There are a number of rules changes for the Dark Mysteries Campaign that are not covered in the chapter on {ln:Magick 'Magick}. These House Rules are in effect in all of the adventures for the Dark Mysteries Campaign.
Rules Variations
Joss and Luck
{ln:Joss 'Joss}: The meta-game dice influencer.
{ln:Luck 'Luck}: The weak sibling to Joss that allows minor events to be altered.
Combat
{ln:Initiative 'Initiative}: Who goes first in combat?
{ln:Mass Combat}: When there are a LOT of fighters on the ground.
Adventure Points
{ln:Adventure Point Rewards}: What's typically handed out at the end of the game session.
{ln:Improving Skills}: How the persona gets better at doing what the persona does.
{ln:Learning New Skills}: How to teach an old dog new tricks.
Miscellany
{ln:Weapon Quality}: Better quality construction means weapons are more effective.
{ln:Gunpowder 'Gunpowder}: Introducing firearms to the Dark Mysteries Campaign universe.
New K/S Areas
Physical K/S Areas
- {ln:Combat, Hand Weapons, Gunpowder}: Skill in use of early muzzle-loading firearms.
- {ln:Dancing 'Dancing}: Courtly dancing, although it could be extended to other forms of dance, as well.
- {ln:Seduction 'Seduction}: The art of enticing others through physical attraction.
New Vocations
{ln:Church Knight 'Church Knight}: The Shield of the Church, sworn to defend the Church of Kells and her children. {ln:Sir Kasey Bittrand 'Kasey} is not actually an exemplary Church Knight.