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Introduction
News
1: Who
2:
What
3: Where
4: When
Links
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The Styx
Papers has been running for a
long time now,
and we've gone through a number of systems and generated a number of
House
Rules. Here then are a few of the more prominent ones.
Vitae,
Essence, Mana, Pyros
& Willpower Chits
At the
beginning of each session, I
will
pass out a number of poker chips to each player.
Red = Vitae
Blue
= Essense
Green
= Mana
Yellow = Pyros
White
= Willpower
I
am the Bank. When you spend a
point/chit,
you give it to me. If you want to replenish your stock, talk to
me.
Each player should have a pouch with which to keep their chits strait.
Bonus & Penalty Dice
Never
forget, Role-playing through a situation can affect your skill-checks,
especialy with social skills. I'll award from one to three dice,
depending on effort and good role-play, while I'll reduce your pool of
dice by a similar amount if you take the wrong tack with an npc
or otherwise through bad strategies.
Experience: Awards,
Spending Restrictions & Training Times
Awards
In addition to the usual awards, I may allow the players to award an
additional point per session to who they decide, as a group, who
role-played the best.
I will give bonus points for contributions (bringing food or drinks to
share with the group, bringing/painting miniatures or pics of
characters, keeping a log or journal, etc).
At the end of a Chronicle, I will grant an additional 1 to 3 xp,
depending on the overall successes of the group. The key awards here
are for Unity (holding together as a group), Growth (indevidual
characters developed and were changed significantly from where they
were at the start of the chronicle) and Grace (the group as a whole
kept their moral fiber from going into the toilet and came out heroes
at the end).
Age and Education:
For each full year of
downtime characters will
accumulate 1xp per year. This can be modified by what is going on
durring that time. If they spent the majority of that time studying
under a mentor they can roll their Int+Mentor-supernatural trait,
their successes
= additional xp gained. If they study in an instatutional
environment
(such as a school) they may make an Int+Academics-supernatural trait
roll for bonus xp.
This roll may be modified up or down as the storyteller chooses by
quality of learning environment, hazards, etc. A Critical Failure
results in the aquisition of a physical deformity or derangement. A
character may not study for more years than they have dots in Mentor,
Resources or Status (if relevent) in any consecutive extended downtime.
Spending
Restrictions
You can only spend xp durring Downtime (usualy only between Stories),
and with a good explanation as to how the new trait is being learned
(such as: studying under a Mentor, going to school or seminar,
Research, etc). If the character is frequently using a trait in play,
the Storyteller may
allow a player to buy it up on the spot in a pinch (they still need to
be able to explain this sudden insight). Social Merits can often be
aquired in-play if the character is doing exceptionaly well with npcs
they wish to develop as the subject of those Merits.
Training
Times
Mundain
Traits
Most mundain traits require training under an instructor to aquire or
increase. While an initial dot or a specialty might only require a few
weeks at most, increasing it to a professional (or better) level might
require months or years of Downtime (enrolling in school, doing large
amounts of research, etc). Physical & Mental Merits and Attributes
usualy require months or years of dedicated training and study, while
Social Merits depend on cercumstances (dedicated wining and dining,
training, getting the right job, etc). Increasing Morality requires
dedicated therapy (with a psychologist, priest or other therapist
designated as acceptable by the Storyteller). Restoring Willpower
doesn't take time, only Experience.
Supernatural
Traits
- Psychic Powers may only
be gained after character creation through extreme cercumstances
brought about in play (grevious injury or mental shock, for example).
Once aquired they may be increased like other Mental Merits.
- Becomming a
Thaumaturgist after character creation requires years of dedication to
a tradition, aquiring Status or a Mentor in a specific group.
Once on that path a Thaumaturgist aquires his Merits like other Mental
Merits.
- Vampires & Ghouls
seeking to learn Disciplines require a number of days (for in-clan
disciplines) or weeks (for out-of-clan disciplines). Out-of-clan
disciplines (outside of the three common physical ones) always require
a Mentor and a taste of their instructor's blood (only for the first
dot). Devotions and rituals require months of study or research from a
suitable source.
- Forsaken may only learn
Gifts and switch from Morality to Harmony once they've taken the Oath
of the Moon. Gifts require a Spirit to teach them, but only take an
hour or so to learn. Rites take a number of days under the tulage of a
suitable teacher, roughly equal to the rank of the Rite being learned,
though the Ritual merit is increased like other Mental Merits.
- Increasing Supernatural
Traits such as Blood Potency, Primal Urge and Gnosis don't take time,
only Experience (though Blood Potency will increase naturaly by one
every 50 years, and Gnosis can be increased through Research as per the
book).
New Flaw
- Elderly:
Elderly suffer from the "1s subtract" rule on
all rolls, and may not take 10-agains (if they would otherwise get
9-agains, that is downgraded to 10-agains). Their base move is reduced
by 2.
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