Certain races have different maximums and minimums as follows:
Stage Three: unchanged.
- Pixies: Only 78 points to spend on characteristics. Strength
between 2 and 6, inclusive. Dexterity and Intuition may
be as high as 16.
- Satyrs: limits as listed.
- Modifications to Half-Horse characteristics are unchanged.
Stage Four: P. 30. The GM will tell the players which Social Classes
their characters may be from. The players will then choose the
Social Class they wish to play from this range. Follow the skill
rules exactly using this information.
Other rules that need to be addressed:
Experience points: unchanged. Each player has (Reason+Drive)
experience points at character creation to spend on either
characteristics or skills. Each five experience points spent on a
characteristic raises it one level, as stated on p. 16. Skills may
be purchased as listed in the table on p. 32.
Significators: allow the player to choose a card from the list as
his/her character's significator. If the card refers to a "bonus"
or "slight" in a given characteristic, the character receives no
actual bonus or penalty. Instead, this simply means that any
characteristic labelled as a bonus must be higher than ten, and
any labelled as a slight must be lower than ten. If the player
doesn't wish to set the appropriate characteristic to these levels,
he or she must choose a different card as significator.
Note that the Significator chosen also has an effect on Disposition
- see p. 44.
Starting Tie/Antipathy Experience: instead of 2D3 as listed on p. 45,
use four levels to distribute among starting ties. The GM may vary
this number, of course, granting each player five or even six levels
of ties, for example.
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