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.

 

 

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Gunpowder Written by Journey Master 351
Combat, Hand Weapons, Gunpowder Written by Journey Master 291
Weapon Quality Written by Journey Master 238
Mass Combat Written by Journey Master 206
Improving Skills Written by Journey Master 217
Adventure Point Rewards Written by Journey Master 212
Learning New Skills Written by Journey Master 210
Initiative Written by Journey Master 252
Seduction Written by Journey Master 225
Dancing Written by Journey Master 236
Luck Written by Christopher Webb 187
Joss Written by Christopher Webb 236