House Rules
Rules Under Consideration
- Steve Huntsberry's Combat Rules
(Updated on 22 November 1999)
Accepted House Rules
- Faerie Sight allows seeing illusions and faerie things,
and through Faerie regio.
- Second Sight allows seeing spirits, demons and ghosts,
and through magic regio.
- Certamen and Penetration Abilities and Knacks count
double when added to an Arts total.
- Cyclic Magic can be taken multiple times, at the SG's
discretion. The bonus lasts for the entire 'upside' of the cycle.
The worst cyclic modifier applies to lab work - if you want CM to
affect your lab totals, take a yearly cycle bounded on a season.
- Strong Faerie Blood only provides one Faerie Virtue at
one point less than normal. It costs one point more than the
corresponding Faerie Blood package. (Strong) Faerie Blood does not
allow a character to have more than 10 virtue or flaw points, but
it does allow Faerie Virtues, which other characters cannot take.
It does not allow Faerie Powers, which only Faerie Companions may
have. The +3 bonus substitutes for the Faerie Blood +1, and does
not add to it.
- Characters may not have more than 10 virtue points,
even if these are balanced by flaw points, and even if multiple
flaw points are accepted per virtue. Similarly, character may not
take more than 10 flaw points.
- Affinities with Spontaneous or Formulaic Magic have
been voted down.
- Expensive armor weighs only 1/2 the listed weight.
Knights get no special bonuses, although the group may later
decide to create a virtue (or skill?) to represent the ability to
more easily wear armor.
- All applicable Affinities, Knacks, Abilities and
situational bonuses and penalties stack. For example, a magus
with Verditius Magic, Alchemy, Herbalism, Affinity with Corpus and
Inventive Genius gets to add all ability and bonuses to the lab
total.
- Confirmation that it *is* possible to botch with Charmed
Life - just difficult.
- Normal AM4 invention rules shall be used.
Experimentation rules may or may not be revisited.
- Well-Travelled adds its bonus only to Area Lores,
Languages and Legend Lore knowledges that a) apply to the region
covered, and b) have at least one ep invested in them. The bonus
does not apply to a skill defaulted to at a penalty, such as using
a similar language to substitute for one not known. A region shall
not be greater in extent than a Tribunal.
- Good Contacts (by whatever name) applies to a single
social circle, whose nature, size and geographical extent shall
depend on the social circle specified. Thus, contacts with the
'upper nobility' will likely extend to many of the great houses
across Europe (but their vassals and servants might not know you)
whereas contacts in the Venetian underworld will help with all
sorts of shady types in Venice, and maybe provide one or two
similar contacts in Florence and Genoa, but will not apply to all
underworld figures anywhere.
- Personal Magic (-6 Flaw) halves all totals associated with
magic not involving a personal range. This is not a House Rule but
a clarification of a poorly written rule.
- Faerie Magic spells are also not permitted, even for
Merinita characters. (However, a character can obviously use a
Faerie Magic spell as inspiration for - later in the saga -
inventing a spell that conforms to normal Hermetic guidelines.)
- No PC shall begin play with a spell not explicitly
listed in one of the permitted supplements. A spell guideline
is not a spell for this purpose, even if the construction of the
spell from the guideline seems straightforward. General spells may
be taken at any level desired, subject to the usual restrictions
for spell selection. No parameter of any spell may be modified,
even if so doing seems straightforward.
- Keen Vision is played precisely as written in AM4.
- Faerie Magic +1 (Hermetic) acts as Magical Affinity
with Faerie.
- Noncombatant -2 (Magi) has all the limitations of
Noncombatant -3 (Companions), plus you are also at a -3 to all
magic in combat, as defined by the Storyguide at the time.
Return to Mercury Rising.