
Characters begin with twenty-five freebie points instead of fifteen.
We will not be using the "Secondary Realms" rule on page 206 of the core book.
The "at Storyteller's discretion" rule for chimerical items on page 288 of the core book is
in effect.
The rule for multiple actions will be taken from third edition Vampire (and other,
later White Wolf games). If a character takes two actions in a round, the pool for the first
one will suffer a -2 dice penalty, and the second will suffer -3. If she takes three actions,
the penalties for each will be -3, -4, -5, and so on for higher numbers of actions.
The rule for botches will be taken from Orpheus. Every die that rolls a 1 subtracts
from the total successes, but the roll is not considered a botch unless there are no
successes and at least a single one. A roll with more ones than successes is simply a
failure.
The Dross background, instead of being for kinain, is the fae society equivalent of
Resources, with the following ratings:
- * - 1 dross/month
- ** - 3 dross/month
- *** - 5 dross/month
- **** - 10 dross/month
- ***** - 20 dross/month
A character may scrounge up, on short notice, her full month's allotment of dross, plus one
additional piece per success scored on a Perception + Kenning roll.
In between time segments, players may rearrange their character sheets, removing dots and
assigning an equivalent amount of XP elsewhere. For convenience, here's the XP value of each
level of various elements:
- Attribute: 1=X, 2=4, 3=8, 4=12, 5=16
- Ability: 1=3, 2=2, 3=4, 4=6, 5=8
- Background: 1=4, 2=3, 3=6, 4=9, 5=12
- Art: 1=7, 2=4, 3=8, 4=12, 5=16
- Realm: 1=5, 2=3, 3=6, 4=9, 5=12
Alternatively, these are the totals required to buy up to a particular level of an
element:
- Attribute: 1=X, 2=4, 3=12, 4=24, 5=40
- Ability: 1=3, 2=5, 3=9, 4=15, 5=23
- Background: 1=4, 2=7, 3=13, 4=22, 5=34
- Art: 1=7, 2=11, 3=19, 4=31, 5=47
- Realm: 1=5, 2=8, 3=14, 4=23, 5=35
As the game proceeds through history, certain abilities will change or disappear. I'll
keep an updated list here of what's been altered with each jump. Unless otherwise noted,
all changes are cumulative, proceeding backwards through time.
- Pre-Shattering: Holdings and Dreamers are not necessary backgrounds for PCs.
The rank of "count" is replaced by "earl." Permanent Banality for all fae is 1. Sidhe gain
an extra dot of Appearance. Pooka may change shape within sight of fae or enchanted
beings. Nockers may fix any broken item without a roll. Sluagh make Perception rolls
at a -4 difficulty.
- 1399: Firearms is eliminated. Archery is widespread. Permanent Banality
for grumps is 3.
- 1480: Firearms is an extremely rare skill. Sailing is recommended for
seafaring characters. Permanent Banality for kinain grumps is 4.
- 1589: Firearms is a relatively rare skill. Archery is common.
Gunnery is necessary for the operation of cannon and other large weapons. Permanent
Banality for wilders is 2.
- 1651: Chimerical death does not confer a permanent point of Banality. The Title
Background is available to PCs. Permanent Banality for kinain wilders is 3.
- 1759: Permanent Banality for grumps is 4, instead of 5. Chronos is available, on a
limited basis, to Scathach.
- 1828: Drive now refers solely to carts, carriages, wagons, and other vehicles drawn
by animals. One level of Academics is required for literacy; two implies a knowledge
of Latin. Ride is a common skill for upper-class individuals; Firearms is
common for upper-class men. Permanent Banality for kinain grumps is 5.
- 1916: Drive (Cars) is rare; Drive is more likely to refer to carts,
carriages, wagons, etc. Computers is eliminated. The Arts of Sovereign and
Chronos are no longer in play. The Holdings Background is available to PCs.