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.