General changes:

 

1) All supernatural creature types have a base trait rating of 13. Everything in the past which was below 13 and supernatural, has been raised to 13. Normal humans now cap out at 10. Supernaturals are the only playable character types and are detailed below.

  

2) Nothing is automatic vs. another character. Every power requires a trait + ability vs. trait + ability challenge. All powers follow this simple format of challenges: Offender bids Trait. Defender bids Trait. RPS time. Retest as appropriate. Any power in any book that does not follow this system is subject to follow this system once it is brought to light. Any power that once required extended or static challenges now simply follows this standard rule.

 

3) As a general rule for damage if not detailed it in the books (which supercede this rule): Basic powers are capped at 1 level of damage, Intermediate at 2 levels of damage, Advanced at 3 level of damage. Storytellers have the final say (shifters use rank instead of power level, see Shifter section).

 

4) Called Shot System: This will be changed to follow the staking system.

  • Normal Attack: no penalties
  • Attack a limb, leg, arm, or tail : One simple test win or tie, lose means failing the called shot, but still a successful attack. 
  • Headshot or Disarm: Two simple test in order of one win and one win or tie, tie on the first one or lose on the second one means failing the called shot, but still a successful attack.
  • Staking or Eye shot etc…: Two simple test win only. Lose means failing the called shot, but still a successful attack. 

 

5) Books for general rules: We use “Faith and Fire” as our main book. If something is not covered by “Faith and Fire” we then look to “Laws of Ascension”, this covers most of the generic world of darkness core rules. What this means is that any Merit, Flaw, Ability or Background that is found in this book will replace all other printings made (some exceptions are listed in the Ability, Merits, Flaws, and Background sections). When looking at powers for your race please use the following (other books may be used at storyteller’s approval only).

  • Vampires use “Faith and Fire” as your core book, all others are supplemental
  • Shifters use “Laws of the Wild (Revised)” as your core book
    • Changing Breeds and Laws of the Wild books are secondary as are tribe books
  • Mages use “Laws of Ascension and Ascension Companion” as your core book
  • Mummies use “Laws of the Resurrection” as your core book.
  • Fae use “The Shining Host” and “The Shining Host Players Guide” as your core book.
  • Sorcery (requires storyteller permission) uses “Laws of the Hunt” (Red book) for it.

 

6) We are using the damage wrap around system. Take enough bashing and it becomes lethal, take enough lethal and you start taking aggravated damage. The Storyteller has final say on this.

 

7) All characters may add their appropriate ability rating into the challenge for comparing ties and overbids. Any abilities lost due to retesting are always subtracted from tie totals. Only one ability may be added at any time in a single challenge. You may still add specializations as normal (giving a +1 bonus to the appropriate challenge if applicable). Abilities do not count in determining your initiative order, only for comparing traits in ties and overbids (something you actually had to make a challenge for). Some abilities such as Do are doubled when added to their respective challenges.

 

8) Domain is not the land you own, nor are the people under you. No character owns the land they are on. Their Kingdom’s Lord does because the characters have sworn an Oath of Fealty to this lord (this is the premise of the game, no exceptions will be made). If you wish to own said land of a Kingdom, become the Lord. If you do not accept this premise, this is not this game for you.

 

9) Extra Actions:  Any power that grants extra actions fall in line with each other.  You gain 1 offensive and one defensive action.  Ex: A Fae using Quicksilver gains 4 extra actions after the cantrip is cast and a Vampire using Celerity burns their blood to get 2 extra actions.  The Vampire's first action is a preempt (Alacrity) and it goes first.  The Fae may choose to defend with Dodge if it wishes.  Then the Fae gets its first action.  The Vampire may choose to defend with Dodge (or Survival if it has Fortitude only) and the challenge resolves.  The Vampire has 2 more actions, the Fae 3.  Now they attack each other with the next 2 actions giving the Vampire no more actions and the Fae 1 more action.  The Vampire can ONLY defend with Survival (bidding a Stamina related trait for the challenge) and cannot Dodge this action.

 

10) All advantages granted from Kith, Clan, Tribe, Tradition etc. can take you over your maximum trait or ability caps as detailed below for your specific supernatural type.

 

Creature Types: 

 

In a crossover chronicle sometimes powers and house rules get confusing. Here is a list of the rules used for comparing powers between the supernaturals.

 

Fae Changes:

Fae are manifest in reality, they are imagination made real now. There is no human side any longer. As a result of this, Fae no longer have to enchant people to see into the dreaming. The Near Dreaming is always present! As well all damage is chimerical and chimerical things are real.

 

Arts:  All arts have 5 levels in them and follow the standard challenge system listed above. Whichever Arts do not have 5 levels will be created to do so by converting the tabletop rules to LARP. See the Custom Powers document for details.

 

Time Realm: All Fae with the Time Realm, now have the ability to spend a glamour and suspend the magic of the art that they can call on in some point in the future.  The time frame in which they can recall the power of the art is the same as the level of the time realm’s effect.  Fae may also hang a spell with a specific trigger (i.e. the next hour, when I clap my hands, X happens). Releasing a hung spell may require an action based on its trigger (the Storyteller overseeing the scene has the final say).  You may only hang as as many spells as ½ of your permanent glamour (rounded down).  When you hang a spell, it will also hang the additional bunk traits earned from the cantrip used to cast it.  For every spell that is hung and waiting, you are considered down one glamor.  This will not affect traits on your sheet.   It will effect the maximum bunk traits you can earn from a cantrip (see below). 

 

Trait Cap: The chart is based upon the difference between your permanent Glamour and Banality ratings. New characters cannot be higher than 5 over.

Glamour over Banality

Traits

Ability/Backgrounds

Willpower Maximum

1

14

5

6

2

15

5

6

3

16

5

8

4

17

6

8

5

18

7

10

6

19

8

12

7

20

9

14

8

21

10

16 

 

Bunk Changes: Fae may gain additional traits in casting their arts by virtue of performing a Bunk (Shining Host Players Guide pg.202). However, no character may gain more bunk traits than their permanent Glamour minus arts hung, this is your Bunk Cap. If you have a glamour of 5 and you have hung 4 spells, you may only ever gain 1 trait in a bunk. If you have a glamour of 7, and you perform two 5 point bunks, you only gain 7 bunk traits. This cap is to stop a system of easy abuse where it was possible to gain 20+ bunk traits in some scenarios but should not generally affect most players.

 

Realms: Realms are purchased as suggested in the Shining Host.  Each Realm, regardless of level, cost 2 experience to purchase.

  

Vampire Changes:

 

Vampires no longer takes damage from sunlight, or any attempt to make them take damage from sunlight. (Such as correspondence). The Black Sun, does not harm vampires in any fashion.

  

Obtenebration: Functions like a path of magic, namely Abyss Mysticism. One may have the option to learn Abyssal Rituals. One may not have more Arms of the Abyss at any time than points they have remaining of the Occult or Abyss Mysticism ability.

  

Chimeristry: Fae within a mile of any use of Chimeristry can sense it. They must engage in a Kenning challenge (Mental) vs. the Chimerstry user. A tie allows the Fae to know the generally vicinity in which Chimerstry was used. Wining the challenge allows the Fae being to pinpoint where it was used, who used it, and the ability to interact with the Chimera and effect it. 
Permanence: Permanence is intended to function only for Ignis Fatuus and Fata Morgana, not for higher levels of Chimerstry. This is the case for the tabletop books (Vampire the Masquerade (Revised), p. 154; V20, p. 145), but was omitted from the LARP books. We are treating this as an oversight and, moving forward, Permanency will function only for illusions created with the first two Basic levels of Chimerstry.

 

Fortitude: Is needed in order to soak aggravated damage.  You cannot be “Tough” enough to take aggravated damage if you do not have Fortitude. 

 

Temporis: Extra actions fall in line with Celerity actions.  The expenditure to get extra actions with this discipline is the same as per the rules outlined in the MET books, except there is no chance of failure or taking damage from activating it, it simply works by spending the appropriate amount of Stamina related traits to activate.  The actions happen in the same sequence as Celerity now.  Extra actions resolve at the end of the round.  Using other Disciplines in Temporis causes 1 level of lethal damage per action (this includes Fortitude and Potence).

 

Changes to Clans:

  • Gangrel - City (Celerity, Obfuscate, Protean) / Country (Animalism, Fortitude, Protean)
  • Kiasyd - Mytherceria, Necromancy, Obtenebration (Dominate is no longer “in clan”)
  • Salubri - Warrior (Auspex, Fortitude, Valeran) and Healer (Auspex, Fortitude, Obeah)
  • Tzimisce - (Animalism, Auspex, Vicissitude, Koldunic Sorcery), there is no Old or New clan anymore and Koldunic Sorcery is accessible by any Tzimisce

 

Clans and Bloodlines: Most of the clans are available. However, certain clans are no longer playable in the 7th Age due to story that has occurred. Here is the list of prohibited clans in Dischordia.

  • Lamia - Non-Dischordian
  • Capadocian - Non-Dischordian
  • Harbinger of Skulls - Non-Dischordian
  • Nagarajah - Non-Dischordian
  • Blood Brothers - No Longer Exist
  • Thin Bloods - No Longer Exist
  • Caitiff and Panders - No Longer Exist
  • Malkavian - No Longer Exist
  • Tremere Antitribu - No Longer Exist
  • Lasombra Antitribu - No Longer Exist
  • Assamite Antitribu - No Longer Exist
  • Brujah Antitribu - No Longer Exist
  • Gangrel Antitribu - No Longer Exist
  • Malkavian Antitribu - No Longer Exist
  • Nosferatu Antitribu - No Longer Exist
  • Ravnos Antitribu - No Longer Exist
  • Toreador Antitribu - No Longer Exist
  • Ventrue Antitribu - No Longer Exist
  • Child of Osiris - No Longer Exist
  • Samedi - No Longer Exist

 

Trait Cap: The Generation chart follows new trait caps below.  New characters cannot be lower than 6th Generation.

Generation

Traits

Ability/Backgrounds/
Disciplines

Willpower (start/max)

Blood
(total/per turn)

13

13

5

2 / 6

10/1

12

13

5

2 / 8

11/1

11

13

5

4 / 8

12/1

10

13

5

4 / 10

13/1

9

13

5

6 / 10

14/2

8

14

5

6 / 12

15/3

7

16

6

7 / 14

20/5

6

18

7

8 / 16

30/6

5

20

8

9 / 18

40/8

4 or Path Enlightened

25

9

10 / 20

50/10

 

Combo Disciplines: Always ask a storyteller first. You must have a story reason to wish for them, and must find out about them through research or potent blood. Default to this pdf

 

Blood Magic:

  • Koldunic Sorcery - First path is in clan cost, the rest are out of clan costs
  • Setite Sorcery - First path is in clan cost, the rest are out of clan costs
  • Thaumaturgy - First path is in clan cost, the rest are out of clan costs
  • Assamite Sorcery - First path is in clan cost, the rest are out of clan costs
  • Wanga - First path is in clan cost, the rest are out of clan costs
  • Necromancy - First path is in clan cost, the rest are out of clan costs
  • Mortis - First path is in clan cost, the rest are out of clan costs

 

Path Ratings: In Faith & Fire, Path Rating is on a 5-point scale. We use the standard 10-point scale for Paths. As a result, your starting Path Rating is determined by adding (as opposed to averaging) your Conscience/Conviction and Self-Control/Instinct Traits.

 

Mage Changes:

 

Localized Reality: We are using Consensual Localized Reality. This means what is paradoxical in one domain or location may not be paradoxical in another. Each domain has its own local paradigm dictating what is and is not acceptable by the reality there. The Technocracy has considerable disadvantages in Dischordia. With the loss of Dystopia only a few small portions of specific domains are coincidental for them.

 

Dynamic Casting: Dynamic Casting is a privilege guided by paradigm. With dynamic casting come dynamic foci as well, they do not have to be in stone at the start for your rotes or spheres as long as it falls within your paradigm.

 

Rote Casting: See page 140 Fast Casting, having a rote means you cast at the sphere level. If you do not and are fast casting you add a +1 difficulty to the spell. Casting “Force Shield” is a level 2 spell. If you have the rote its difficulty rating is 2, if you do not have the rote its difficulty is 3.

 

Trait Cap: See chart below based upon Arete. New characters cannot have an Arete higher than 5. Arete up to 8 is attainable. At Arete 9, the Mage becomes an Oracle and no longer playable as a PC. 

Arete

Traits

Ability/Backgrounds

Willpower Maximum

1

13

5

11

2

14

5

12

3

15

5

13

4

16

6

14

5

18

7

16

6

19

8

18

7

20

9

19

8

21

10

20

 

Hollow Ones and Orphans: Hollow Ones are treated as Orphans for choosing a Specialty Sphere.

 

Playing Aid: Mage Document for Idiots
Here is a short guide to aid any mage player who may be unfamiliar with the basic rules and how to use them properly.

 

Resonance: Resonance is a mage's style and emotion which colors every magical effect they do. A Mage's Resonance grows stronger as they gain experience and strengthen their magical power, making them noticeably more magical. In the 7th Age, Mage characters begin far more advanced than average, so their Resonance should reflect this. Instead of choosing one Resonance trait at character creation, choose a number of Resonance traits equal to half your Arete (round up), plus one for each Sphere you buy up to Master (Advanced).

 

Mummy Changes

Capacocha: As a Mummy in Dischordia, you are predominantly descended of the Americas, not the Egyptian Cultures. As such you choose one of the four type listed here (also found on page 261 of Laws of the Resurrection).

 

Chaskimallki: The Chaskimallki were Inca messengers to the gods, chosen to die nobly in sacrificial rituals. They received special royal treatment to induce them to speak kindly of the priests who sent them to the afterlife.
Strength: The Chaskimallki returns to life completely restored to health as long as the body is kept frozen, or in ice-cold water, to preserve it.
Liability: The Chaskimallki cannot return to life if its body rots during a death cycle; it must be kept frozen in order to return. The few alive today have made arrangements to be frozen when they die or even use chemical means to preserve their bodies.

 

Intimallki:  Intimallki are primarily from the Moche, Chimu or Inca nations, and are desert mummies that have been wrapped in huge swaths of cloth, usually with masks or false heads attached. The corpse retains its internal organs. These mummies were made before 1530 CE.
Strength: These mummies never thirst or suffer from dehydration. If one is kept from water long enough, it shrivels into a living but desiccated form.
Liability: The Intimallki are vulnerable to steel. It causes aggravated damage whether the mallki is living or dead. The Intimallki have so far managed to keep this a secret only known to themselves.

 

Pachamallki: The mummies of earth had their corpses eviscerated and then stuffed with grasses and herbs, reinforced with native cane, and packed in red or black clay. All known Pachamallki were created between 5050 and 1720 BCE. No one knows how many remain able to return to life.
Strength: A Pachamallki can repair its body by plastering itself with clay. Each turn, an earth mummy with access to suitable muddy material (Storyteller’s discretion) can repair one health level of damage to itself.
Liability: When a Pachamallki is dead, its corpse dissolves if immersed in running water. While living, it is not vulnerable to water.

 

Uchumallki: The mummies of fire and smoke were born from the jungles of the equator. They were gutted and smoked over fires of scented wood to preserve them. They lived their first lives before 1770 BCE.
Strength: Uchumallki have a limited immunity to fire and heat. Only the direct application of flame causes any damage, and it is lethal instead of aggravated.
Liability: An Uchumallki can be slain with cold. When its body is exposed to temperature below freezing, it suffers one level of aggravated damage each hour. When dead, the body of the Uchumallki does not suffer this damage.

 

Backgrounds:
Ka - Illi for Capacocha
Ba - Samapa for Capacocha

 

Specialty Traits:
Waka: Waka is Sekhem for Capacocha. However, there are a few ways they can gain this spiritual energy that the Amenti cannot.

 

Sacrifice: The illi can “eat” the spiritual energy released by human and animal sacrifices and gain strength from it. Each sacrifice provides a number of points equal to the victim’s Willpower, which may either be allocated in any way to the Capacocha’s Waka or Willpower, or into healing the mummy’s physical form. This is not considered a pleasant practice in modem times.

 

One Soul: Unlike Amenti, the Capacocha are single-spirit entities. There is no using of lives and spirits for them. Those chosen to Go Westward were usually rulers, religious figures, sages and artists, and the selection was made by the people or (more rarely) the gods. Commoners must distinguish themselves spectacularly in order to receive the honor. Due to the practice of sacrificing the young, some Capacocha are children, but they return with full Attributes because they have adult souls. Some eventually age enough to reach physical adulthood. Because of the immense gap between their original lives and modern times, they receive the Background Memory x 5 (to reflect their very clear memories of their lives) and the Flaw: Anachronism.

 

Resurrection: A mallki must be summoned back to life by his descendants or followers when his spirit is ready (as per him Samapa rating). A Capacocha’s original physical body is also key to rising again - it must be returned to the place of burial from his First Life before rising can take place.

 

Capacochan Hekau: Variations on Hekau Paths can be found on pg. 263 of Laws of the Resurrection and may be used by Capacochan only.

 

Amenti Mummies: If you wish to play a non-Capacochan Mummy, you must have ST approval as your story will vary greatly from those present in the chronicle due to your experiences in Egypt.

 

Trait Cap: All Mummies start play with one Balance trait. At character creation you can increase your Balance by spending 2 Free or Experience Traits for one Balance Trait. For New Characters this cannot be increased higher than 5 Balance at character creation. Through story development and Experience your Balance can increase or decrease depending upon the actions you take and decisions you make.

Balance

Traits

Ability/Backgrounds

Willpower Maximum

1

14

5

6

2

15

5

8

3

16

5

8

4

17

6

10

5

18

7

12

6

19

8

14

7

20

9

16

8

21

10

18

 

Shifter Changes:

The Triat is weakened, but back in balance. Nagah, Hengyoki, Ananasi, and Rokea are not playable shifters. We use Laws of the Wild (Revised) as the core shifter book, if a gift says to look at Laws of the Wild then look at the revised book.

 

Sun and Moon: The spirits of the Sun and Moon are gone, shattered into thousands of pieces across the globe. Thusly, Moon Bridges, and any Gifts and Rites dealing with the Sun or Moon do not function the same. Now Anthelios rising during the day shining the black light of judgement and Lilith is the red moon. See a Storyteller for clarifications on the changes to such gifts and rites.

 

Gold and Silver:  Found on page 207 of Laws of the Wyld West.
Silver/Gold is the bane of shifters. All shifter suffer one health level of aggravated damage for every round they remain in contact with silver/gold. Likewise, any wound caused by silver weapons cause aggravated damage. When a garou is faced with silver weapons, the defending shifter may only claim half (½) of his normal number of traits in ties round up. Note that this applies to the appropriate species, not globally.

 

Mokole: Rules for Mokole can be found here

 

SeptsSepts of Dischordia can be found here.

 

Litanies: 7th Age Litanies and their changes can be found at the link

 

Trait Cap: New Characters cannot begin higher than Rank 5.

Rank

Traits

Ability/Backgrounds

Willpower, Rage and Gnosis

0

13

5

5

1

14

5

6

2

15

5

8

3

16

6

9

4

17

6

11

5

18

7

12

6

20

8

15

Abilities:

Specializations - Ability Specializations will take a month to learn and cannot be reduced by any means. You may still learn other Abilities during this time, but only one specialization may be learned per month.

 

Lores - Knowledge of each lore at each level will be defined as time permits. Lores at level 1 may be learned after a few months (at ST discretion) of interacting with the subject of that lore. Beyond the first level, one must locate a teacher either through roleplay or through use of Learning or Occult influences. In order to interact with species' magical abilities, you must have the lore of that creature type at or above the level of the ability you wish to affect. This applies to Countermagic as well as powers like Thieving Talons.

 

Backgrounds:

Please also see the additional clarifications to the most common background availability and usage questions.

 

Influences - Level 10 is the maximum in one particular influence. Once 1 person in a Kingdom has 10 in an Influence, no one else can have that Influence at 10 in that kingdom. Then it proceeds as follows: 2 characters at level 9, 3 characters at level 8, 4 characters at level 7, 5 characters at level 6. Any number of characters can have Influences of 5 and lower.

 

Allies - Allies can gain you any influence or ability up to 5. Raising influences above 5 will require combining with other sources - even from other Allies - following the mechanics below.

 

Combining Influences - Combining influences from a secondary source - such as Allies or someone loaning influences to you - will count as half. For instance, if you have Health x 3 and you use Allies x 2 to increase it, your Allies is halved and your Health raises to 4. The exception is Imperial influences, which add at 1-to-1 with other influences in Dischordian domains.

 

Influence Caps - The grand total of Influence a single character can have is equal to the sum of all 3 trait categories added up + Seneschal ability (Physical + Mental + Social + Seneschal Ability = Influence Cap Total). 

 

Background Caps are the same as the Max Ability Caps according to the charts listed for your race above. This does not include Influences.

 

Domain and Domain Security - there are no no cap to these two other than you cannot have Domain Security higher than your Domain rating.

 

Allyu/Cult/Dreamers/Herd/Kinfolk - May be used to acquire 1 trait of supernatural juice (Respectively: Sekhem, Tass, Glamour, Blood, Gnosis) per point dedicated to that purpose. 

 

Arsenal - Representing the weapons and equipment wielded by your Domain Security, this background cannot exceed your Domain Security rating. Arsenal obtained via influence actions is normal, mundane weaponry. There are some Church / Occult influence actions that can boost them as well, which will make them generally more effective.  

 

Arcane - [Experimental] You may still declare the use of Arcane at the end of a scene by engaging in a static Mental challenge (no traits risked) against those present. If you win, those who lost don’t remember you. If you lose, those who beat you will remember you. Both sides may use Willpower as a retest. The individual using Arcane can opt to use a point of Arcane as an additional retest.

 

Political Connections: Each point will allow you to use one point of an influence in another domain. Anyone can gain Political Connections if they earn them. Fae may start with them at character creation up to two points, with storyteller approval. Political Connections x2 can be spent to arrange a meeting with one of the Ambassadors in their Embassy in the Court of Empires (up to one day of meetings). Political Connections x4 can be spent to invite one of the Ambassadors to your domain for a semi-extended duration (up to one week, provided their schedule allows for it). Political Connections x8 can be spent to secure an invitation to visit another Kingdom. Whenever possible, these will take the form of downtime actions. 

 

Retainers: NPC Kinfolk, Retainers, Totems, Familiars etc. will all be made with an ST only. By all means have an idea of what you will like, however it must be made with a storyteller.

 


Imperial Eras:

Hosting Court will have a different advantage every year.

  • Foundation Era: Growth points will be rewarded for your kingdom holding Court in the first era.
  • Legacy Era: Every player in your domain will be Awarded Imperial influence in the second era.
  • Paradigm (current) Era: Every player in your domain will be Awarded International Influence in the third era. Growth Points are no longer available. You must plot and scheme to gain higher title against your fellows.

Domains hosting court earn 5 points of international influence per domain player in attendance, or 20 points total (whichever is greater) to divide among their nobles as they see fit. Caveat: No one can buy more than 5 per category per player in one month. Influences in other domains cap at 7 no matter what, and most will be full at that level. One person can have a given influence in a given Kingdom at 7, two can have that influence at 6, three can have it at 5, four people can have level 4, five people can have level 3. Any number of people can have an influence at level 1 or 2. Multiple players combining international influence is not a straight add (two L5’s don’t add to a L10). Two level 5s combine to a level 6 and two level 6’s can combine to a level 7 action. International influences do not add to your Dischordian title, nor do they count against your influence cap.

 

Joining a New Domain: Whether from choosing to leave your old domain, being booted from it and joining a new one, or your domain fell and your oaths to your old lord no longer hold true, there are a few things PCs must do when joining a new domain. You will have to swear an Oath of Fealty to a character in the new domain, if your lord is not also joining this domain. This character must either be an influential and powerful NPC (such as the Domain Lord) or one of the original PCs if you are a Legacy Era character without a preexisting Year 1 character. If you are a Paradigm Era character, you can swear to anyone at game in your new nation of residence.

When a PC joins a new domain from an old one, their influences are the ones that decrease if the slot is already taken by an existing PC or NPC in that domain. As the new guy, you lose out as your influences, background, and population are coming in to an already defined kingdom. If another character already has between 6-10 points in an influence, and the available slots are taken up, you move down to the next available slot in that influence. You will receive Domain in exchange for this lost influence to place back into other influences that may not be taken up or population producing backgrounds that you can viably attain so that you do not lose population.

 

Experience & Learning Times:

 

Here is what you can gain:

  • Attendance - 2 xp
  • Role Playing - 3 xp (you must be in character a majority of the night, not pulling people out of character in the play area). 
  • Downtimes - 3 xp

Costuming - Costuming is mandatory for the 7th Age game. You have two months to figure out your character’s costume/appearance. After this period, you must come in costume to the events. The Storyteller has final say on what is acceptable. If you need aid with costuming, speak with the staff or any player for ideas or suggestions. We are all about it! If you are unwilling to dress as your character, this is not the game for you. The 7th Age revolves around high costuming and role-playing, props and theater, not combat or challenges. Challenges and combat are there when it is necessary, but many things can be solved without the use of them.

 

NPC Experience: 4 xp/game - this is for all NPCs, as well as inactive PCs

 

You can use experience to purchase Attributes, Abilities, and Powers at the pace dictated by learning times. Mentor (considered to have Instruction at their Mentor level), Research, and Library cut down on learning times. You can only use each once in a month to reduce specific learning times.

 

Attributes: 1 week/new trait - maximum of 4-5 traits (depending on the month) each month.

 

Abilities: 1 week per level of Ability you are learning. Ex.: If you have Stealth 2 and wish to increase it to Stealth 3, it will take 3 weeks to do so. Mentor, Library, and Research (as well as other backgrounds such as Allies that can give you abilities to use during DTs) reduce this time by 1 week per dot used to a minimum of 1 week. You cannot learn more than 4-5 weeks worth of abilities in one month (depending upon how many weeks are in the month).

 

Powers: 2 weeks per level of supernatural power you are learning. Ex. If you want to learn Potence 2 and you have Potence 1 it will take you 4 weeks. Shifters are the only exception. Basic Gifts take 2 weeks. Intermediate Gifts take 6 weeks. Advanced Gifts take 10 weeks. All other powers stage in time (2 weeks, 4 weeks, 6 weeks, 8 weeks, 10 weeks, etc. for beyond advanced power).

 

Mentor, Library, and Research can be used to reduce these learning times by 1 week/level used (Ex. If the above vampire learning Potence 2 has a Mentor x3 it can use all 3 Mentor points to reduce the learning time of Potence 2 by 3 weeks and said vampire will learn the power in one week instead of 4). You cannot reduce the time to learn a power below 1 week and only have 4-5 weeks in a month to learn powers. Mastering an ability to level 10, learning above-advanced powers, or developing custom powers is incredibly difficult. Lesser libraries or mentors cannot help you in learning such things. Unless you specifically seek out (and acquire) a mentor or library that contains the knowledge you seek, you cannot reduce your learning times on such abilities. 

 

Crafting Times:

Items with Permanent Background Points: To create an item it takes a number of weeks/the level of power you wish to infuse in the item x2.  Your level of Crafts skill and Allies or Library backgrounds reduces the time by one week/level spent crafting to a minimum of 1 week for any item.  You can only craft an number of items in a month per weeks in the month.  You do not need to use experience to create items.

 

One Time Use Items: You may craft 1 set of 5 of any one time use items per week.  You may craft a different set of one use items in another week, but not the same set of items.  This counts against the overall crafting time available in a month. 

 

Oaths

 

In the 7th Age setting, Oaths are what binds the kingdoms together, ties lords to lands, and generally makes Balor and the Fae have all the power! Each character is sworn in an Oath of Fealty to their lord. In turn that lord is sworn to another of higher station and on up the pyramid it goes until it reaches High King Balor. This is the premise of the setting every character must be a titled noble with out exception.

 

If your character ever finds himself bereft of a lord or having lost his oaths or population, it is no longer a noble and will not be invited back to court until it is again. Essentially, if you have fewer than 10,000 people underneath you, or you break your oaths and lose your tie to your lord, you cannot play the character.

 

That being said, there is always the opportunity to remedy this. You will have one month from the time you lose your title to become a titled noble again. However, if no one sponsors, steals,accepts, or bargains with you, and you have no other way to gain population, your character is effectively dead and you must create a new character.

 

But the Oath of Fealty is not the only oath used in Dischordia. For a list of other oaths, look here

 

Downtimes:

Downtime actions must be received by the first Saturday after each session and must be submitted using the provided submission formSubmissions after the deadline will not go through as it will not give us enough time to weave the tale of your interactions after that date (unless given expressed Storyteller approval).  You will receive responses to your actions the week before game.  This is to foster interactions at game.

 

Character Submission:

New characters must be submitted within the first two weeks after a session (the first Saturday of every month).  Email submissions and questions to This email address is being protected from spambots. You need JavaScript enabled to view it.Submitted characters will not be approved after those first two weeks.  However, we will speak with you about your concept and place you in the appropriate Kingdom according to availability. If submitted after the first 2 weeks of the month, you will be allowed to play your concept at the next game, however you will not be allowed to enter into any challenges. Submitted characters must follow these Character Creation guidelines.

 

Extra Features of the World:

“Calling for help from beyond”

All races and types can cast this ritual with the expenditure of one willpower.

Who ever cast this ritual needs to spend 10 mins in meditation alone. The caster then Write a note asking for help at the end of the 10 minutes explaining what it is they are needing/wanting. They must sign it with their full true name once they are done doing so they must find a large source of light; the sun, a bond fine, fireplace etc... And turn their back to the light and burn the note in their own shadow. If anyone is willing to do this please time stop them and let me know.

 

DISCLAIMER: ADULT CONTENT

You must be 18 years old or older to play this game.  The 7th Age is a high concept game that covers adult material.  You can wear weapons as props, drinking is allowed at game as is smoking in designated areas.  Little is taboo in this game, even the costuming is adult oriented as is some of the physical role playing.  Anything outside of the norm must be done with the consent of others.  If you take advantage of these privileges, you will be asked to leave the game and will no longer be invited to return, be respectful of others.