General Sidereal Houserules

From Gameresource

[edit] Adjusting Abilities

This is a minor gripe of mine so I ask the players pardon to bear with me while I adjust this.
The Sidereal ability spread for this game (and any other game I run for that matter) will be as follows:
Journeys: Athletics Ride Sail Survival Thrown
Serenity: Crafts Dodge Linguistics Performance Socialize
Battles: Archery Melee Presence Resistance War
Secrets: Investigation Larceny Lore Occult Stealth
Endings: Awareness Bureaucracy Integrity Martial Arts Medicine
Appropriate Constellation associations forthcoming


[edit] Custom Charms

A Sidereal Exalt MAY make Custom charms, but they may only make them in clusters ending in a Prayer Strip. This is largely an out of character process; the Sidereal does not need to have the Essence requirement for the Prayer Strip to make the final Charm in the cluster--but he will wind up there eventually, as the Maidens guide him on that path.
This negates the distinction between MA Charms and normal Charms, though I think 2e did away with that anyway.
Martial Arts will now have an expanded dice adder cap of Martial Arts + Essence. This applies for dice adding and success adding, though 3rd Excellency works as normal. Any other Charms that contribute towards a dice adding cap (such as Water Dragon Form) are limited by this number.
The ONLY exception to the Charm cluster rule are Charms branching off of Fate-Touched Hero Style (see the main link for this page).


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