House Rules: Difference between revisions
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==Villains== | |||
===New Villain Ability: Commander=== | |||
During an Action Sequence, spend a Raise to have an allied Brute Squad of at least Strength 3 attack or apply Pressure on your orders. They do Wounds equal to your Warfare skill. A Brute Squad can receive one order a round. | |||
===New Villain Type: Henchman=== | |||
Henchmen are a special type of Villain; they have a Strength but no Influence, and they are rendered Helpless after a single Dramatic Wound. | |||
When multiple similar Henchmen of the same Strength are present in a scene, the Game Master can choose to roll once for them as a group, assigning each Henchman the same number of raises. If the Game Master wishes to spend Danger Points to increase the Henchmen's pool, she must spend one Danger Point per Henchman. | |||
Recruiting Henchmen costs 1 influence per 10 Strength. | |||
==Languages== | ==Languages== | ||
Characters begin with a number of languages equal to their Wits. The Linguist grants two additional languages and can be purchased multiple times. Characters cannot read unless they have the Scholarship skill; the first rank in Scholarship grants the character literacy. The second rank in Scholarship grants the character the Old Thean language, if she does not already have it. | Characters begin with a number of languages equal to their Wits. The Linguist advantage grants two additional languages and can be purchased multiple times. Characters cannot read unless they have the Scholarship skill; the first rank in Scholarship grants the character literacy. The second rank in Scholarship grants the character the Old Thean language, if she does not already have it. | ||
==Opportunities in Combat== | |||
By default, creating an Opportunity in an Action Sequence will yield a benefit of around 3 Raises for whoever takes the opportunity. Circumstances may adjust this up or down. | |||
==New Advantages== | ==New Advantages== | ||
===Surgeon=== | ===Surgeon=== | ||
(2 Points) | :''(2 Points)'' | ||
You are a doctor who can heal Dramatic Wounds outside of action sequences without requiring the expenditure of Wealth. Surgery is a Scholarship Risk that will heal a single Dramatic Wound. Depending on the circumstances, there may be Opportunities to heal additional Dramatic Wounds as well as Consequences to avoid. | You are a doctor who can heal Dramatic Wounds outside of action sequences without requiring the expenditure of Wealth. Surgery is a Scholarship Risk that will heal a single Dramatic Wound. Depending on the circumstances, there may be Opportunities to heal additional Dramatic Wounds as well as Consequences to avoid. | ||
===Expert Scholar=== | ===Expert Scholar=== | ||
(2 Points) | :''(2 Points)'' | ||
You have special training in a single area of knowledge, and receive +1 Bonus Die in Scholarship Risks involving that area. Characters with Expert Scholar may have access to Opportunities or Risks other characters would not be able to undertake. | You have special training in a single area of knowledge, and receive +1 Bonus Die in Scholarship Risks involving that area. Characters with Expert Scholar may have access to Opportunities or Risks other characters would not be able to undertake. | ||
| Line 30: | Line 46: | ||
===Expert Tactician=== | ===Expert Tactician=== | ||
(2 Points) | :''(2 Points)'' | ||
You have experience or training in command, and receive a +1 Bonus Die to Warfare Risks involving your area of expertise. Areas of expertise include Naval Tactics, Siege Tactics, Army Tactics, and Guerilla Tactics. | You have experience or training in command, and receive a +1 Bonus Die to Warfare Risks involving your area of expertise. Areas of expertise include Naval Tactics, Siege Tactics, Army Tactics, and Guerilla Tactics. | ||
Latest revision as of 07:59, 30 May 2017
Villains
New Villain Ability: Commander
During an Action Sequence, spend a Raise to have an allied Brute Squad of at least Strength 3 attack or apply Pressure on your orders. They do Wounds equal to your Warfare skill. A Brute Squad can receive one order a round.
New Villain Type: Henchman
Henchmen are a special type of Villain; they have a Strength but no Influence, and they are rendered Helpless after a single Dramatic Wound.
When multiple similar Henchmen of the same Strength are present in a scene, the Game Master can choose to roll once for them as a group, assigning each Henchman the same number of raises. If the Game Master wishes to spend Danger Points to increase the Henchmen's pool, she must spend one Danger Point per Henchman.
Recruiting Henchmen costs 1 influence per 10 Strength.
Languages
Characters begin with a number of languages equal to their Wits. The Linguist advantage grants two additional languages and can be purchased multiple times. Characters cannot read unless they have the Scholarship skill; the first rank in Scholarship grants the character literacy. The second rank in Scholarship grants the character the Old Thean language, if she does not already have it.
Opportunities in Combat
By default, creating an Opportunity in an Action Sequence will yield a benefit of around 3 Raises for whoever takes the opportunity. Circumstances may adjust this up or down.
New Advantages
Surgeon
- (2 Points)
You are a doctor who can heal Dramatic Wounds outside of action sequences without requiring the expenditure of Wealth. Surgery is a Scholarship Risk that will heal a single Dramatic Wound. Depending on the circumstances, there may be Opportunities to heal additional Dramatic Wounds as well as Consequences to avoid.
Expert Scholar
- (2 Points)
You have special training in a single area of knowledge, and receive +1 Bonus Die in Scholarship Risks involving that area. Characters with Expert Scholar may have access to Opportunities or Risks other characters would not be able to undertake.
Example areas of expertise include:
- Lawyer: You have studied law and have expertise researching and understanding legal theory.
- Naturalist: You have made a categorical study of the natural world and have expertise identifying and understanding plants and animals.
- Natural Philosopher: You have studied physics and chemistry and have expertise observing and identifying natural phenomena.
- Physician: You are trained as a physician and have expertise identifying and treating wounds and disease.
- Theologian: You have been trained in Church lore and have expertise researching and understanding Church history and beliefs.
Other areas of expertise could include mathematics, a Nation's history, or specific sciences.
Expert Tactician
- (2 Points)
You have experience or training in command, and receive a +1 Bonus Die to Warfare Risks involving your area of expertise. Areas of expertise include Naval Tactics, Siege Tactics, Army Tactics, and Guerilla Tactics.