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House Rules
- Pagan is a Personality Flaw. (This will cease to be a house rule when the erratum is released.)
- As shields are inexplicably underwhelming compared to two-weapon fighting, all shields' defenses are raised by +1.
- To get around Fatigue issues and shapeshifting, supernatural effects that use Fatigue always use first open spot of the next Fatigue Level. Meanwhile, MuCo(An) magic can provide extra Fatigue Levels in line with other effects; these extra levels just have no use in casting spells, Imbued with the Spirit of (Form), etc.
- To allow for other Magical Foci, Tremere apprentices who already have Magical Foci pick up Minor Potent Magic in Certamen. This provides +3 Attack and +3 Defense, which does not stack with the normal Tremere Minor Magical Focus in Certamen.
- In disagreement with Wrappings of Metaphysical Iron and Repulse the Unwanted Attention, individual wards do not protect against any secondary effects. For instance, a person wielding a sword could strike through a ReCo ward. Do note that a faerie's glamour items are usually a part of the faerie and would then tend to be blocked. Circular wards still protect against secondary effects.
- To make the Cult of Mercury less of a near-automatic pick and to provide more options for Rituals, Adaptive Casting, Ceremonial Casting, Lab Mastery, and Stalwart Casting are generally available.
- Creating (or essentially creating) beings with Might to extract Vis never supplies more Vis than the actual Vis put into the beings, regardless of the method used.
- The advancement of Faerie Affinities (RoP:F) via rolling 1s is still limited by Warping Score as it is with other methods of advancement. This stops explosive results.
- For essentially the same reason, Warping Score will be limited to the number of years after your Gift was Opened or you were brought into your tradition, and Decrepitude Score will be limited to 5 + Warping Score. Generally these should not show up outside of preventing some explosive results.
- To prevent overvaluing of low-Might Familiars (cheap Transformation allowing for many Qualities), Magic beings must maintain a Might high enough to handle their Qualities as though created at the point they're at. For example, a Familiar with Magic Might 5 and 5 points of Qualities would need to raise Magic Might to 6 before being able to pick up a 6th point of Qualities (or pick up a 1-point Inferiority to keep things balanced).
- Using a language by default is limited to 4 unless the language from which it is defaulted is a related dialect, in which case the limit is 5.
- Languages may be improved from their "default" level as though their "default" level adds on like Puissant Ability but for its level instead of +2. For example, knowing High German (Swiss) at 5 gives you a "default" of 4 for High German (Bavarian). Spending 5 points to buy a new Living Language Ability of High German (Bavarian) would give High German (Bavarian) 1+4=5. This bonus can never raise the language receiving the bonus beyond the level of the language providing the bonus.
Last edited by callen, February 15 2024 16:22:54. Open game article. You can edit it once you log in.
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