Thread: House Rules
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Old 04-02-2006, 04:55 PM   #9
Magicwillnz
 
Join Date: Feb 2006
Default Re: House Rules

Critical Successes & Failures: Rolling 2 ones on the success die allow characters to add d6 to their check digit. Rolling a 6 on this die means you can add another d6 to the Check digit, and so forth until the player stops rolling 6's. Rolling two 6's are critical failures and the player must add d6 to a failing CD. As a rule of thumb, critical successes and failures are never quite as good or bad as interventions.

Song Mechanics: Characters can prepare songs after spending an hour singing it. That means the character can put the song "on hold" until he needs it. When he does cast it, success is automatic unless there is a critical failure or intervention. The drawback is that using any other song before casting the prepared song ruins it and wastes the essence.

When a character fails a song, they can either choose to keep the essence and not be able to perform the song for CD hours, or lose the essence and retry immediately. The explanation is that with failed songs it is possible to retain onto the essence before it is lost to the symphony, but the essence has been perverted with the failed song and it's presence inside someone's soul keeps them from using that song for a time.
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