House Rules
Insanity
We will be using these following rules from Unhinge the Mind supplement:
•Each time you rest in a secure location (such as a town or city), you can choose to make a Will Challenge Roll with 1 Bane. On a success, you reduce your insanity score by 1. On a failure, you gain 1 insanity point.
•Cure spell does not automatically reduce insanity. It now requires a will challenge roll.
•You can use the Core book or Frayed Ends for Quirks.
Corruption
We will be using these following rules from the Price of Evil supplement:
•Corruption Effects Table (page 5)
•Mark of Darkness Severity Tables (pages 5-7)
•Corruption Reduction by doing good deeds will only be for those with a corruption score of 3 or less.
• Corruption cannot be gain based on personal actions. It's only gained through exposure to evil or dark magic.
Battle Scars
We will be using the following rules from the Battle Scars supplement:
•Whenever you become Injured or Incapacitated as a result of damage, roll a d20+half group level. 10+ means no additional effect.
Learning Traditions and Spells
You must have access to a teacher or some sort of material to learn any given tradition or spell. Think about what kinds of traditions and spells you may want to learn, and keep an eye out for incantations, books, or other sources of knowledge, or befriend an NPC which could grant you access.
Altered Health
All expert and master paths which do not gain Power will have their health gain increased by 1.
Fortune and Flaws
You have at least one major flaw in your personality. It’s ok, we all do. Try to think of a personality flaw that is you. You can select one from the following list, or use the list to help create your own. If you honestly can't think of one, then ask your significant other or a sibling, I guarantee they'll know one. Probably more.
During play, you can announce you are using your flaw to Escalate a situation, making the situation worse or more complicated for you. If you do so, you either gain fortune or a benefit specific to the scene.
When someone else announces their flaw, you can Lean In, using your own flaw to complicate matters further. If you do so, you gain fortune. The use of your flaws must make sense in regards to the story. This could end up with you being on the other side than your allies; and that is ok. Good drama makes for a good story.
Fortune
When you have Fortune, you can spend it in the following ways:
• Turn your failed roll into a success
• Grant an ally 2 boons
• Grant an enemy 2 banes
• Change the Narrative to your benefit
• Prevent an instance of instant death
• End Madness early
• Remove one affliction (frightened, diseased, stunned, etc)
• Change any d6 result into a 1 or 6
Rolling 0 or less on a d20
If you roll 0 or less in a d20 roll, you gain fortune if you do not already have it. You do not gain this fortune until the results of this roll is resolved.
Success at a Cost
If you're out of Fortune, you can still turn a failed roll into a success. But this will come with a cost. The cost will be determined based on the story and the current scene. Suggestions welcome!