Dreams of the Lost
House Rule Compilation
Backstory and Pictures
If you have a character picture and backstory ready for the first game, you will receive an additional 5 bonus points for each (10 bonus points for both) but make an effort to spend them in a way that supports your backstory if you can.
Bonus Starting BP
If you want to earn some extra BP for character creation, see the rules for bonus starting BP to find out more.
All Exalts have free access to all their Charms and can use any Charm provided they follow the standard Combo rules:
Reflexive Charms can be used at any time to augment any action
Supplemental Charms can be used at any time to augment any action
Simple Charms can be combined with any number of Reflexive or Supplemental Charms and with one Extra Action (Simple) Charm
When an Extra Action Charm is used with a Simple Charm, the Simple Charm must be paid for with every Extra Action
Extra Actions must all be augmented with the same Supplemental Charm
Charms that are Combo-OK or Reflexive can be used at any time
Charms that are Combo-Basic can only be paired with Reflexive Charms
Terrestrial (Ability) Reinforcement
When a Dragon-Blooded activates this Charm, the subjects receive the benefit of this Charm for every Ability the Dragon-Blooded has purchased Terrestrial (Ability) Reinforcement for.
Exalts that have an Excellency in the Abilities targeted by this Charm can choose to have an alternate benefit instead of receiving an increased Ability score rating. For every mote spent the benefactor can instead choose to receive a one mote discount on his Excellencies. For example, if a Dragon-Blooded activates this Charm targeting Martial Arts with an Ability rating of 4 by paying 2 motes (+1 mote for the subject) and targets another Dragon-Blooded who also has a Martial Arts of 4, the targeted Dragon-Blooded can instead choose to receive a 2 mote discount on all Excellencies for the scene. Upon being targeted by an activation of this Charm, the subject must choose whether or not to receive the Excellency discount or the Ability rating increase for the remainder of the Scene.
New Intimacy Rules
New rules or Intimacies may be found here.
|Attribute||Rating x 4||Essence||Rating x 8|
|Ability||Rating x 2||Favored Ability||(Rating x 2) - 1|
|New Ability||3||Favored New Ability||3|
|Specialty||3||Favored Ability Specialty||3|
|Virtue||Rating x 2||Willpower||Rating x 2|
|Charm/Spell||3||Favored Ability Charm/Spell||2|
|Celestial Charms||4||Favored Celestial Charms||3|
If your character is subject to a Training effect that sends you into experience point debt, you’re required to spend at least 2xp each Session until the experience debt is paid off. Your character cannot go into further experience point debt until the previous debt is paid off.
For the PCs, Training Charms grant them the ability to learn things mid-game. Mortals do not track experience point debt.
If you’re interested in a little something extra, check out the Campaign Extras page.
Like modifiers/bonuses do not stack. You cannot have two Hearthstones that each give you +2 Survival for a total of +4 dice, for example. If you have multiple bonuses from a similar type of item, only the highest bonus applies. For purposes of modifiers, both dice and successes are not considered separate. Bonus types include:
- Charms (unless the Charm specifically says otherwise)
Keep in mind there are some exceptions to this rule, such as multiple aids assisting with Artifact crafting, but these are specifically outlined in the book. If relevant, typically 1 success is considered to be 2 dice.
- 1 die stunt – 2 dice on rolled actions or increase a static value (like DV) by 1
- No additional resources recovered
- 2 die stunts – 2 dice and one success on rolled actions or increase a static value by 2
- Recover 1wp
- 3 die stunts – 2 dice and two successes on rolled actions or increase a static value by 3
- Recover 2wp, can take you over your normal maximum wp
Motes spent on spells are no longer powered by the Sorcerers Essence pool. Instead, the Sorcerer must take the “Shape Sorcery” action (Miscellaneous Speed 5) to draw ambient motes with which to cast a spell.
The Sorcerer declares the spell to be cast and rolls (Intelligence + Occult). Each successes gathers 1 sorcerous mote (sm) to the casting of the spell. If the Sorcerer has enough sorerous motes to cast the spell, it is cast reflexively. Otherwise the sorcerer continues gathering sorcerous motes.
The Sorcerer can pause the shape sorcery action to do something else, but each action the sorcerer foregoes the shape sorcery action she loses 3 sorcerous motes.