Tag: rules

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  • Noble Obligations

    The benefits of nobility are not without corresponding obligations. A noble of the Empire must be loyal to the Empire, the Emperor and their liege lord. They must keep and support the law and never support disorder or treason. They are expected …

  • Living Costs

    Life is not free in the Old World, even if many lives are held cheaply. A reminder that one gold crown, or 'karl' in common parlance (referring to the Emperor's head on the coin) is worth 100 silver shillings and since one shilling is worth 25 brass …

  • Magical Sight

    Magical Sight sees the [[Winds of Magic]] superimposed over the normal world seen by the viewer. It is subject to all the restrictions of normal sight, walls and fog for example hinder the ability to see its manifestations, except for darkness. In …

  • Social Combat - Duel of Wits

    Duels of Wits are not used for simple questions but for significant outcomes what, while not a melee, deserve as much attention as a combat. There is a “question” or “position” each side favours and tries to support to the exclusion of the other side’s …

  • Winds of Magic

    Teclis taught the Colleges of Magic how to [[Magical Sight | see]] and use the eight winds of magic. *Aqshy: the Red Wind* Aqshy fuses physical and emotional ideas of heat. Aqshy is attracted to open flames, volcanoes and dry places and to …

  • Common Rule and Houserule Reminders

    Asterix marks a houserule *Added Homebrew Action Cards:* all PCs get a free Subdue basic melee action card representing attacking with intent to disable not kill. A foe who falls to any other attack is likely dead. There is an Improved Subdue action …

  • Spell Casting and Blessing Invocation

    Spell casting requires words, gestures and the appropriate mental state. The written form of a spell looks like complex musical notation as it conveys all these elements. Spell casting cannot be done covertly unless the specific spell notes it. …

  • Declaring and Roleplaying Action and Skill Use

    If an Action is taken or Skill used and the Player does not name it or describe what that looks like, incorporating the name of Action or Skill, then that Action or Skill will gain an automatic Chaos Star to its outcome pool. The GM must know what …

  • Divine Disfavour

    An initiate of a god who violates their faith's strictures finds it more difficult to curry their god's favour. In minor cases, this consists of misfortune dice applied to Curry Favour checks until such time as the breach is expiated. Expiation is …

  • Fortune Point Houserule

    h4. Gaining Fortune Points Fortune Points are gained as follows instead of "at start of session play". Each start of Episode/Act 1, Players all have One Fortune Point (if they had none they get one, if they had more than one they automatically lose …

  • Restrictive Action Card Traits

    These traits reflect specific cultural and organizational backgrounds, techniques and attitudes. An action card with such a trait cannot be taken unless the relevant qualifications are met. Ancestor – Dwarf racial career reflecting the Ancestor- …

  • Travel Fatigue and Stress

    Travel Fatigue represents weariness beyond being out of breath. It is the ache of days on the road, in the saddle or in an uncomfortable coach seat. A single night is often not enough to recover from this ache and a simple "catching my breath" is …

  • Performing Arts

    Singing, dancing and other entertaining activity is done using different skills depending on which sort of performing art is a question. Acting is a _Guile_ check Playing an Instrument is _Coordination_ Singing is a _Charm_ check Story-Telling is a …

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