Dynasty House Rules

INFAMY POINTS:
Each Heretic has a number of Infamy Points (instead of Fate Points) equal to his Infamy Characteristic Bonus. Therefore, a Heretic with an Infamy of 38 would have 3 Infamy Points, as the tens value of his Infamy is 3. During a game session, a Heretic may spend Infamy Points to accomplish certain exceptional abilities. Infamy Points spent in this way are replenished at the start of the next game session.

0-20 CP
• The Heretic immediately removes all levels of Fatigue he is currently suffering.
• The Heretic immediately heals 1d5 Wounds, and any Critical Damage (though the effects of any Critical Damage or Critical Hits are not removed).
• The Heretic may add a +10 bonus to a single Test before rolling.

21-60 CP
• The Heretic immediately heals 1d5+1 Wounds and any Critical Damage (though the effects of any Critical Damage or Critical Hits are not removed).
• The Heretic may reroll any failed Characteristic Test, using the same penalties and bonuses as the original Test. He must use the results of the second roll. Only one re-roll per Test is allowed.
• The Heretic may add one Degree of Success to a successful Test.

61-100 CP
• The Heretic immediately heals 1d10 Wounds and any Critical Damage (though the effects of any
Critical Damage or Critical Hits are not removed).
• The Heretic rolls a 10 for his Initiative Roll.
• The Heretic immediately recovers from being Stunned.

ZEALOUS HATRED / RIGHTEOUS FURY:
When rolling Damage after a successful attack, if any die rolled results in a natural 10 (rolling the 10 result on a 10 sided die), a particularly bloody and spectacular hit may be inflicted (this also includes a result of 10 when rolling 1d5 for Damage). After resolving the effects of the hit, the attacker then rolls 1d5 and consults the Critical Hit Table appropriate to the Damage type and location of the original attack. The target suffers all effects listed. However, the target does not count as having suffered a Critical Hit. In other words, if he takes Damage during later turns it will affect his Wounds, not directly stack onto worsening critical effects. Talents that modify Critical Damage (such as Crack Shot and True Grit) do not modify the critical effects generated by Righteous Fury, and these critical effects do not stack if a target suffers Righteous Fury multiple times. Each roll is applied as a separate effect. If the attack does not do any Damage once reduced by Armor and Toughness Bonus, then the attack deals a minimum one point of Damage, not reduced by Armor or Toughness (plus the critical effect).

Dynasty House Rules

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