Thousand Cities:Rules
New Rules
- This section contains new rules used in the Thousand Cities campaign.
Divine Favour
- Every action in the Thousand Cities takes place beneath the gaze of the Gods.
- Every action has its consequences.
Concept
- Divine Favour serves two purposes: it helps (or hinders) the actions of the heroes, and it gives them access to more potent Charms. Any major action will potentially anger one or more of the Gods - they are quick to anger, and the symbols they hold sacred are not always widely known. At the same time, the actions of the heroes may draw aid from those Gods who oppose the aggrieved deity.
System
- Acting for or against the interests of a God will gain (or lose) the character points of Divine Favour. These act like secondary Virtues, and can be drawn on to help the character's actions. Divine Favour has a maximum rating of five.
- Asking for help
- When calling on a God's aid, add a number of dice equal to the character's Divine Favour rating for that God. Unlike channeling a Virtue, this does not require a point of Willpower. However, the dice can only be used on an appropriate roll - defaulting to that God's domain, but a well described stunt can give justification for a character to use the bonus dice elsewhere.
- A character can freely call upon each God once per session. Subsequent attempts cost them a point of Favour with that God to do so.
- Negative Divine Favour dice can be used to oppose the character, wherever the Storyteller finds it appropriate.
- Learning Charms
- Characters may only learn charms with a Minimum Essence equal or lower than their current Divine Favour rating with the appropriate God. Losing Favour after learning the Charm has no further effect, other than temporarily stalling their advancement in that group of Charms.
- Starting Play
- Characters begin play with enough Divine Favour to have learned all their initial Charms. They may add up to three additional points of Divine Favour, by gaining an equal number of negative Favour points from other Gods. No more than one additional point (positive or negative) may be assigned to each God.
Gods and Domains
Ability | Deity | |
---|---|---|
Dawn
Caste |
Archery | Vergolte the Hunter |
Martial Arts | Gard, Champion of the Host | |
Melee | Yedan, the Sword | |
Thrown | Tardrace, Wrath of the Storm | |
War | Roane, General of the Host | |
Zenith
Caste |
Integrity | Phoebe, the Judge |
Performance | Emrill the Child | |
Presence | Klesthes, the Golden Queen | |
Resistance | Humber, the Mountain | |
Survival | Beyeate, the Green Mother | |
Twilight
Caste |
Craft | Vanar the Blacksmith |
Investigation | Ergonus, Keeper of the Underworld | |
Lore | Grear, Keeper of the Tome | |
Medicine | Dauvion the Drunkard | |
Occult | Eicentia the Sorceress | |
Night
Caste |
Athletics | Parthos the Swift |
Awareness | Leith, the Three-Faced Oracle | |
Dodge | Absence | |
Larceny | Miris the Trickster | |
Stealth | Cadre, the Messenger | |
Eclipse
Caste |
Bureaucracy | Paragon, Keeper of Order |
Linguistics | Cypher the Wanderer | |
Ride | Farrow, Herald of the Plains | |
Sail | Herneia, Mistress of the Waves | |
Socialise | Seyanne, the Muse |
Implications
Taking an extra dot of Essence at Character Creation becomes a little more useful - in the basic system, those bonus points are generally much more valuable elsewhere on the character sheet. In the Thousand Cities, beginning with Essence 3 (and purchasing some Essence 3 Charms) allows a character to begin with a higher Divine Favour rating, drawing greater divine attention to their deeds.
House Rules
This section will contain changes to the Exalted 2nd Edition rules system.