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House Rules

EXPERIENCE POINTS: 

  ADVENTURE XP - 5 PER GAME SESSION. This can be spent anywhere   EXPOSURE / PRACTICE XP - 3 PER SEASON. This may be split between applicable sources, but the general rule is that exposure is a lousy way of gaining XP.   STORYTELLER XP POOL: Per game, an additional pool of XP points is nominated based on the characters actions, milestones, and role-playing. It is then up to the players to allocate how those Experience Points are divided among the players.   STUDY XP: As per the book.
 

VIS:

Pawns: Typically Vis is never smaller than a Pawn. To promote magical scarcity, Vis is now divided into tenths. (1/10, 3/10, etc). Therefore it is possible to have less than a pawn of Vis (this is useless in game mechanics), for which you need 10/10 to create a full pawn.   Common Vis: Corpus, Herbem (D4, 4)   Uncommon:  Auram, Aquam, Terram, Intellego, Muto, Pedro, Rego (D6 5-6)   Rare: Creo, Ignem, Vim (D 8 - 8)
 

CONCENTRATION TABLE FOR SPELL-CASTING.

See ArsMagica pg. 82 for distraction list. Failure indicates gaining one Minor Personality Flaw, Botch indicates gaining one Major Personality flaw.   Condition modifiers to an Intelligence + Concentration roll.
Duration Ease Factor Fatigue Level Spend
Instant / Glimpse 0 (Trivial) 0
One Minute (Twenty turns) 3 (Simple) 0
Ten Minutes 6 (Easy) 1
30 Minutes 9 (Average) 2
One Hour 12 (Hard) 3
Three Hours 15 (Very Hard) 4
Twelve Hours 18 (Reaching Human Endurance) 5
Day / Sun 21 (Legendary) 6
  Personality traits: Short attention span -3, Patient +1, Equipment: Use of performance enhancing drugs (+1 to +3), Lab equipment speciality (+1)*, Magic: CrMe Guidelines (+1 to +5), Enchanted Items   *As listed in the Covenants book.
 

Gossip and Rumours

 

Investigating Rumours

  During downtime, you can get news of the outside world and hear from people you know. This does not use up a laboratory action on its own. See rules below for explanation*.   1. Determine your Communication + Intrigue Score. Gossip / Rumours Specialisations apply.   Based on this result, you can speak to X number of people based from this number.   2. Have a conversation or write a letter to the people you want to learn gossip from.   You must know these people, or you must possess the Social Contacts Virtue.   3. Apply additional Virtues.   Gossip & Spy network each allow you to target one person you ask with a question, and the information supplied will always be helpful.    
Example: Bob the Shepherd wants to learn what has been happening around the covenant while he was minding the flock of sheep. He starts asking around the covenant. His Communication + Intrigue Score is 1, so he can ask one person, so he asks Sal the Man.   Sal says that the covenant made friends with some Lizard people. He heard they were dragons, but doesn't know if they can breathe fire or not, but that they probably have wings.   Bob can now decide whether or not to pursue the rumour further, investigating it in game or as a Laboratory action. 
  *Learning rumours from people does not require a roll. However, if you want to investigate the source of a rumour, then you must roll Communication + Intrigue (Rumours / Gossip).    

Adding to a Rumour

  Once you know a rumour, you can choose to add to it, if you so desire.   1. Write up the twist on the Rumour you want to spread, as it would sound to a person repeating the rumour to someone else   2. Roll Communication + Intrigue (Gossip / Rumours).    This is a secret roll. Anyone attempting to investigate the rumour's source must beat your result!   The Gossip Virtue adds +3 attempts to trace the rumour back to you. The Spy Network Virtue makes it impossible to trace a rumour back to you without also possessing Spy Network. There are other ways to make rumours untraceable. BE CREATIVE!

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