Difference between revisions of "The Rebirth"

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[[The Rebirth/TriumphantCricket]]
 
[[The Rebirth/TriumphantCricket]]
 
[[The Rebirth/ Maliki, cousin to the Delzahn]]
 
[[The Rebirth/ Maliki, cousin to the Delzahn]]
 +
[[The Rebirth/Deran Calthan]]
  
 
==House Rules==
 
==House Rules==

Latest revision as of 00:47, 26 August 2008

Characters[edit]

Please make your characters on a seperate page and post links if you can.

The Rebirth/TriumphantCricket The Rebirth/ Maliki, cousin to the Delzahn The Rebirth/Deran Calthan

House Rules[edit]

Perfects now cost 1 Willpower or 1 Bashing Health Level. If defending against a Perfect Attack the cost is increased to (1/2 attacker’s Essence, rounded up) of the original sacrifice (you can’t mix and match) or an appropriate Virtue channel. There are no other Flaws of Invulnerability.

Perfect Defense Clarifications: Perfect defenses only function in situations that do not absolutely stretch sanity. For example, you cannot attack yourself, then perfectly parry the attack with the same weapon you're using to attack. You cannot parry falling to the ground. While both Perfect Parries and Dodges may be used to defend against explosions, massive attacks, or other crazy whatsits they may only do so within the bounds of the original charm. You cannot use a perfect Dodge to dodge 300 feet out of a zone of devestation (because that's far beyond your normal movement and Seven Shadows Evasion doesn't increase your speed), nor can you use your perfect defenses as an excuse to teleport through walls or do any number of things that would exceed the bounds of avoiding an attack.

The Dawn’s Anima Power: Everyone has to make a valor check when faced by a dawn (those with a higher essence recieve a bonus equal to their essence on the valor roll). Extras automatically flee if they fail (a route check in mass combat), while heroic mortals or non-mortals grant the dawn a bonus to DV equal to his essence unless they spend a virtue channel to ignore the bonus for a round (anyone with zero willpower affected by the dawn’s anima flees if they fail their check). By spending twice the normal mote cost to activate the anima banner the dawn may cause anyone who would normally flee to freeze helplessly in place instead.

Additional Charms in an action: You may use more than one charm per turn, however the cost is doubled for the second charm, tripled for the third, and so on and you may not use more than one charm to affect a given action without combos. This does not affect multiple, legal uses of the same charm, only new uses of a charm.

Full Flare: In addition to automatically activating your anima ability when your Peripheral essence hits the 11-15 range, your effective Essence rating for the purposes of charms, sorcery or other special abilities increases by 2. However, you also receive a point of Limit.

Thaumaturgy Background replaces normal BP/XP cost for degrees

Instant learning is acceptable. It costs the normal Charm/combo's Experience +2, and temporary willpower equal to the charm/combo's highest essence prequisite.