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House Rules of Legend

Posted: Tue Mar 25, 2014 5:56 pm
by Avilister
A thread for consolidating and discussing Dudes of Legend house rules. This top post will be edited to include our decisions.


All xp costs are multiplier times CURRENT level, not next level, where appropriate.

Conversion for attributes and skills that don't exist in New WoD or Old WoD
for rolls involving Resolve, roll half of the characters Willpower in place of it
composure rolls are made using Wits
if a template gives you an attribute that doesn't exist, it goes to that category (ie: social or mental)
skills that don't exist:
socialize becomes etiquette
persuasion becomes leadership

Buying Backgrounds and Merits
- NWOD Merits count as Backgrounds
- Backgrounds allowed for in-game purchase are purchased at rating x2, 3 points for the first dot (unless otherwise specified)
- OWOD Merits cost = 3 x cost of the Merit

Disciplines (or other powers) with the same name:
pick one or the other, can buy the other at the level of the dot you wish to buy at ratingx3
- when bought as secondary power in this way, you can buy traits out of order
- disciplines with different names are bought as different disciplines

If power stats have the same function, they're equivalent (ie: oWoD Arete vs nWoD Gnosis for Mages)

Multiple Action Rules

1. A maximum of 5 attack actions may be taken in a round. Dodges and non-attack actions are limited only by number of total actions available and the limitations of individual action adders (see rule #2).
2. All attack actions must abide by the limitations of the individual action adders utilized: using Evasive Striking limits attacks to one target, Temporis allows any type of action while Celerity allows only physical actions, etc.
3. Activating the action adding aspect of a fighting style occurs on, counts as, and allows for the “primary” attack action for the turn; other modifiers from fighting styles may be applied to all attacks in a round (as logic allows)
4. Additional actions not allocated to attacks may be spent to add to physical combat actions, with each action sacrificed adding +1 dice to all physical combat actions from the point that the action is spent to add dice. Actions may be sacrificed at any point (while dodging, on a primary action, on an additional action) but are not retroactive.
5. Effects that allow for unlimited dodges in a round are not modified by the bonus dice gained from expending additional actions using rule #4.


Kindred of the East
KotE disciplines cost a base of x8. They're expensive, and are not, generally, very good. We discussed designating 3 disciplines for each Dharma that could be "in clan" for them, and cost x6 instead of x8, with demon arts falling between the two at x7. Here is our list of suggestions based on the contents of the Dharma books for the 5 core-book dharmas. We were generally thinking that each Dharma would favor a chi discipline, a shintai, and a soul discipline.

Thousand Whispers: Equilibrium, Jade Shintai, Internalize
Thrashing Dragons: Yang Prana, Flesh Shintai, Obligation
Resplendent Crane: Equilibrium, Blood Shintai, Internalize
Bone Flower: Yin Prana, Bone Shintai, Cultivation
Devil Tiger: Tapestry, Ghost-Flame Shintai, Chi'iu Muh

The Thousand Whispers and Resplendent Crane disciplines end up being pretty similar, but on the other hand we don't much care. I don't think I've ever heard anyone in our group speak of wanting to play a Hollow Reed anyway, but if the similarity is an issue Internalize could be replaced with Chi'iu Muh to provide more diversity and represent the mirroring that occurs with the Devil tigers (Chi'iu Muh is kind of 2 disciplines anyway, depending on your P'o/Hun balance). The Bone Flower book doesn't actually specifically call out any of the Soul Disciplines, so we stuck Cultivation in there because it was the only one that hadn't been taken. We think it also fits pretty well, because they're practical types, and being able to lash your P'o effectively (or even assimilate it) seems to suit them pretty well.

For Heretical Paths, the preferred paths are a bit less structured, as the heretical paths tend to favor certain aspects while ignoring others entirely. For example, the Face of the Gods dharma tends to dislike all the shintai arts, while the Tempest of Inward Focus puts a great deal of focus on soul arts.

Rising Phoenix: Yang Prana, Cultivation, Mibasham
Tempet of Inward Focus: Inward Way or Tempest of Inner Focus (faction dependent), Mibasham, Internalize
Face of the Gods: Prayer Eating, Cultivation, Chi'iu Muh
Spirit of the Living Earth: Equilibrium, Tapestry, Jade Shintai
Scorpion Eaters: Equilibrium, Cultivation, Bile Shintai of Choice

The Tempests could easily favor Equilibrium and any of the soul arts, but their unique discipline covers balancing the various virtues and thus the other arts might be a bit superfluous. Face of the Gods could probably have used a more aggressive discipline but in the end Cultivation better represented their shared Hun/P'o virtues.