Difference between revisions of "House Rules: Mortal+"

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# A psychic with one ability is known by that ability. e.g. a "Telepath" may not possess any other psychic powers, but will have the opportunity to explore the possibility of a sixth dot in that power.
 
# A psychic with one ability is known by that ability. e.g. a "Telepath" may not possess any other psychic powers, but will have the opportunity to explore the possibility of a sixth dot in that power.
# Psychics may not possess more than five different psychic powers, and only one of these may be raised to 5.  Only one additional may be raised to 4. The remainder may not go above 3.  Individuals looking to further develop themselves are encouraged to consider discussing Awakening with [[The Undisputed Truth]], instead. (Or perhaps retiring the character as that's a LOT of xp and it may be time.)
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# Psychics may not possess more than five different psychic powers, and only one of these may be raised to 5.  Only one additional may be raised to 4. The remainder may not go above 3.  Individuals looking to further develop themselves are encouraged to consider discussing Awakening as a mage, instead. (Or perhaps retiring the character as that's a LOT of xp and it may be time.)
# Gifted (a Psychic with many abilities that share a common theme) may have as many abilities as they can justify to [[The Supremes]] but none may go above 4.  They must start play with at least 1 dot in every ability they will develop throughout play, and may not learn new abilities. e.g. A 'Sensitive' might have psychometry, telepathy, empathy, cyberpathy, precog, and/or clairvoyance, but not Psychic Healing or Pyrokinesis as these two not fit the theme.
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# Gifted (a Psychic with many abilities that share a common theme) may have as many abilities as they can justify to [[The Supremes]] but none may go above 4.  They must start play with at least 1 dot in every ability they will develop throughout play, and may not learn new abilities. e.g. A 'Sensitive' might have psychometry, telepathy, empathy, cyberpathy, precog, and/or clairvoyance, but not Psychic Healing or Pyrokinesis as these two do not fit the theme.
 
 
  
 
=Sorcerers=
 
=Sorcerers=

Latest revision as of 14:12, 10 January 2016

Mortal+ house rules are a work in progress. Your wiz is new to Sorcerer: Revised and will need to be figuring this out as problems arise. Apologies for any surprises that come along after the fact.

Psychics

These are rules pertaining to Psychics.

Ability Limits

Psychics are subject to a limit on the number of abilities they may possess, they must adhere to one of the following scenarios.

  1. A psychic with one ability is known by that ability. e.g. a "Telepath" may not possess any other psychic powers, but will have the opportunity to explore the possibility of a sixth dot in that power.
  2. Psychics may not possess more than five different psychic powers, and only one of these may be raised to 5. Only one additional may be raised to 4. The remainder may not go above 3. Individuals looking to further develop themselves are encouraged to consider discussing Awakening as a mage, instead. (Or perhaps retiring the character as that's a LOT of xp and it may be time.)
  3. Gifted (a Psychic with many abilities that share a common theme) may have as many abilities as they can justify to The Supremes but none may go above 4. They must start play with at least 1 dot in every ability they will develop throughout play, and may not learn new abilities. e.g. A 'Sensitive' might have psychometry, telepathy, empathy, cyberpathy, precog, and/or clairvoyance, but not Psychic Healing or Pyrokinesis as these two do not fit the theme.

Sorcerers

These are rules pertaining to Sorcerers.

Rituals

Sorcerers start play with 1 ritual per dot they have in a path. No ritual may be taken that exceeds a prior known ritual by more than one step. For example: A sorcerer with five dots in a path may start with a ritual that performs a 1st dot effect, one that performs a 2nd dot effect, one 3rd, one 4th, and one 5th. Or they may possess one 1st, one 2nd, one 3rd, and two 4ths, or five 1sts. They may NOT possess three 1sts, a 2nd, and a 4th, however - the 4th would require them to have a 3rd known to them. We walk before we skip.

True Faith

These are rules pertaining to the Faithful.