has a reduced cost when applied to a deity or organised religion for which the character already possesses this Merit at the one point level.
 
*All Waxing Moon caste Lunars receive this Merit at the one point level for free.
 
*No Moon caste Lunars only receive this Merit at the one point level for free if they are tattooed.
 
*Each level of this Merit can be purchased more than once, but they apply to a different deity or organised religion every time.
 
 
 
===Incapacitated and Dying===
 
===Incapacitated and Dying===
 
Essence-Users do not die when taken below Incapacitated. They are merely disabled. Killing an essence-using 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.
 
Essence-Users do not die when taken below Incapacitated. They are merely disabled. Killing an essence-using 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.
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====Celestial====
 
====Celestial====
 
*The expansion charms for Solar Hero Style are considered to be native Solar Charms, and are therefore only available to Solars, Fiend caste Infernals, and Moonshadow caste Abyssals.
 
*The expansion charms for Solar Hero Style are considered to be native Solar Charms, and are therefore only available to Solars, Fiend caste Infernals, and Moonshadow caste Abyssals.
*Lunar Hero Style and Wedded Moon Style are considered native Lunar styles.
 
 
====Sidereal====
 
====Sidereal====
 
*Lunars may initiate into Sidereal Martial Arts by the same methods as Solars and Abyssals.
 
*Lunars may initiate into Sidereal Martial Arts by the same methods as Solars and Abyssals.

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