Styx Papers: the Gentle Race

2: What

House Rules

Introduction

News

1: Who

2: What

3: Where

4: When

Links

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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