Tag: House Rules

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  • Changes to Personality Flaws

    Most importantly, Major Personality Flaws are not allowed. From what I've witnessed, it's easy for some players to forget or ignore roleplaying these complicating personalities and problematic to try to enforce such play, so these flaws become nothing …

  • Companion Generation

    h2. Companion Generation Each of your companions are related half-siblings, sons and daughters of magus Emil Ott. All of you will begin with the merit *Strong Faerie Blood* for free, and each of your mothers are fae of a different type (available: …

  • Magus Generation

    h2. Magus Generation Unlike your companions, your magi aren't related unless you arrange them to be. The same Houses are available in 1400 as in 1200. White Wolf added House Ziracah to the Order come the 1300s, but Ziracah will not exist in this …

  • Languages

    *Note:* The following is not a faithful representation of real world linguistic history, and where I do borrow from the real world, it's often simplified. When addressing language for this campaign, I'm balancing real world developments, the potential …

  • Dice Rolling Tweaks

    I like HBO Ars Magica's take on this very much, so I'm adopting it. What the GM says: ------ *1s and 10s* The differences between stressed and unstressed die rolls are confusing and create problems at the table. The most common problem occurs when …

  • Gift and Curse

    h2. Background In 1318, a few newly made hermetic apprentices shedded the social flaw of the Gift. This news spreads quickly, and Bonisagi from Durenmar itself claim these apprentices for themselves so that they may study this miracle. Their …