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Old 03-16-2017, 03:54 PM
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Arbiters of a New Age

House Rules:
1. The IN-GAME cooldown on channeling is now 5x as long as you channeled for IN-GAME, but this resets upon death and respawn. A hero point will remove 20% of the remaining cooldown or an hour, whichever is more. Times will be approximated to the nearest hour, rounded up. It now costs a hero point to begin channeling. Every day spent channeling (past the first, which is 'free') costs a Hero Point. A Fortitude affliction (DC 28+days channeled, Incapacitated (2 DoF), Dying (3DoF), Dead (4 DoF)) will need to be resisted, starting after 4 days of continuous channeling, using the non-channeled Fortitude defense, upon exiting Channeling.
2. Any items looted, found, bought, gifted, or stolen DO NOT COST equipment points or power points. I always felt it was stupid to make the player pay to keep items for more than a scene. This does not apply to items crafted with Artificer or Inventor.
3. A critical (i.e. nat 20) on a non-attack roll gives you a +5 bonus (1 more degree of success). A nat 1 will give you 1 more degree of failure.
4. One Hero point allows you to re-roll any die roll, and take the better of the two rolls. On a result of 1 through 10 on the second roll, add 10 to the result, an 11 or higher remains as-is (so the re-roll is always a result of 11-20). You can spend a HP to improve a roll before the GM announces the outcome. You can reroll other players' rolls with their consent, but your character has to be in the same scene and general location. You can reroll rolls I make for a HP, but keep in mind this can only improve a roll.
5. Spending a HP will allow you to reduce the tier of condition by one (4 to 3, 3 to 2, 2 to 1, 1 to 0). Stunned goes to dazed. The adjusted condition is chosen by the GM.
6. Advantages which allow you to trade off traits in combat (such as Defensive attack) stack, and you can use as many as you wish at once.
7. Chokehold has 1.5sqrt(((Stamina+Fortitude)/2)^2+1)+0.99 0=2, 1=3, 2=4, 3=6, 4=7, 5=9, 6=10, 7=12, 8=13, 9=15, 10=16, 11=18, 12=19, 13=21, 14=22, 15=24, 16=25, 17=27, 18=28, 19=30, 20=31.rounds (final value rounded to nearest, only for values of 0 or greater) until somebody begins suffocating, instead of 10+2xStamina rank
8. If you should somehow run out of Hero Points (which is unlikely, I plan to keep doling them out), you can temporarily substitute a Power point*, taken from anywhere** in your build and restored as soon as you earn another HP. *only works for resurrection **excluding weapons and items.
9. After every chapter (starting at the end of 6), players' HP is halved (rounded up) and has 4 added (22 ->11+4 -> 15, 10->5+4=9, etc)
10. Bullet Immunity applies to bullets with Damage 9 or less. If the bullets are AP (Penetrating) it's reduced to Damage 4. Bullets with damage more than 9 have 4 damage ranks removed. Penetrating bullets (of more than damage 4) have only 2 damage ranks removed. Penalties don't stack.
11. Add half your weight rank to Slam damage.
12. When rerolling an attack check, it is not critical if the result was 10 or below, even if the +10 from being a HP reroll places it within critical/improved crit range.
13. Flight/run/swim speed is halved for every 1/4 of max load you take over your normal 'max load' as determined by your strength rank, up to 3x the max weight. If you carry more than 3x your 'max load' as determined by strength, you are considered to be unable to move with the object at all. Kringle can fly at around 200 mph normally. He can carry up to 400 pounds while flying at full speed (205 mph, 900 f/action). If he carries between 400-500 lbs, he travels at 100 mph (450 f/action). If he carries between 500-600 lbs, he travels at 50 mph (225 f/action). 600-700 lbs, 25 mph (110 f/a). 700-800 lbs, 12 mph (55 f/a). 800-900 lbs, 6 mph (25 f/a). 900-1k lbs, 3 mph (12 f/a). 1k-1.1k, 1.5 mph (6 f/a) 1.1-1.2k, 0.75 mph, 3 f/a.Example
14.
 

15. Shrinking decreases your weight as it decreases your size (so by 1 every four ranks, instead of the 1:1 increase Growth has)
16. Extra Effort can be used to make rerolls. But no shenanigans to get out of the Fatigue brought about by Extra Effort without using a hero point to recover.
17. This rule does not apply to portals between Arbiters, between Arbiters and Heaven/Hell, or portals from Arbiters down to Earth. If an NPC is going to open a portal anyway and you want to hitch a ride, it's free. If the NPC is not about to open a portal for their own reasons and you request it, it costs 1 hero point. I.E., Wraith going through Orrin's portal to extract from Switzerland would have been free, because Orrin needed to use that portal as well. But if Sapph wants to go upstairs and she goes to Azath as he's going about his usual routine, that's a hero point, even though Azath is the one opening the portal. The daily noon portal in the conservatory is still free. This rule will go into effect at the beginning of Chapter 18. As a reminder, your hero points are halved (rounded up) and then increased by 4 at the beginning of each new chapter (i.e. 12->6+4=10, 1->1+4=5). If you happen to be out of HP at the time, you can request that another player donate theirs.It now costs 1 hero point to open a portal 'upstairs'.
__________________
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Originally Posted by Nosh
Is hard being hero? Yes. But someone must wear soap.
Do no harm, take no guff.

Last edited by WhovianBeast; 07-07-2019 at 04:18 PM.
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Old 03-16-2017, 03:56 PM
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Originally Posted by Nosh
Is hard being hero? Yes. But someone must wear soap.
Do no harm, take no guff.

Last edited by WhovianBeast; 06-04-2017 at 10:48 AM.
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Old 03-16-2017, 03:59 PM
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__________________
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Originally Posted by Nosh
Is hard being hero? Yes. But someone must wear soap.
Do no harm, take no guff.
  #4  
Old 03-16-2017, 04:01 PM
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__________________
Quote:
Originally Posted by Nosh
Is hard being hero? Yes. But someone must wear soap.
Do no harm, take no guff.

Last edited by WhovianBeast; 04-06-2017 at 07:56 PM.
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Old 03-16-2017, 08:57 PM
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__________________
Quote:
Originally Posted by Nosh
Is hard being hero? Yes. But someone must wear soap.
Do no harm, take no guff.

Last edited by WhovianBeast; 10-05-2018 at 05:27 PM.
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Old 07-17-2017, 09:31 PM
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Even though it's merely spoken words, because it's a VICTIM'S Perception-based attack with near 100% hit and mortality rate that anybody with a voice can perform, the Exorcism takes FOUR move actions to perform. The exorcism cannot be begun by one and continued by another. If the speaker performs a standard action (instead of converting the standard to a move action), or fails a damage/affliction resist by 2 degrees or more, they need to start again. This means that you can exorcise and move at the same time and get it done in four rounds, or in two without moving. If the demon manages to escape earshot (and yes, they'll have to roll perception to do this), interrupt, or somehow deafen itself/mute you, the exorcism fails.

You also need a dc 20 insight check to REMEMBER the exorcism. The DC is reduced by 1 for every time you successfully use it against a target. It does not have to be said in Latin (or whatever the demon's home language is, but usually Latin) if you have Comprehend (Understood by all).
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Originally Posted by Nosh
Is hard being hero? Yes. But someone must wear soap.
Do no harm, take no guff.

Last edited by WhovianBeast; 07-29-2017 at 10:50 PM.
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Old 07-29-2017, 11:10 PM
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Sigils
Sigils are like devil traps from Supernatural. They're round, they're intricate, they're plot-convenient, and they trap things. A sigil must be large enough to contain its target without seriously injuring them (the whole devil trap bullet thing was always fishy), but there is no upper limit. Once inside a sigil, a trapped being can move within the outer circle of the sigil or vertically within the confines, but not through solid objects, even if they are usually intangible or can teleport. Once a victim is trapped inside a sigil, the substance used to create it will not evaporate, melt, sublime, burn up, or flow away until an outside force destroys it.

The victim of a sigil cannot destroy the sigil. A sigil can be destroyed through accident (a natural phenomenon, the wood floor it's carved on burning away, etc) or by the free will action of a sentient being. This means that the person destroying the sigil must be doing so as the result of the will of somebody NOT trapped, including themselves. Thus mind-controlled beings cannot free their master, ice clones can't free Kringle, Epirus can't burn his way to freedom, Wraith can't teleport out, Enoch can't summon vermin and have them destroy it, etc etc. BUT, Wraith could threaten Joe Mook with a pistol upon pain of Death and Joe Mook will be fully capable of destroying it.

If a champion is trapped, channeling their Arbiter destroys the sigil, unless they've done the equivalent of disowning you, which is really, really hard to make them do. A portal opened from Heaven, Hell, or the Arbiters' domain will allow the target to escape, but it must be opened from the other side.

Sigils come in three main flavors: Good, Evil, and Neutral. As you might suspect, Good applies to agents of Heaven, Evil applies to agents of Hell, and Neutral applies to agents of the Arbiters. Within these groups, Good has two sigils, one for archangels (of which there are four to five at any given time) and one for lower angels. Evil also has two sigils, one for archdemons (of which there are 7 at any time), and one for lower demons, whether they are 'smoke' or incarnate. Neutral has twelve sigils, one for each champion.

Sigils only trap the specific victim, and they can only hold one target at a time. This does allow for 'handoffs'. Say Demon #1 steps inside a trap. They ask Demon #2 to take their place so they can feast on the blood of the innocent. Demon #2 agrees, being 'outranked' by Demon #1, and steps into the sigil. Either demon is then free to leave until the other steps out. Were Kringle to be trapped inside a sigil, Blitzen and the ice clones would still be able to come and go as they please. A sigil only serves to trap a specific victim, but can trap the bodies of dead beings until their new body is created somewhere else on Earth. A being inside of a sigil is free to use ranged attacks on targets outside the sigil, or close attacks with weapons, but their own form cannot leave the confines.
__________________
Quote:
Originally Posted by Nosh
Is hard being hero? Yes. But someone must wear soap.
Do no harm, take no guff.
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