Our House Rules

Meets Beats

Meets Beats

  • Role Play
    • Player wins in the case of a tie
  • Combat
    • Player wins in case of a tie

Attribute Choice

Attribute Choice

  • Shared Attribute Choice
    • Players can decide one of the attributes involved in each check. GM decides the other. They can be the same

Buying Qualities

Buying Qualities

With this optional rule, Player Characters may pay a blacksmith or artisan to add a Quality to armor, shields, or weapons that doesn’t have one, or to replace an item’s Quality with a different one (remember, an item can only have one Quality).

The Player selects a Quality from the default list for that item type as long as the cost modifier associated with that ability is +1000 zenit or lower. Then, the character must spend an amount of zenit equal to twice the cost modifier associated with the chosen ability: once this is done, the process generally takes one day per item. Multiple characters may of course pool their money together to purchase the more expensive abilities.

Example: To replace a weapon’s current Quality with Multi (page 269), you must spend 2000 zenit. To replace it with Resistance, you must spend 1400 zenit.

The default list of weapon abilities can be found on page 269, while the default list of armor and shield abilities can be found on page 280.

If a Player Character acquires the Upgrade Heroic Skill (page 237), they will gain access to this optional rule by default.

Weapon

Defensive Qualities

QUALITYCOSTEFFECT
Antistatus+500 zYou are immune to a single status effect.
Resistance+700 zYou have Resistance to a single damage type (not
physical damage).
Amulet+800 zYou gain a +1 bonus to Magic Defense.
Bulwark+800 zYou gain a +1 bonus to Defense.
Dual Resistance+1000 zYou have Resistance to two damage types (not physical
damage).
Swordbreaker+1000 zYou have Resistance to physical damage.
Immunity+1500 zYou have Immunity to a single damage type (not
physical damage).
Omnishield+2000 zYou gain a +1 bonus to Defense and Magic Defense.
Perfect Health+2000 zYou are immune to all status effects.

Offensive Qualities

QUALITYCOSTEFFECT
Magical+100 zThe weapon targets Magic Defense instead of Defense.
Hunter+300 zThe weapon deals 5 extra damage to creatures of a
particular Species.
Piercing+400 zDamage dealt by the weapon ignores Resistances.
Dual Hunter+500 zThe weapon deals 5 extra damage to creatures
belonging to one of two particular Species.
Multi+1000 zAttacks with the weapon have multi (2).
Status+1500 zEach target hit by the weapon suffers (choose one:
dazed, shaken, slow, weak).
Status Plus+2000 zEach target hit by the weapon suffers (choose one:
enraged, poisoned).

Armor, Shields

Defensive Qualities

QUALITYCOSTEFFECT
Antistatus+500 zYou are immune to a single status effect.
Resistance+700 zYou have Resistance to a single damage type (not
physical damage).
Dual Resistance+1000 zYou have Resistance to two damage types (not physical
damage).
Swordbreaker+1000 zYou have Resistance to physical damage.
Immunity+1500 zYou have Immunity to a single damage type (not
physical damage).
Perfect Health+2000 zYou are immune to all status effects.

Enhancement Qualities

QUALITYCOSTEFFECT
Initiative Up+500 zYou gain a +4 bonus to your Initiative modifier.
Accuracy Up+1000 zYou gain a +1 bonus to your Accuracy Checks.
Magic Up+1000 zYou gain a +1 bonus to your Magic Checks.
Vitality Up+1000 zWhen you recover HP, you recover 5 extra HP.
Healing Up+1500 zSpells you cast that whose effects restore Hit Points
will restore 5 extra Hit Points.
Spell Up+2000 zSpells you cast deal 5 extra damage.
Weapon Up+2000 zYour attacks with (choose one: melee, ranged)
weapons deal 5 extra damage.

Combat Damage

Combat Damage

  • Half health double damage
    • Double enemy damage flat modifier, not whole roll

Enemy Initiative

Enemy Initiative

  • Enemy Initiative
    • Enemies go in descending initiative order. Fast to slow.
    • Villains go first
    • if no villain, players go first

Experience and Leveling

Experience and Leveling

  • Experience/leveling recap
    • Each session you’ll get 5 xp by default.
    • Gain 1 xp for each ultima point spent by a villain
    • Each session will give {fabula points spent by group / the amount of players (5 most of the time)} XP to each player - ROUNDED DOWN
    • If you have 10 or more XP, you must spend 10 of them to gain a level up. You keep any remainder. Capped at 1 level a session.
    • There shan’t be a gap of more than 5 levels between any 2 players.
  • MVP
    • At the end of each session, players vote for the MVP, and that winner gets 2xp. There can be a 2-way tie, granting each of them 2xp