MtKG: House Rules

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Basic Houserules

Special Actions and Rolling

  • Specialties and Qualities: Having either a Ability Specialty or an Attribute Quality allows a character to count 10s as double. Having both allows them to Push and count 9s as double on extended actions.
  • Botches: A rolled action with 0 success and 1 or more rolled ones is a botch. Additionally, any action which is demonstrably dangerous with net 1s over successes is a botch.
  • Push: An action that allows a character to act outside of the RAW of their abilities, such as using Drive to land a plane or Firearms to perform brain surgery on someone being ridden by a mindstealer parasite. For botching purposes these rolls are always dangerous.

Magic

  • Sphere Specialties: At Sphere rank 4 or higher, a character gains a Specialty that allows a character to count 10s as double. Specialties must reflect a specific concept or purview of that Sphere (i.e.: Forces 4 "Fire" is acceptable but Forces 4 "Violence" is not).
  • Arete Quality: At Arete 4 and every 2 ratings after, a character gains a Quality that allows a character to count 10s as double. The Quality can reflect a specific Resonance (Entropic, Dynamic, Static, etc) or a single specific casting methodology (Quick-Cast, Crafts, etc).
  • Pushing Magic: High sphere-arete combos with appropriate Specialties and Qualities allow magi to replicate lower level sphere effects, but magic used in this situation becomes subject to danger botch rules.