House Rules

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Character Creation
Backstory and Pictures
Health Levels
Bonus Starting BP
Charms
Excellencies new!
Combos
Lunar Excellencies new!
Intimacies
New Intimacy Rules


Experience Points
Experience Point Costs
Training Time
Training Effects
Campaign Extras
Extra Rewards
Modifiers
Stacking Modifiers
Stunts
New Stunt Rewards

Essence
Essence in Combat
Peripheral Motes
Sorcery
Shape Sorcery
Willpower



Character Creation

Backstory and Pictures
If you have a character picture and backstory ready for the first game, you will receive an additional 5 bonus points for each (10 bonus points for both) but make an effort to spend them in a way that supports your backstory if you can.

Health Levels
Your character has one -0, your Stamina in -1 and -2 (minimum 2 each), one -4, and one Inc health level

Bonus Starting BP
Significant additions to the wiki before the game begins will be awarded with bonus BP.

Charms

Excellencies new!
Your character gains a free Excellency upon receiving her third and fifth dot in an Attribute (includes Character Creation). Further, upon taking their first Charm in a single Attribute, you gain an additional Excellency.

Combos
All Exalts have free access to all their Charms and can use any Charm provided they follow the standard Combo rules:
• Reflexive Charms can be used at any time to augment any action
• Supplemental Charms can be used at any time to augment any action
• Simple Charms can be combined with any number of Reflexive or Supplemental Charms and with one Extra Action (Simple) Charm
• When an Extra Action Charm is used with a Simple Charm, the Simple Charm must be paid for with every Extra Action
• Extra Actions must all be augmented with the same Supplemental Charm
• Charms that are Combo-OK or Reflexive can be used at any time
• Charms that are Combo-Basic can only be paired with Reflexive Charms

Lunar Excellencies new!
Lunars can buy up to their Attribute rating in dice with the First Excellency, or half this amount with the Second Excellency. However, with a stunt, Lunars may add a second Attribute to the limit as long as the action is described in a way that fits the combination.

Intimacies

New Intimacy Rules
New rules or Intimacies may be found here.

Experience Points

Experience Point Costs

TraitCostTraitCost
AttributeRating x 4Favored AttributeRating x 3
AbilityRating x 2Favored Ability(Rating x 2) - 1
New Ability3Favored New Ability2
Specialty3Favored Ability Specialty2
VirtueRating x 1WillpowerRating x 1
Charm/Spell4Favored Ability Charm/Spell3
Knacks3EssenceRating x 9

Training Time
We’ll be ignoring training times for this campaign but experience points can only be spent to level up between sessions or during “down time”.

Training Effects
If your character is subject to a Training effect that sends you into experience point debt, you’re required to spend at least 2xp each Session until the experience debt is paid off. Your character cannot go into further experience point debt until the previous debt is paid off.

For the PCs, Training Charms grant them the ability to learn things mid-game. Mortals do not track experience point debt.

Campaign Extras

Extra Rewards
Contributions to the campaign wiki will be rewarded as follows:

  • Custom (Approved) Charm: 1 xp discount to purchase
  • Adventure Logs: 2 xp
  • Wiki Page Write Ups; Varies

Bonuses

Stacking Modifiers
Like modifiers/bonuses do not stack. You cannot have two Hearthstones that each give you +2 Survival for a total of +4 dice, for example. If you have multiple bonuses from a similar type of item, only the highest bonus applies. For purposes of modifiers, both dice and successes are not considered separate. Bonus types include:

  • Charms (unless the Charm specifically says otherwise)
  • Hearthstones
  • Artifacts

Keep in mind there are some exceptions to this rule, such as multiple aids assisting with Artifact crafting, but these are specifically outlined in the book. If relevant, typically 1 success is considered to be 2 dice.

Stunts

New Stunt Rewards

  • 1 die stunt – 2 dice on rolled actions or increase a static value (like DV) by 1
    • No additional resources recovered
  • 2 die stunts – 2 dice and one success on rolled actions or increase a static value by 2
    • Recover 1wp
  • 3 die stunts – 2 dice and two successes on rolled actions or increase a static value by 3
    • Recover 2wp, can take you over your normal maximum wp

Essence

Essence in Combat
Your character regains 5 motes of Essence each turn when your DV refreshes while in combat.

Peripheral Motes
Spending less than 5 motes of Peripheral Essence in a single turn does not contribute to your anima banner.

Sorcery

Shape Sorcery
Motes spent on spells are no longer powered by the Sorcerers Essence pool. Instead, the Sorcerer must take the “Shape Sorcery” action (Miscellaneous Speed 5) to draw ambient motes with which to cast a spell.

The Sorcerer declares the spell to be cast and rolls (Intelligence + Occult). Each successes gathers 1 sorcerous mote (sm) to the casting of the spell. If the Sorcerer has enough sorerous motes to cast the spell, it is cast reflexively. Otherwise the sorcerer continues gathering sorcerous motes.

The Sorcerer can pause the shape sorcery action to do something else, but each action the sorcerer foregoes the shape sorcery action she loses 3 sorcerous motes.

Willpower
If a sorcerer successfully casts a spell, she is refunded one temporary point of willpower spent on casting the spell.

House Rules

Silver Linings Jonathonathon