Rules and Creation Notes
This document lists the optional rules in use in this game, as well as notes on skills and other abilities that will be useful to players.
Rules
Spell Casters
- All Essence casters are either Catalyst, Nomenists or Somaticists. Note that a Somaticist is for practical purposes a Spell Law caster.
- The new skills from Essence companion will be used.
- Concentration from Mentalism Companion will be used. (Mental Assualt/Defense will not)
- Elementalists are allowed.
- To be an Arcane caster it will cost 10 talent points (1 background option).
Martial Arts
- Basic Weapon and Martial Art Styles are Everyman, and the Advanced versions are not restricted (Normal).
- It is assumed people with formal weapon training will have some style.
- Some form of non-leathal combat will be useful.
- ATs 5-8 recieve +10 DB, 9-12 get +20, 13-16 get +30, and AT17-20 receive +40DB.
Recommended Skills
- Although most of the game is set primarily in the city, some outdoor abilities may be useful.
- Swimming could be helpful, although not necessary.
- At least one person should be able to use a boat.
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Revision 1.1 2003/11/23 00:08:55 nash
Added Rules page