Races. For house rules relating to a particular race, see the wiki page on that race.
Lifepaths. For house rules relating to a particular lifepath, or for unique Chaldea lifepaths, see the wiki page on that lifepath.
Fight! rules are modified as detailed in a separate document, Melee House Rules for Playtesting.doc.
Starting maximums. Without specific GM exception, no gray stats, attributes, or skills are allowed for starting player characters. All starting stats, attributes, and skills must be black shaded. Shading advantage must be earned during play. For newly burned playercharacters the maximum exponent on any stat or skill is 6.
Languages. See the Languages entry for a list of languages available to PC’s and for my house rule on combining Read and Write into one skill.
I’m playtesting some house rules on what the mechanical benefit is for setting up some sort of ongoing economic income. Examples: setting up a trade route, finding a prominent customer for your apothecary, controlling the source to a valued commodity. These could be temporary; for example, a bar that’s located by the Coliseum gets a seasonal bonus during the games. Let’s call these Economic Advantages.
The benefit of these are as follows:
- Each of these is worth a 1D Advantage Die on all resource checks. Now, if and when your Resources skill advances, you lose this benefit. The concept here is that this trade rout or special circumstance is a big deal for you (justifying the Advantage Die) based on your economic station at the time it’s established. When your economic station increases, what was economically interesting before is not chump change.
- If you wanted to continue getting an advantage for the trade route (or whatever) you need to go back to the trade partner or equivalent and figure out a way to “grow the business”. If I’m doing my job well, this should come down to an interesting test. (double benefit)
- Having at least one of these Economic Advantages qualifies as Get a Job! for recovering taxed resources.
Trait Vote Procedure
Step one. Review current traits. We review all the current traits of each character. Players state which traits they want to keep and which they wants to drop and makes their case. If no one jumps in the player gets his or her way and moves on to the next trait. If someone raises a question everyone can say something about it and then it’s put to vote. The GM and player in question don’t vote. Unanimous vote overturns the player’s request.
Step two. The GM sets limits on new traits. For example: “one call-on or die trait, and one character or cosmetic trait”.
Step three. Pick a character. Every player nominates a trait for that character, including the GM and the player who owns that character. Repeat for each character. If you can’t think of something say “pass” and we’ll come back to you. Repeat this for each character. Check any “pass” results for new ideas.
Step four. Vote on each trait in the list. The GM and the player who’s character is being voted on don’t vote. If the vote is unanimous, the player gets the trait. If more traits get voted than the limit, re-vote the winners. During the re-vote, stick with the results even if over the limit.
End of Session Checklist
- Award Arta
- Review testing opportunities for steel, greed, and grief.
Chaldea Arta Awards Guidelines
GM determines unless it says otherwise.
- At end of each session review each character’s beliefs, instincts, and traits.
- For each belief award nothing at all or ONE of the following: 1 fate for playing the belief such that it was significant to the events of the session, 1 persona point for resolving the belief, or 1 persona point for violating the belief and playing out the struggle (moldbreaker).
- For each instinct award a fate if you used your instinct to create a complication. Other uses of instincts are their own reward.
- For each character trait award a fate point if you used the trait for truly colorful roleplaying (more than a passing reference), or for any trait if you used it to introduce a complication. Other usages of traits are their own reward.
- Engagement: Staying at least 90% engaged throughout the session. Enthusiastic and on fire for your own scenes, and an appreciative, supportive audience for other characters’ scenes. Showing interest in every character’s story and in the setting. (Limit once per player per session.)
- Ken Hite Award: Getting the entire table to seriously guffaw is worth a persona. More than a good laugh, this award is for those really memorable lines. (Limit once per player per session.)
- Right skill, right time. Rare. Only if a bazaar skill breaks an impasse. Worth a fate.
- Each player or GM can nominate one other player for embodiment award, for roleplaying above and beyond. Must point out the scene that inspired the award. Unless table objects, 1 persona point. You can’t nominate yourself.
- MVP. For the single player who really drove the success of the evening. The starring role. Up to the players, GM gets no vote. 1 persona point.
- BSA (Best Supporting Actor). For the single player who used mundane skills to keep things moving, who soaked up attacks in melee so the tank could optimize his attacks, the master of the helping dice, who was always on hand with the support song or healing. Sometimes called the Workhorse award. Up to the players, GM gets no vote. 1 persona point.
- Individual players or the entire party have the opportunity to earn a deeds point for really big events or truly exceptional heroics. Heroics that help others and/or involve self sacrifice are viewed in a favorable light toward earning this award.