Experience & Drama Dice: Unlike in the core book as written, you do not gain experience for unspent drama dice at the end of a session. Instead, each time you earn a drama die during play, you also earn an extra experience point. The intent behind this change is to encourage players to take more chances by removing the hoarding incentive that is created by the original rule. Since your starting drama dice no longer give you experience, there’s no reason not to use them to try and succeed – or succeed more dramatically. It also encourages people to take risks they might not otherwise take by giving incentive in the form of extra drama dice (which do give experience) for taking particularly appropriate (or amusing) actions.
We are using some of the detailed reputation rules from the Noblesse Oblige e-book. This also changes the Scoundrel, Citation, and Scarovese advantages.
Acquiring Advantages Post Character Creation
- The first basic rule is purchasing Advantages costs 3 XP per 1 HP of cost.
- Caveat: Under certain circumstances, the GM may give you an advantage without cost. Sometimes this is a gift. Sometimes it’s a potential anchor. Often it means the model may have personality quirks. Be aware…
- The second basic rule is “If it hasn’t come up yet for you in game, you can still buy it.” This immediately eliminates most (but not all) physical advantages, as their effects are usually immediate and constant. Large is an excellent example. This also eliminates Natural Aptitude for any knack you’ve already made a skill roll for. Exceptions to this rule are called out below and tend to fall into broad categories. However, it does mean some advantages can be purchased at any time – an example of this would be Legendary Trait.
- Caveat: There may well be ways in game to gain physical advantages you don’t possess at game start. However, acquiring them in this fashion often has … side effects. Be warned.
- Languages (and Literacy in same) can be acquired so long as a reasonable effort is made to seek out someone to teach you. For a simple rule of thumb, 1 week per hero point the language would cost is how long you need to spend ‘practicing’ before you can spend the XP and buy the new language. Linguist reduces this time by one week. Someone with the training knack (under the teacher skill) who knows the language in question can make a Wits + Training test against a TN equal to 5 + [5 * (7-Student’s Wits)] each week. If successful, the week counts double for purposes of learning time.
- Personnel Advantages can be acquired with experience as long as one is in a place where the kind of people one wants to hire are available. The more specific one’s needs however, the more likely I am to involve some amount of RP in the process.
- Item & Location Advantages must be acquired via in game actions. Generally speaking, this is not done with experience points, but with money and/or roleplaying.
Academy, University and Castillian Education: These advantages have been expanded to make them useful beyond character creation. In particular:
- Academy – Purchasing a Martial Skill with experience points costs 7 xp rather than 10 xp if you have the Academy advantage. If, for some reason, your Martial skills cost more or less than 10 to purchase (as is the case for certain regional backgrounds); then Academy applies a 3 experience point discount to the end cost, but cannot reduce the cost of purchasing a Martial skill below 3 xp total.
- University – Purchasing a Civil Skill with experience points costs 7 xp rather than 10 xp if you have the University advantage. If, for some reason, your Civil skills cost more or less than 10 to purchase (as is the case for certain regional backgrounds); then University applies a 3 experience point discount to the end cost, but cannot reduce the cost of purchasing a Civil skill below 3 xp total.
- Castillian Education – Purchasing an Advanced Civil Knack with experience points costs one less experience than normal, changing the cost from (2* new rank) to (2* new rank)-1.
- Cathay, Jewel of the East is off limits with the exception of a small number of civil knacks. Ask if you are uncertain.
- Crescent Empire – Requires GM permission to use any material from this book.
- Natural Aptitude Advantage – Depends on the knack you want to use it on. I generally disapprove of it with damage-causing knacks; ask first.
- Midnight Archipelago/Isles of Gold – Nol and Carl Sorcery must be discussed with the GM, and you’re going to need a really convincing argument for me to say yes to Carl Sorcery.
- Expunged Sorceries (El Fuego Adentro and Zerstorung): Convince me first. Even if I say yes, you cannot take Zerstorung and (any version of the Dracheneisen Advantage OR the Dracheneisen heir Background).
- Revenant Combat Schools: I need to see the school description, curriculum, knacks and rank abilities. These schools will be accepted or denied on a case by case basis.