House Rules

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House Rules

How we apply the Fate System here on Tenebrous Isles


Where Can I Find Fate Info?

 Here at Tenebrous Isles we will be implementing a combination of Fate Core, Fate Accelerated, and Dresden Files RPG/Accelerated rules. Luckily, you can find the Fate books at Evil Hat's site, including DFA (Dresden Fate Accelerated) once it's released publicly.

Is it really all that different?

 Yes, things have changed up a bit. Some skills have been combined and new skills have been added. There are differed rates of XP (Days) gain and when/how you can spend them. Additionally, powers are somewhat different, though some have seemingly stayed almost the same. To make things easier on those coming to our game, we've provided all available powers, stunts, and available info here on our wiki so that even if you don't have the RPG books you can play here.

Why The Fate Combo?

 There are many reasons why we decided to go for the combination of Fate rules we've decided on. The biggest reason is that the standard play rules in the DFRPG system have been improved for enhanced usability, understanding, and balance. We wanted to incorporate a system of play that helped players get a firm hold on the system no matter their level of exposure previously.

Advancement

 It's often the first question asked of any RP site you go to. How do I advance my character? Well, here at Tenebrous Isles you gain XP in the form of Days. Our system is set up with an MMO-style, mathematically calculated, graduated scale of XP gain. You'll gain your earlier days fast, really fast, to the point that you'll be able to build up your new PC very quickly. As you gain more Days on your PC the gain will slow down, making it so that you have to wait longer between milestone achievements.

Eventually, you WILL hit the XP cap of 50 skill points and 20 refresh. And yes, there is an XP cap here. Don't despair though! Once you've hit the XP cap on your PC, you have the option of giving all further gained days on that PC to one of your alternate PCs. This allows you to bring your old PC to a scene where you might need them, or to continue their story, without feeling as though your efforts are being unrewarded. The story of your PC doesn't end when XP gain does, and we fully understand that.

All PCs gain steady days just by being approved, but you can also gain bonus days in the following ways:

  • Running a scene or plot (10 bonus days per scene)
  • Taking part in a scene run by a GM or player (2 bonus days per scene)
  • Receiving +noms (1 bonus day per +nom)

Fate Points?

 Fate points are an integral part of the Fate system, and the Dresdenverse. They can allow you to overcome odds that you would normally not be able to persevere against, and can be given as an incentive for you to to behave in certain ways according to your Character's Aspects.

Fate can be used in the following ways:

  • Buying out of a compel offered to you by a GM or player within a scene. If you elect not to accept a compel based on one of your aspects, you will spend 1 Fate point to do so.
  • Making a declaration regarding the current scene (I.E. 'I found a metal baseball bat!' or 'Oh look! A natural layer of sea salt has accumulated on this patch of sand, which I can scrape up and throw in the face of this naughty spirit!').
  • Creating alterations to the result of a +roll:
  • If an aspect you are invoking on a roll is not really all that applicable, you can only use your Fate point for a reroll.
  • If an aspect you are invoking on a roll is applicable, but only kind-of, you can use your Fate point to either reroll or gain a +1 to the roll.
  • If an aspect you are invoking on a roll is definitely applicable to the situation, you can use your Fate point to either reroll or gain a +2 on the roll.
  • If an aspect you are invoking on a roll is overwhelmingly applicable to the situation, you can use your Fate point to either reroll or gain a +3 on the roll.

Fate can be gained in the following ways:

  • Fate refills naturally at the rate of 1 per week, up to your cap. You can hold only as many Fate points as you have available Refresh, up to a cap of 3 Fate points for Supernaturals and 5 Fate points for Pure Mortals.
  • Fate can be gained by accepting a compel offered to you based on one of your aspects by the GM of a scene or even by another player in the scene. (Please note, all Compels are monitored and during a scene they must be approved by the GM running the scene.)

Fleeting, Sticky, and Lasting?

 Aspects and Consequences now have different time frames attached to them, in the form of Fleeting, Sticky, and Lasting.
Fleeting Consequences or Aspects are something that is gone at the end of a scene.
Sticky Consequences or Aspects can take up to 1 week IRL to recover from, though if the Aspect is overcome sooner, the Sticky Aspect can be removed.
Lasting Consequences or Aspects can take up to 1 month IRL to recover from, though if the Aspect is overcome sooner, the Lasting Aspect can be removed.

The Laws of Magic

 Not all Magic Users belong to the White Council. But the White Council has taken it upon themselves to police all Magic Users. Because of this, there are certain laws that all Mortal Magic Users must pay attention to. Since all PCs are Mortals, this means that using Magic in any of these ways can be a serious problem, one that could make you a good 6 inches shorter from the neck up if the wrong person sees how much you've twisted (spiritually) due to your naughty use of Magic.

The Laws of Magic:

  • Never take a human life (mortal lives are precious and taking them tarnishes the soul visibly)
  • Never transform another (even if they're OK with it, this is a huge no-no because altering someone's body has further reaching consequences than just a change of appearance)
  • Never invade the thoughts of another mortal (the thoughts of others are meant to stay the thoughts of others, not yours)
  • Never enthrall another (enthralling a human goes even beyond reading and pilfering their thoughts into taking control of them)
  • Never reach beyond the borders of life (you cannot bring the dead back to life legally)
  • Never swim against the currents of time (no, you cannot rewind the day for a do-over)
  • Never seek knowledge and power from beyond the Outer Gates (those beyond the gates gain power when they're known or understood. This is a very bad thing)

Power Limits

 While there is an XP cap, there is also the limiter of a powers cap here at TI. Each PC starts out with 8 refresh to spend, which makes it so that they are able to build a full Magical Practitioner template, A True Shapeshifter, or a White Court Vampire (the 3 most expensive starting mantles). From that point, you are only allowed to spend Refresh points up to 14 points of Powers. Yes, this means that even if your Scion's Grand-Parent Power template has 85 Refresh worth of powers, you will only ever be allowed to take 14 Refresh worth of those listed Powers.

Stunts are not considered Powers, and therefore will not add to the total Refresh spent on Powers.

+Votes?

 +Votes are an often used MUSH method of giving a little pat on the back to those you've enjoyed being in a scene with. We do encourage you to +vote for others in your scene as a way to thank them for being involved with you via RP.

+Votes do not contribute to days gained, but they do have an advantage! As Fate refills at a rate of only 1 per week, you can 'sell' your +votes at a rate of 30 votes for 1 Fate point, up to your cap, if you feel the need to gain more Fate points before your natural refill, or a compel, occurs.