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* Your Archetype talent
* Your Archetype talent


Below is an example Archetype, there are other premade archetypes you are free to use in place of making your own, these are listed on a settings page.
{{Statblock|name=The Hero|brawn=2|agility=2|intellect=2|cunning=2|willpower=2|presence=2|Skill_Text=You gain 1 Skill from either the Combat Section, or a Skill that has Willpower as its Attribute|Talent_Name=Pushing It|Talent_Text=You may ignore the effects of a Critical Injury for so many rounds up to your Willpower stat. Once this effect has ended, you suffer the consequences of pushing yourself.
{{Statblock|name=The Hero|brawn=2|agility=2|intellect=2|cunning=2|willpower=2|presence=2|Skill_Text=You gain 1 Skill from either the Combat Section, or a Skill that has Willpower as its Attribute|Talent_Name=Pushing It|Talent_Text=You may ignore the effects of a Critical Injury for so many rounds up to your Willpower stat. Once this effect has ended, you suffer the consequences of pushing yourself.



Revision as of 15:49, 19 July 2024

Character Creation

Archetype and Ancestry

When making a character first thing you will do it pick an Archetype on that settings page. Your archetype will give you the Core Attributes of your character, a free skill related to your Main attribute, and a free talent.

Next you pick an Ancestry, This determines your characters starting thresholds, and gives you 2 free talents.

Archetype

Represents who you are as a person, be it a great hero, a wizard, or a socialite. Your archetype covers

  • Wound and Strain Threshold
  • Your Attributes
  • Your Career skills
  • Your Archetype talent

Below is an example Archetype, there are other premade archetypes you are free to use in place of making your own, these are listed on a settings page.

The Hero
Wounds {{{wounds}}} Strain {{{strain}}}
Brawn Agility Intellect Cunning Willpower Presence
2 2 2 2 2 2
Skill
You gain 1 Skill from either the Combat Section, or a Skill that has Willpower as its Attribute


Background

This covers your Ancestry and your Career skills.

Ancestry Covers your Wound and Strain Threshold, Starting EXP modifier, and give you Two Talents.

EX Ancestry

Paziki
{{{RaceDesc}}}
The Old Collective Strange Sense
As a maneuver you can form a connection with another person. While connected, You upgrade any checks related to a target that both you and your bond are attacking.

Out of combat this connection allows you to upgrade any check you are helping the bonded with. You also can suffer strain in place of the bonded, this will end the connection.

You must either rest or take make an Average Discipline check before you can make another connection

Paziki have an innate sense of smell for aether or mana in general. You upgrade any check related to finding items with magical properties.

You also can identify magical items by smell.

For Career skills, Simply pick 8 skills and check them off as CS skills.

Starting EXP

Once you've picked your Specie and Background, you finally can spend your starting EXP. You have a base of 100 Starting EXP, any EXP modifier you have should be added to this amount.

Beware: YOU CANNOT increase your attributes or Thresholds outside of Character creation. So its best to spend your starting EXP on Attributes.

Name Formula Buyable after CC
Career Skills 5 * Next Rank Yes
Non-Career Skill 5 * Next Rank + 5 Yes
Talents 5 * Talent's Tier Yes
Attributes 10 * Next Attribute Rank No
Wounds and Strain 5 Per Point No

Items and Gear

We be using Wealth: A Ruleset for Funds and Commerce in Genesys and its rules for money. Though with some softer restrictions

"During character creation, a player may give their character any number of items that have a rarity equal to or less than twice their ranks in the Wealth skill. They may also pick two items of 1 additional rarity and one item of 2 additional rarity (ex: a player with 2 ranks in Wealth may begin play with various items of rarity 4 or less, two items of 5 rarity or less, and one item of 6 rarity or less)."

So at Rank 0

Any Rarity Zero

1 Rarity One

1 Rarity Two.

Nudges

Nudges are the term used for Story Points in Echos of the Past, Star of Solestine and Gears in the Machine.

These points can normally be spent to-do the following

Name Description Core Rules?
A Helping Hand Upgrade one k into a l Y
Raising the Stakes Upgrade one k into a l Y
Special Abilities and Talents Some talents may require a SP to trigger Y
Dues Ex Machina You can spend an SP to introduce a 'Fact' into the story. Y
Convenient Encounter You can spend an SP to make a Contact available. They could simply be in the same place at the same time, or maybe they wanna contact you about something. This doesn't stop them from wanting something in return for helping N

Contacts

A gamifying way of keeping track of reoccurring characters. A contact is some one who generally is willing to help the group, sometimes for a Favor, sometimes cause they feel like it.

Each contact has a 'Trust' value, which is how willing they are willing to help a group. When rolling to Convince someone, this value modifies the roll by adding j or j.

The value starts at 0, and increases as the party helps a contact, and decreases when the contact is slighted or worked against

EX: Lynel would like you to do a job for her, but someone offers you something to not do it. By working with Lynel you increase her trust, but picking the other will decrease her trust.

Trust caps out at 5 and -5.

At -5 even a success might have some heavy cost associated with it.

Contacts can Spend Threat to introduce a complication, or advantage decrease the 'cost'

Play by Post Rules

When playing a play by post. Some things need to be changed to accommodate this game. This is mostly to account for things that say stuff like "Once Per Session." and how story points are handled

Once Per Session

When doing a play by post, Any ability or rule that references "Once Per Session" are translated to "Once Per ingame Day". Since these are ran without a set session time,

Story Points

At the beginning of each in-game day, the players reset the Story Points. Same as they would if this was a new session. These reset based on the already agree'd rule for how Story Points are handled.

Talents

Talents have been changed so later tier talents won't cost you an arm and 3 legs.

Before

Talents required you had more of a previous tier to get a new tier. So a Tier 3 requires Two Tier 2 talents and those Tier 2 talents both need 2 Tier 1 Talents. Creating a Pyramid of Talents.

So to get a Tier 3 Talents you would need

Two Tier 2 (5*2*2 = 20 EXP)

Four Tier 1s (5*1*4 = 20 EXP)

Making the real cost of a Tier 3 Talent to be 55 EXP or about 2.5 sessions of Experience if you spend nothing on skills.

After

Instead of needing more of a previous Tier to get a new Tier. You simply need to have 1 Talent in a previous Tier to get a talent in the new Tier

So getting a Tier 3 now only requires

One Tier 2

One Tier 1

This should allow you all to buy ranked talents more easily, and allow you to get later talents without it costing double the price.

Multi Attack

At the cost of 2 strain and upgrading one Difficulty die, you can increase the amount of combat checks you can do. You can do this multiple times with the limit based on your Agility stat.

Health Changes

When a character’s Strain or Wounds is exceeded by any damage, they will be staggered.  The character must perform a hard (3 Difficulty) Cool check or Discipline check to stay conscious, if they’re able to then they will become Exhausted, and gain a Setback die for all rolls until their strain or wounds is below the threshold or the encounter has ended.

If they fail the roll then they become unconscious, and will either have to be awakened by someone’s action or wait 2d10 rounds. Awakening with an action only gets the character awake again,  players can also use Medi-packs to heal someone, if the strain or wounds healed brings them below the threshold then they will wake up.

Magic Changes

When casting any spell be it Meta, Arcane, or Divine. if the spell were to send you over your Strain Threshold. For every point that would break your Strain, you instead can take as wounds.

If you decide not you, you break your Threshold as normal.

Spells are Evenly Split between Arcane or Divine. With Meta being its own thing.

The spells are divided up as Follows

Both Arcane Divine
Attack, Augment, Barrier, Mask, Utility, Predict, Transform Dispel, Conjure Heal, Curse

Sigils

(THESE RULES ARE SUBJECT TO CHANGE)

A Sigil is a set of runes that can be triggered to cast a spell. Making a Sigil requires a spell effect and the Trigger for this effect.

Drawing a sigil requires a check,  this is used to determine the power of the sigil and to see if you're successful at drawing it. This does not use any strain during a narrative scene, but uses the standard 2 strain when doing a structure encounter.

Charge

The Charge of a sigil is determined by the casters skill ranks and linked Characteristics. Each time the sigil is activated a charge is used. It can be recharged by either the Caster or anyone with a skill that can also cast the spell. Recharging requires re-doing the check for the spell.

Recharging can be done in the middle of a structured scene but upgrades 3 die in the difficulty pool.

Cause and Effect

Every Sigil has a spell effect and trigger. A Trigger is something that causes the spell to trigger

Type Explanation Difficulty
Power Word The user shouts out a specific word to activate the spell.  Using a power word is an incidental action. -
Reactive The spell auto triggers when a specific action is done. EX: The user getting hit, or the user swinging +2 Difficulty