The Houses and their Skills

The Age of Aquarius freeform campaign draws heavily upon astrological lore, and your character sheet uses the format of a horoscope chart to list all your skills and attributes. This wheel is a diagram showing how your skills are arranged according to categories called Houses. Each House is segment of the wheel, numbered from 1st to 12th, and governs an area of your characters life.

What each House means

Using your Character sheet
Every character can use any skill if it is written on their character sheet. If want to attempt something and the skill needed is not written on your sheet, then you use your House Ability level only as the your skill level and the gamemaster may make the chances of you succeeding harder.
Due to the nature of Nephilim, and their inhabitation of the human (simulacra) host, the use of some skills can have serious consequences. Whenever a Nephilim spirit uses a skill that the only the human host possesses there is a chance that the human personality will regain control of an aspect of the human host person. The potential chance of humanity resurfacing is kept track off in the four circles surrounding the house skill wheel, representing the type of stress on the human host caused by Nephilim inhabitation. See Metamorphosis for more details.
All the skills are placed into twelve categories called Houses (after the Houses of an Astrological Horoscope).

Each House has an Ability number, scaled 0 –5, that is either used as the skill level for any skill level for any skill in that House without a number or it is added to an already existing skill number. This total is the Skill level. So, its fairly simple –
House Ability (+Skill number) = Skill level

Tasks are always done in competition. If there is no chance of failure then your skill level is irrelevant. Chance is important and is included as factor otherwise the game system can marginalise players whose skill numbers are low. However, chance itself reduces a players effectiveness. To effect random chance as a factor, yet still give players a perception of influence and power, a system of action cards will be used.

Every Nephilim player begins a game session with 5 action cards, numbered 2,4,6,8 and 10 respectively.
Every Extra player begins a game session with 5 action cards, numbered 1,3,5, 7 and 9 respectively.
Every GM begins a game session with all 10 numbered action cards.

To attempt a task, a person chooses an action card to play, then adds that action card number to their Skill level to achieve a total. This total result is compared to someone else’s (whether it is a player or Gamemaster) and the highest number succeeds.
The two competitors then exchange the action card they used in the task for the one their opponent used.

Anyone with action cards can initiate or compete in a task, and everyone is considered equal participants. In this way the rules system binds the Player, the Gamemaster, and the Extra together.

Multiple Participants
When three or more people participate in a task, the resolution changes slightly. Every person is still classified as a competitor, and everyone works out their own total result, with the highest total resolving the dilemma in their favour. Every person involved participates in resolving the task in terms of the story, describing in simple terms what has actually happened, with a mutually agreed upon conclusion being made up.
Then every total is placed in order, lowest to highest. The action cards of every participant are placed in a prize pool. The person with the lowest result chooses a replacement action card first. The person with the next lowest total result chooses a replacement next. This continues until every person involved has replaced their spent action card.

Skill Cards
Knowledge or ability in a particular field is referred to as a Skill. Remember that anyone can attempt any action, using their House Ability number plus an Action card to find a result. Whether a Skill is added to a task check or not is at the discretion of those involved, using common sense and being reasonable.
Every House has an association with certain Skills, so that the House Ability can only be added to Skills which are in the province of that House.
A Skill is detailed on a Skill Card. This card gives the owner some vital data
– a brief description of the skill
– the current level of the skill
– some examples of how to use the skill in this Era (time period)
– conditions of use for this skill in the game
– the House this Skill is associated with
– and the characters name who it belongs to

At the beginning of every session everyone playing the game is given their Skill cards for their character. As a player you can use or ignore your skills as you see fit during a game session.

Age of Aquarius Skills
Improving my character