Editing DRYH: Shadow of the Raven King - House Rules

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In general, if you can make a case for why a scar should be had or used, I'm going to be fine with it - though I may be a bit stricter when the scar is to be transformed than otherwise. Scars can be great tools, but I don't want them to be viewed as the neverending safety net. After all, 'safe' isn't exactly the feel this game is going for.
 
In general, if you can make a case for why a scar should be had or used, I'm going to be fine with it - though I may be a bit stricter when the scar is to be transformed than otherwise. Scars can be great tools, but I don't want them to be viewed as the neverending safety net. After all, 'safe' isn't exactly the feel this game is going for.
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==Two Doors==
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Your character starts play with knowledge of two Doors that make up either end of a passage between the City Slumbering and the Mad City. You select the location of the Door in the City Slumbering (is it in your apartment? in the park? in the library? is it a sewer grate? the mouth of an ale mug?) and the GM selects the location of its counterpart within the Mad City. Typically, though not always, the Character's doors will all open in the same Quarter of the Mad City.
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You'll have seen plenty of other doorways and passages from the City Slumbering since you Awoke, and would see them again should you return, but this pair you know intimately and are sure of their specific passage every time (not all conduits are consistent). Even the door on the Mad City side you recognize on sight (even though doors on that side of the passage are shiftier, harder to identify, often changing form and location seemingly at random).
  
 
==Caveat Emptor: Byword Beware==  
 
==Caveat Emptor: Byword Beware==  

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