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Campaign:Warriors of Light
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==HOUSERULES== ====GENERAL==== * Essence is benchmark and can't be purchased with BP or XP. * Weapons/armor are complicated; go mundane at chargen if you need them. I promise I won't throw deathlords at you immediately. * Ask me about any Merits/Flaws you take; for the most part they're ok but things that will mess up the entire party may get shot down. * Sorcery Initiation: 3 spells of your choice when you initiate, record your sorcery sacrifice somewhere visible on your sheet. * Your Stamina adds a number of -1/-2 health levels equal to your rating in it (IE: Sta 4 means you get two -1 health levels and two -2 health levels). * Training Times are severely cut: Divide all training times by 4. * Combos: You can make an unlimited combo of (essence +1) charms by spending a WP on your action and spending the motes as normal. Longer combos require constructing an actual combo. * On that note, you get two free combos at chargen. Adding charms to a combo after it's made costs (ability requirement) XP. * We're using ALL Glories Eratta and it's awesome and cool. * Raising your highest virtues also raises your WP, but raising those virtues costs (rating * 4) XP. * Raising a virtue that doesn't affect anything else (for example, a lunar or DB raising their lowest virtue) costs (rating * 1) xp. ====SOLARS==== * I dunno lol ====LUNARS==== * Charms are 8xp, 10 if unfavored. * Lunars start with Survival 3 for free. * Solar Bond is free. ** Relatedly, if using an Excellency to take an action in defense of/which will benefit the Solar in question, dicecap raises to (Attribute+Solar Bond). ====SIDS==== * Sidereal Excellencies have a dice cap of Essence+(college of ability the excellency is tied to). * Charms are 8xp, 10 if unfavored. * TMAs and CMAs cost 6xp/8xp per charm, SMAs remain 10xp per charm if favored, otherwise prices are 8/10/12 respectively. * Sidereal Ox-Body: 2 -0 Health levels. * Standard difficulty of Prayer Rolls for Astrology effects is 4, every 2 dice over the difficulty grant you 1 effect die. * A Sidereal may make Resplendent Destinies for other Sidereals in their circle, if they name the sidereal as the beneficiary and the sidereal to receive it cosigns.
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