<strong>House Rules:</strong><br/><br/>Some of these may end up subject to change as things go by, but I'll try to make sure everyone knows about changes.<br/><br/><ul class="bbc_list"><li>You automatically get a specialty when you get three points in a Skill, and you don’t have to pay XP for it.  I don’t get why this is set as a thing to begin with.  Are you supposed to be able to buy multiple?  I’ve never seen any characters with multiple specialties.  To play it safe, I’ll keep it at only one specialty and others can’t be bought until someone shows me evidence to the contrary, that it was meant to be allowed.<br/><br/>Note that the rules don’t explicitly say you can use specialties with the skill to which they apply, but I’m allowing it, presuming that it’s just another mistake due to the incompetence of the writers.  (See page XX for plenty of other examples...or ask why I feel I need to house rule every single White Wolf/Onyx Path game.)</li><li>Scent the Divine will not be allowed at Origin but will be given automatically for free at Hero.  This allows for a larger level of sandbox mystery in Origin and keeps Hero from being “I’m the only one with the Knack and need to post to tell everyone what we’re up against.”</li><li>Rather than attempting to try to use the complicated story plans beyond scene, I intend to count sessions/acts as a single day, an episode as a week, an arc as a month, and a season as a year.  Series means the entire chronicle/game, as usual.  Origin actually suggests this, but I’m letting people use it as a firm timeline for Fatebindings and such.</li><li>Knack Skills apparently also use Attributes by default.  This was cleared up in the FAQ in the forums.  Note that you’ll always use the sum of two pools from 1-5, meaning a max of 10 dice besides Momentum, so when it’s +Calling, you don’t use Attributes.<br/><br/>That said, a dice pool can exceed 10, such as when you're given a +2 or using Momentum.</li><li>Likewise, Archery has been confirmed as an Athletics skill because Sigrun from the “A Light Extinguished” QuickStart has the Archery specialty in Athletics.</li><li>Ask me before rolling.  It can be very easy in this game to accrue a lot of Momentum just making pointless rolls I didn’t ask for.  If you want to do awesome stuff and you have lots of dots in the pertinent areas, just post doing the awesome stuff without a roll.</li><li>Initiative will likewise not be rolled.  As tends to work well in Elliquiy, I’ll let everyone post in whatever order they manage, and then post for the NPCs either when all the PCs have gone or if I feel that the PCs still remaining are taking too long and haven’t given any sort of notice of what’s going on.</li><li> I want to make clear that just because there’s things like climate change canonized in game isn’t an invitation to get into OOC political discussions.  Yes, I know the polar bear population is growing in the real world, but it’s shrinking in the World.  Regardless of what you believe out of game, in game, Onogoro-jima Island will probably be predominantly or wholly underwater within a decade or two.</li><li>Infinite ammo/fuel/charge is being houseruled to be a 0-level power instead of a level 1 Relic power, and as such, Hero level Scions will be able to craft Relics that can do it.  This was suggested by Evilnerf, and it does make sense that it's kind of a nothingburger to actually take.  Maybe it'd make a difference with a full-ammo weapon, but even then, I'm not overly worried.  (Still, if I see this being seriously abused, we can figure something out.)</li><li>I was planning on setting Momentum at Personal before, but ignore that.  However, I am going to set it to a cap of Players*3, and start it at the number of players: 6.</li><li>I don’t really plan to give specific dates and times for events.  This allows players to decide on behalf of Fate if they can make an event and when it’ll be.  “I can squeeze that in before my next class” or “Sorry, I can’t because I have to go to something else” are you to the player and Fate instead of just random chance.</li><li>I'm streamlining the Connections and Twist of Fate rules.<br/><br/>As per the book, there's lots of complicated rules for connections, and the Twist of Fate stuff comes out separate as part of a roll.<br/><br/>The way we'll do it here: you're free to use your Path to get stuff that makes sense for you, such as various equipment and talking with mentors.  However, your invoking either gives a significant effect or a +2 to your dice roll.  Being rich and eating at five star restaurants is fine; purchasing a brand new sports car will cost an invoke.  Likewise, being a doctor and getting your friend into the hospital wouldn't be an invoke, but getting lots of specialized equipment so you can roll with a +2 would be an invoke.  This can likewise be used for Twist of Fate (68 Origin) but the abilities are not separate as written.<br/><br/>Path Suspended and Path Revoked (101 Origin) work as normal.</li><li>In different parts of the Origin book, it gives different rules for ranged combat at different distances.  Go with this:<br/><br/>Close: Might<br/>Short: Might or Dexterity <br/>Medium: Dexterity or Cunning<br/>Long: Intellect or Cunning<br/>Extreme: Intellect or dice pool of guidance system<br/><br/>If you have other suggestions for specifics, pitch them to me.</li></ul><br/>Things that won't matter until Hero:<br/><br/><ul class="bbc_list"><li>No matter how much you spend during the Visitation, I'll be happy to make sure that folks don't lose effective XP as a result of earlier purchases.  Thus, if you were not going to be able to take Knacks, you can.  Likewise, you may not want more Knacks since you already bought all the ones you wanted, and so long as it makes sense for the end character (you should still have at least five dots' worth, but maybe you already bought a few and don't want more than those five), I'm good with giving XP to compensate. </li><li>Each Calling mentions three Fatebinding types.  I don't see any point in limiting to those, and I'm not even sure if it's meant to limit or just give those as suggestions, but I do know that the closest Fatebinding to your deity may well not fit.  Sell me on whatever Fatebinding you want and you can have that one.</li><li>A number of Fatebinding Compels have the following text: <tt class="bbc_tt"><strong>The Scion gains 1 point of Legend, and one of her other Fatebound characters gains the Imperiled Condition. If the Scion has no other Fatebindings, the Storyguide chooses an SGC to suffer the Condition.</strong></tt><br/><br/>If you end up going this route, first talk to the other players in regard to who you'd like to suffer the Condition, and get their agreement.  I maintain veto power; I don't expect to okay Imperiled Nemeses.<br/><br/>I may allow that NPC to be Imperiled themselves, even though that's not usually how it'd work, if I think it likely that the PC would have a good reason to intervene.  (A PC might have pity on their Unrequited Paramour and rescue them, but if the PC can't be bothered, it's not a good Compel.)</li><li>As part of your Visitation, rather than the usual rules, you get four Knacks of your choice.  Note that you still have to deal with the limitations of Calling dots, but I’ll allow Immortal Knacks as well as Heroic Knacks without making the Immortal Knacks more expensive.</li></ul>