House Rules and Rulings

rules are cool

Wards
Wards have to penetrate to affect whatever they're warding against. This includes the Aegis of the Hearth.

Misc House Rules
Changing Specializations Whenever your score in an Ability increases or you add 5xp, you may change its Specialization.

Take 5 Instead of making a Simple roll, you may choose a result of “5” (as if the dice landed on 5) without rolling.

Casting Mastered Ritual Spells If you have Mastered a ritual spell, it is cast with no botch dice unless the circumstances are stressful.

Filial Familiar Advancement Familiars learn from any source quality with a might penalty, as per RoP:M but with the following adjustment: The effective might of the creature is reduced by 3x silver cord strength for calculating the source quality penalty.

Automatic Area Lore In addition to any other experience source, you also gain 2 XP per year in your local (Area) Lore, such as (Covenant) Lore, until you reach a score of 2 (15 XP) in that lore. You may start the game with up to two (Area) Lore abilities at score 2 (15 XP) for free; typically your (Village/City) Lore and (Master’s-Covenant) Lore.

Static Defense Totals Character’s Defense total is not rolled if they choose; instead of a Stress Die, add +6 to the total. This means that (aside from Initiative), only the attacker rolls in combat: his Attack roll is compared to a static Defense and, if needed Soak.

Difficult Longbow Attack Change the Long Bow Attack Modifier to -3. Change the Damage modifier to +15.

Multicasting
Multicasting a mastered spell reduces the casting level by 1 magnitude (5 levels) for every target you aim at beyond the first. -2 penalty for every target aimed at.

Spell Mastery
tbd

On Advancement
Anyone who doesn't want to do season-by-season experience for grogs and other such minor characters can just give them 15xp for each year they advance. If you do this, you cannot assign more than 7xp per year to any single ability.

Mystics who are progressing along their paths to enlightenment can devote seasons to being holy and get progress points without GM or troupe oversight. The first season of good works in a year is worth 4 points, and each successive season is worth one fewer.

On Vis
All vis is considered to be interchangeable, a pawn is a pawn no matter what Art you're working with.

On Mythic Pounds
An item's worth in vis is 3x its cost for verditii, and 2x for anyone else. it can be sold to mundanes for £15 by its vis value. lucrative lab activity that doesn't cost vis makes £15 for every pawn of vim you could extract in that time (£30 for charged items made by a verditius).

On Spells That Reduce Might
Spells and powers like Demon's Eternal Oblivion that reduce their target's Might score always count the damage from the creature's full, initial Might. Successive castings of the same spell will have no further effect, while more powerful versions will override the existing might damage but are not cumulative with it. It's worth noting that these are still instantaneous Perdo spells that deal naturally lasting damage, rather than ongoing debuffs that can be dispelled.

Creatures that are fundamentally spirits - including but not limited to all true angels, demons, fairies and ghosts - are destroyed if their Might score is reduced to 0.

Supernatural creatures with animal or humanoid bodies, even fantastic creatures like gryphons and giants, can generally survive without their Might.

With the above in mind, it's worth noting that these are still instantaneous Perdo spells that deal naturally lasting damage, rather than ongoing debuffs that can be dispelled. Creatures that survive damage to their might scores will regenerate it naturally over time.

Rulings on Specific Spells
The Call to Slumber (ReMe 10) is too easy and effective for an offensive spell at that level, so instead its effect is as follows: a character hit by this spell becomes drowsy and will fall asleep in about a minute as long as they are at rest or just going about everyday business. If something happens to rouse or alarm them during this time they can make a stamina roll of 9+ to shake off the effect. This spell is ineffective on a character who already finds themselves in a scary or life-threatening situation.