House Rules

There won’t be too many house rules in place here. Just a couple.

Session Structure: I’m planning to run short sessions. Preferably a good chunk of RP scenes with characters, followed by an encounter. Some sessions may reverse the order, or dedicate an entire session to RP or an entire session to an encounter. By “encounter” I generally mean a combat or a skill challenge.

When in an RP segment, I’ll be calling for skill checks here and there, but not frequently. Even if what’s being described is a fight or some such thing, feel free to roleplay it out, a bit more freeform. Actual combat encounters will be more pivotal.

Contacts: Your character knows people. Or knows people who know people. At any rate, this is represented by your Contacts. You start the game with a certain number of Contact slots. This is finite. If, during the game, you run across an NPC, you can decide that this NPC knows the character. Certain NPCs, such as ones in high authority, might require you to make a skill check. On a failure, you still get a contact, but it might not be the one you want, or it might be the contact with a drawback attached. Fill in the contact in a slot. They may not be removed from your Contacts list without serious repercussions in the world. If, for instance, you want to sever ties with a crime boss to make way for a nobleman, expect to see a few footpads targeting you.

Experience Points: Will not be tracked. Rather, characters will level up at a roughly equal rate through the campaign. After discussion with a friend, I’ve decided that the levelling rate will wind characters up at around level 4-5 by the end of the semester.

Two Magics: The Arcana skill will remain, but you will choose a specialization for your character: Stormsea or Fae magic. If you are making a check to discern something about a magic of the other type, you take a -3 penalty to the check.

Main Page

House Rules

Spark of Fae Curubethion