How long you subjectively believe you were in Arcadia is up to you. At Wyrd 5, his life is extended +50 years, putting his estimated range of death up between 2007 - 2032, so today he would appear to be somewhere in his 70s or 80s, an older man. Per the handy dandy table on CtL p.174, even Wyrd 1 extends your life by +10 years. Now, as a regular human being, he could expect to live between 75-100 years, in which case he would ordinarily die between 1957 - 1982. He escaped in 1907 (100 years later, the maximum allowed), but only aged 10 years while in Arcadia, leaving his physical age at 25. To be very clear: this refers to the span of Mortal world time between the date you were taken and the date when you escaped. Staff is extending the by-the-book age limit here to 100 years. Please make sure you write this in your +bg if you decide to go this route. In both cases below, you can wiggle around oddball time periods by saying that someone else dragged you away/helped you escape, even if your own memories of the human world are sketchy at best. This elaborates upon what is written on the Age page. The Armory book mucked up the tidy mechanics for these, and we are choosing to ignore that.Įrgo, all types of bows use the Firearms skill. This is a clarification more than a House Rule. Time - How Long Does That Power Really Last?Īnnapurna's in agreement with the staff over on Fallcoast on this one.įor powers which last a specific time duration or can only be done once a, use the following table: A list of those things can be found at Justifications. Not all, but some stats, such as high Wyrd or tokens require either a PrP or Justification before they can be obtained. Rote (reroll all non-successes once) is its own separate thing, unchanged by this HR. If you had another 9-again from something else, it would not be of any further benefit. Reroll 10s as usual.įor example, if you're a Darkling Palewraith, you get 9-again to Stealth from both your seeming and your kith. /weak - No 10-again, subtract 1s from successes.
Start from the standard 10-again then move up a step for each distinct 9-again you receive, then move back down for each penalty you might have. *To be clear, when this game was created, Changeling 2e did not exist, and now that it does exist, the game owner doesn't feel that its shift in tone quite fits the themes she prefers to pursue here. Supernatural creatures other than Changelings all operate under 2e rules. See the GMC page for a comprehensive list of what is and is not derived from the God Machine Chronicles rulebook. Typically speaking, WoD rules are used where A) GMC streamlined out something staff thought was cool or B) where GMC just didn't have something at all. The vast majority of mechanics ARE taken from GMC. As the MUX is primarily a Changeling game, for example, the Changeling 1e XP schema is used instead of gaining Beats/Experiences. In most cases, it is safe to assume that if something does not appear on this list or the GMC page, it operates per standard book rules.Īs the game is a blend of two different publications *, certain situations fall under one category or another. Many HRs have been formed as workarounds to blend first edition Changeling: the Lost with the requirements of GMC, and many of these are already extant within the game itself via the news command, +psyroll and others. House Rules are, by definition, created at the discretion of staff. 7.22 Pilgrims of the Endless Road (Entitlement).