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Gazetteer of Oerth Rules

There are a number of rules changes for the Dark Mysteries Campaign that are not covered in the chapter on Magick.  These House Rules are in effect in all of the adventures for the Dark Mysteries Campaign.

Rules Variations

Joss and Luck

Joss: The meta-game dice influencer.

Luck: The weak sibling to Joss that allows minor events to be altered.

Combat

Initiative: Who goes first in combat?

Mass Combat: When there are a LOT of fighters on the ground.

Adventure Points

Adventure Point Rewards: What's typically handed out at the end of the game session.

Improving Skills: How the persona gets better at doing what the persona does.

Learning New Skills: How to teach an old dog new tricks.

Miscellany

Weapon Quality: Better quality construction means weapons are more effective.

Gunpowder: Introducing firearms to the Dark Mysteries Campaign universe.

New K/S Areas

Physical K/S Areas

  • Combat, Hand Weapons, Gunpowder: Skill in use of early muzzle-loading firearms.
  • Dancing: Courtly dancing, although it could be extended to other forms of dance, as well.
  • Seduction: The art of enticing others through physical attraction.

New Vocations

Church Knight: The Shield of the Church, sworn to defend the Church of Kells and her children.  Kasey is not actually an exemplary Church Knight.