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	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SagaciousAscendingHero/HouseRules2&amp;diff=89011</id>
		<title>SagaciousAscendingHero/HouseRules2</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SagaciousAscendingHero/HouseRules2&amp;diff=89011"/>
				<updated>2012-04-08T17:10:07Z</updated>
		
		<summary type="html">&lt;p&gt;SagaciousAscendingHero: /* Weapons, Artifacts &amp;amp; Hearthstones */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Keep in mind that the stuff I put here is what I felt needed changing to suit my games, not necessarily what I felt should have been changed in the core book. Also a number of things here are simply rules clarifications and official errata that I wanted to have on hand for my games.&lt;br /&gt;
&lt;br /&gt;
An important note, I use the current Scroll of Errata 2.5 rules. Modified by the below, of course.&lt;br /&gt;
&lt;br /&gt;
== Basic Rules ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Specialty Costs -&amp;lt;/b&amp;gt; Buying a specialty in a Caste, Aspect, or Favored ability costs 2 xp, not 3. Having Occult as either a Caste, Aspect, or Favored Ability grants a similar reduction in cost when purchasing Thaumaturgy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Essence -&amp;lt;/b&amp;gt; The cost for raising Essence for any type of Exalted is always 7 bonus points and CR x 8 experience points.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Grappling -&amp;lt;/b&amp;gt; On the same turn you successfully grapple an opponent, you may immediately either Crush, Pin, or Throw the victim. On the attackers action, he only needs to make a roll to take one of the above actions and suffers no risk of losing control. On the defender's action, he may attempt to break the hold. If successful, he may take control of the grapple or move up to his speed away from his opponent. Defensive charms that eliminate penalties &amp;lt;i&amp;gt;(such as FLB &amp;amp; FfBS)&amp;lt;/i&amp;gt; do not affect grapples.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Multiple Opponents -&amp;lt;/b&amp;gt; Each attacker after the first reduces DV by 1. This lasts until the defender's DV refreshes. This doesn't stack with Coordinated Attack or Onslaught penalties, only the highest penalty applies.&lt;br /&gt;
&lt;br /&gt;
== Social Combat ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Intimacies &amp;amp; Virtues -&amp;lt;/b&amp;gt; Need to be linked to a virtue that matches how you feel about that Intimacy. You must fail a that virtue roll in order to act against your Intimacy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Short Ticks -&amp;lt;/b&amp;gt; Social combat may be done quickly using short ticks by applying a -2 external penalty to all rolls. This applies to all participants.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;During Physical Combat -&amp;lt;/b&amp;gt; When attempting to participate in social combat during a fight, a combatant must split his attention between the two, or flurry to do both at the same time. DV penalties from either type of action apply to both types of combat.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Starting Intimacies -&amp;lt;/b&amp;gt; Characters must select at least one Intimacy for each virtue, but a player may exchange one for an additional Intimacy of his Primary Virtue. Consider the following categories when choosing intimacies; people, places, groups, objects, ideals, desires, activities. These are merely suggestions, not an exhaustive list.&lt;br /&gt;
&lt;br /&gt;
== Panoply ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Ping Damage -&amp;lt;/b&amp;gt; Essence has no effect on minimum damage dealt. Apply any effects that increase or reduce post-soak damage to the final value after factoring in minimum and maximum damage as necessary.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Rate -&amp;lt;/b&amp;gt; The maximum number of attacks in a flurry is limited to the highest rate of the weapons being used. Each weapon is limited by it's own rate as well. &amp;lt;i&amp;gt;IE. if you are attacking with one weapon with a rate of 3 and another with a rate of 1, you may only attack 3 times, and no more than once with the second weapon.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Hearthstones -&amp;lt;/b&amp;gt; Any bonus dice or success from hearthstones count against charm limits.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Hearthstone Bracers -&amp;lt;/b&amp;gt; These are incompatible with armor of any kind.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Power Armors -&amp;lt;/b&amp;gt; Armors such as Celestial Battle Armor, Armor of the Immaculate Dragons, and Warstriders are considered Artifact N/A unless I am specifically running a campaign around them, such as a unit of Warstrider pilots. Discreet Essence Armor is an exemption to this rule.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Jade Weapons -&amp;lt;/b&amp;gt; Use the new Magic Material Bonuses from BoS, Vol. 3: Oadenol's Codex.&lt;br /&gt;
&lt;br /&gt;
== Charms ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Use -&amp;lt;/b&amp;gt; Charms are limited to 1 per tick rather than 1 per action.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Third Excellency -&amp;lt;/b&amp;gt; Instead of rerolling the whole die pool, only reroll any dice that did not come up successes.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Terrestrial Circle Sorcery, Celestial Circle Sorcery, Solar Circle Sorcery -&amp;lt;/b&amp;gt; Each of these grants knowledge of one spell of that circle, free with the cost of the base charm. Same goes for equivalent Necromancy, Infernal Sorcery, &amp;amp; Protocols charms.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Perfect Attacks &amp;amp; Defenses -&amp;lt;/b&amp;gt; As these require no die roll, they may not be stunted.&lt;br /&gt;
&lt;br /&gt;
== Solars ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Dawn Anima Ability -&amp;lt;/b&amp;gt; Ignore this portion of the errata: &amp;lt;i&amp;gt;Additionally, the immense Essence pressure within the character’s anima slows all incoming attacks, increasing the character’s DVs by 2.&amp;lt;/i&amp;gt; Similarly, ignore this for Dusk &amp;amp; Slayer castes as well.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Fivefold Bulwark Stance -&amp;lt;/b&amp;gt; The reduction in DV penalties due to actions applies to each action in a flurry.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Foe-Vaulting Method -&amp;lt;/b&amp;gt; This allows for an immediate roll to regain surprise, no extra cover is needed. Simply by moving fast and getting behind his opponent, the solar may ambush the foe from behind his own back.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Flow Like Blood -&amp;lt;/b&amp;gt; Has the same effect as FfBS as well as ignoring coordinating attack penalties.&lt;br /&gt;
&lt;br /&gt;
== Dragon-Blooded ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Out of Aspect Surcharge -&amp;lt;/b&amp;gt; Ignore this rule. I find that it just causes a lot of book-keeping headaches.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Immaculate Martial Arts Favored Weapon Bonus -&amp;lt;/b&amp;gt; The practitioner must either be the same elemental aspect as the Style, or must have mastered at least the Form charm to gain the benefits of the Favored Weapon Bonus.&lt;br /&gt;
&lt;br /&gt;
== Lunars ==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Character Generation -&amp;lt;/b&amp;gt; Characters start with 2 Knacks &amp;amp; 8 Charms. Also the xp cost for Knacks is reduced to 8.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Shapeshifting Traits -&amp;lt;/b&amp;gt; When taking new forms, the following traits are changed: Strength, Stamina, Appearance, natural attacks, natural armor, senses and special modes of transportation (flight, swim, etc). Everything else remains constant.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Casteless Anima Abilities -&amp;lt;/b&amp;gt; Casteless Lunars gain access to all five Anima abilities over the course of a month, not just the current three. The order is as follows; No Moon - 3 days, Waxing Moon - 4 days, Half Moon - 3 days, Waxing Moon - 4 days, Full Moon - 3 days, Waning Moon - 4 days, Half Moon - 3 days, Waning Moon - 4 days.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Mountainous Spirit Expression -&amp;lt;/b&amp;gt; Apply the Large mutation to the spirit form, granting +1 Strength, +1 Stamina, and an additional -0 health level.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Deadly Beastman Transformation &amp;amp; Devastating Ogre Enhancement -&amp;lt;/b&amp;gt; You may re-arrange the attribute boost array. The options would be +1 Str/+1 Dex/+1 Sta, +2/+0/+2, +3/+0/+1, or +1/+0/+3. When taking DOE, any selection of two of the same +3 options is disallowed. In other words, you may not take both Knacks and gain a +6/+0/+2 or +2/+0/+6. Combinations of +5/+0/+3 or +3/+0/+5 are fine.&lt;br /&gt;
&lt;br /&gt;
== Alchemicals ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Installment Costs -&amp;lt;/b&amp;gt; Ignore these rules.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Slots -&amp;lt;/b&amp;gt; You may have no more charm slots than equal to your maximum Personal Essence Pool. Charms that may be taken multiple times are counted only once. Charms that are specifically described as being an upgrade to a prerequisite also do not count toward charm slots. Arrays occupy a number of Charm Slots equal to 3/4ths the number of Charms in the Array.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Artifact Background -&amp;lt;/b&amp;gt; The rating of artifacts purchased with this background are limited by the number of dots the character has in it. So you must have 3 dots in Artifact before purchasing a 3 dot item.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
[[SagaciousAscendingHero/HouseRules2Comments]]&lt;/div&gt;</summary>
		<author><name>SagaciousAscendingHero</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SagaciousAscendingHero/HouseRules2&amp;diff=89009</id>
		<title>SagaciousAscendingHero/HouseRules2</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SagaciousAscendingHero/HouseRules2&amp;diff=89009"/>
				<updated>2012-04-08T17:09:14Z</updated>
		
		<summary type="html">&lt;p&gt;SagaciousAscendingHero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Keep in mind that the stuff I put here is what I felt needed changing to suit my games, not necessarily what I felt should have been changed in the core book. Also a number of things here are simply rules clarifications and official errata that I wanted to have on hand for my games.&lt;br /&gt;
&lt;br /&gt;
An important note, I use the current Scroll of Errata 2.5 rules. Modified by the below, of course.&lt;br /&gt;
&lt;br /&gt;
== Basic Rules ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Specialty Costs -&amp;lt;/b&amp;gt; Buying a specialty in a Caste, Aspect, or Favored ability costs 2 xp, not 3. Having Occult as either a Caste, Aspect, or Favored Ability grants a similar reduction in cost when purchasing Thaumaturgy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Essence -&amp;lt;/b&amp;gt; The cost for raising Essence for any type of Exalted is always 7 bonus points and CR x 8 experience points.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Grappling -&amp;lt;/b&amp;gt; On the same turn you successfully grapple an opponent, you may immediately either Crush, Pin, or Throw the victim. On the attackers action, he only needs to make a roll to take one of the above actions and suffers no risk of losing control. On the defender's action, he may attempt to break the hold. If successful, he may take control of the grapple or move up to his speed away from his opponent. Defensive charms that eliminate penalties &amp;lt;i&amp;gt;(such as FLB &amp;amp; FfBS)&amp;lt;/i&amp;gt; do not affect grapples.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Multiple Opponents -&amp;lt;/b&amp;gt; Each attacker after the first reduces DV by 1. This lasts until the defender's DV refreshes. This doesn't stack with Coordinated Attack or Onslaught penalties, only the highest penalty applies.&lt;br /&gt;
&lt;br /&gt;
== Social Combat ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Intimacies &amp;amp; Virtues -&amp;lt;/b&amp;gt; Need to be linked to a virtue that matches how you feel about that Intimacy. You must fail a that virtue roll in order to act against your Intimacy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Short Ticks -&amp;lt;/b&amp;gt; Social combat may be done quickly using short ticks by applying a -2 external penalty to all rolls. This applies to all participants.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;During Physical Combat -&amp;lt;/b&amp;gt; When attempting to participate in social combat during a fight, a combatant must split his attention between the two, or flurry to do both at the same time. DV penalties from either type of action apply to both types of combat.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Starting Intimacies -&amp;lt;/b&amp;gt; Characters must select at least one Intimacy for each virtue, but a player may exchange one for an additional Intimacy of his Primary Virtue. Consider the following categories when choosing intimacies; people, places, groups, objects, ideals, desires, activities. These are merely suggestions, not an exhaustive list.&lt;br /&gt;
&lt;br /&gt;
== Weapons, Artifacts &amp;amp; Hearthstones ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Ping Damage -&amp;lt;/b&amp;gt; Essence has no effect on minimum damage dealt. Apply any effects that increase or reduce post-soak damage to the final value after factoring in minimum and maximum damage as necessary.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Rate -&amp;lt;/b&amp;gt; The maximum number of attacks in a flurry is limited to the highest rate of the weapons being used. Each weapon is limited by it's own rate as well. &amp;lt;i&amp;gt;IE. if you are attacking with one weapon with a rate of 3 and another with a rate of 1, you may only attack 3 times, and no more than once with the second weapon.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Hearthstones -&amp;lt;/b&amp;gt; Any bonus dice or success from hearthstones count against charm limits.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Hearthstone Bracers -&amp;lt;/b&amp;gt; These are incompatible with armor of any kind.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Power Armors -&amp;lt;/b&amp;gt; Armors such as Celestial Battle Armor, Armor of the Immaculate Dragons, and Warstriders are considered Artifact N/A unless I am specifically running a campaign around them, such as a unit of Warstrider pilots. Discreet Essence Armor is an exemption to this rule.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Jade Weapons -&amp;lt;/b&amp;gt; Use the new Magic Material Bonuses from BoS, Vol. 3: Oadenol's Codex.&lt;br /&gt;
&lt;br /&gt;
== Charms ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Use -&amp;lt;/b&amp;gt; Charms are limited to 1 per tick rather than 1 per action.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Third Excellency -&amp;lt;/b&amp;gt; Instead of rerolling the whole die pool, only reroll any dice that did not come up successes.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Terrestrial Circle Sorcery, Celestial Circle Sorcery, Solar Circle Sorcery -&amp;lt;/b&amp;gt; Each of these grants knowledge of one spell of that circle, free with the cost of the base charm. Same goes for equivalent Necromancy, Infernal Sorcery, &amp;amp; Protocols charms.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Perfect Attacks &amp;amp; Defenses -&amp;lt;/b&amp;gt; As these require no die roll, they may not be stunted.&lt;br /&gt;
&lt;br /&gt;
== Solars ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Dawn Anima Ability -&amp;lt;/b&amp;gt; Ignore this portion of the errata: &amp;lt;i&amp;gt;Additionally, the immense Essence pressure within the character’s anima slows all incoming attacks, increasing the character’s DVs by 2.&amp;lt;/i&amp;gt; Similarly, ignore this for Dusk &amp;amp; Slayer castes as well.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Fivefold Bulwark Stance -&amp;lt;/b&amp;gt; The reduction in DV penalties due to actions applies to each action in a flurry.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Foe-Vaulting Method -&amp;lt;/b&amp;gt; This allows for an immediate roll to regain surprise, no extra cover is needed. Simply by moving fast and getting behind his opponent, the solar may ambush the foe from behind his own back.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Flow Like Blood -&amp;lt;/b&amp;gt; Has the same effect as FfBS as well as ignoring coordinating attack penalties.&lt;br /&gt;
&lt;br /&gt;
== Dragon-Blooded ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Out of Aspect Surcharge -&amp;lt;/b&amp;gt; Ignore this rule. I find that it just causes a lot of book-keeping headaches.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Immaculate Martial Arts Favored Weapon Bonus -&amp;lt;/b&amp;gt; The practitioner must either be the same elemental aspect as the Style, or must have mastered at least the Form charm to gain the benefits of the Favored Weapon Bonus.&lt;br /&gt;
&lt;br /&gt;
== Lunars ==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Character Generation -&amp;lt;/b&amp;gt; Characters start with 2 Knacks &amp;amp; 8 Charms. Also the xp cost for Knacks is reduced to 8.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Shapeshifting Traits -&amp;lt;/b&amp;gt; When taking new forms, the following traits are changed: Strength, Stamina, Appearance, natural attacks, natural armor, senses and special modes of transportation (flight, swim, etc). Everything else remains constant.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Casteless Anima Abilities -&amp;lt;/b&amp;gt; Casteless Lunars gain access to all five Anima abilities over the course of a month, not just the current three. The order is as follows; No Moon - 3 days, Waxing Moon - 4 days, Half Moon - 3 days, Waxing Moon - 4 days, Full Moon - 3 days, Waning Moon - 4 days, Half Moon - 3 days, Waning Moon - 4 days.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Mountainous Spirit Expression -&amp;lt;/b&amp;gt; Apply the Large mutation to the spirit form, granting +1 Strength, +1 Stamina, and an additional -0 health level.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Deadly Beastman Transformation &amp;amp; Devastating Ogre Enhancement -&amp;lt;/b&amp;gt; You may re-arrange the attribute boost array. The options would be +1 Str/+1 Dex/+1 Sta, +2/+0/+2, +3/+0/+1, or +1/+0/+3. When taking DOE, any selection of two of the same +3 options is disallowed. In other words, you may not take both Knacks and gain a +6/+0/+2 or +2/+0/+6. Combinations of +5/+0/+3 or +3/+0/+5 are fine.&lt;br /&gt;
&lt;br /&gt;
== Alchemicals ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Installment Costs -&amp;lt;/b&amp;gt; Ignore these rules.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Slots -&amp;lt;/b&amp;gt; You may have no more charm slots than equal to your maximum Personal Essence Pool. Charms that may be taken multiple times are counted only once. Charms that are specifically described as being an upgrade to a prerequisite also do not count toward charm slots. Arrays occupy a number of Charm Slots equal to 3/4ths the number of Charms in the Array.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Artifact Background -&amp;lt;/b&amp;gt; The rating of artifacts purchased with this background are limited by the number of dots the character has in it. So you must have 3 dots in Artifact before purchasing a 3 dot item.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
[[SagaciousAscendingHero/HouseRules2Comments]]&lt;/div&gt;</summary>
		<author><name>SagaciousAscendingHero</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SagaciousAscendingHero/HouseRules2&amp;diff=89007</id>
		<title>SagaciousAscendingHero/HouseRules2</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SagaciousAscendingHero/HouseRules2&amp;diff=89007"/>
				<updated>2012-04-08T17:07:41Z</updated>
		
		<summary type="html">&lt;p&gt;SagaciousAscendingHero: /* Alchemicals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Keep in mind that the stuff I put here is what I felt needed changing to suit my games, not necessarily what I felt should have been changed in the core book. Also a number of things here are simply rules clarifications and official errata that I wanted to have on hand for my games.&lt;br /&gt;
&lt;br /&gt;
== Basic Rules ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Specialty Costs -&amp;lt;/b&amp;gt; Buying a specialty in a Caste, Aspect, or Favored ability costs 2 xp, not 3. Having Occult as either a Caste, Aspect, or Favored Ability grants a similar reduction in cost when purchasing Thaumaturgy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Essence -&amp;lt;/b&amp;gt; The cost for raising Essence for any type of Exalted is always 7 bonus points and CR x 8 experience points.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Grappling -&amp;lt;/b&amp;gt; On the same turn you successfully grapple an opponent, you may immediately either Crush, Pin, or Throw the victim. On the attackers action, he only needs to make a roll to take one of the above actions and suffers no risk of losing control. On the defender's action, he may attempt to break the hold. If successful, he may take control of the grapple or move up to his speed away from his opponent. Defensive charms that eliminate penalties &amp;lt;i&amp;gt;(such as FLB &amp;amp; FfBS)&amp;lt;/i&amp;gt; do not affect grapples.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Multiple Opponents -&amp;lt;/b&amp;gt; Each attacker after the first reduces DV by 1. This lasts until the defender's DV refreshes. This doesn't stack with Coordinated Attack or Onslaught penalties, only the highest penalty applies.&lt;br /&gt;
&lt;br /&gt;
== Social Combat ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Intimacies &amp;amp; Virtues -&amp;lt;/b&amp;gt; Need to be linked to a virtue that matches how you feel about that Intimacy. You must fail a that virtue roll in order to act against your Intimacy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Short Ticks -&amp;lt;/b&amp;gt; Social combat may be done quickly using short ticks by applying a -2 external penalty to all rolls. This applies to all participants.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;During Physical Combat -&amp;lt;/b&amp;gt; When attempting to participate in social combat during a fight, a combatant must split his attention between the two, or flurry to do both at the same time. DV penalties from either type of action apply to both types of combat.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Starting Intimacies -&amp;lt;/b&amp;gt; Characters must select at least one Intimacy for each virtue, but a player may exchange one for an additional Intimacy of his Primary Virtue. Consider the following categories when choosing intimacies; people, places, groups, objects, ideals, desires, activities. These are merely suggestions, not an exhaustive list.&lt;br /&gt;
&lt;br /&gt;
== Weapons, Artifacts &amp;amp; Hearthstones ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Ping Damage -&amp;lt;/b&amp;gt; Essence has no effect on minimum damage dealt. Apply any effects that increase or reduce post-soak damage to the final value after factoring in minimum and maximum damage as necessary.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Rate -&amp;lt;/b&amp;gt; The maximum number of attacks in a flurry is limited to the highest rate of the weapons being used. Each weapon is limited by it's own rate as well. &amp;lt;i&amp;gt;IE. if you are attacking with one weapon with a rate of 3 and another with a rate of 1, you may only attack 3 times, and no more than once with the second weapon.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Hearthstones -&amp;lt;/b&amp;gt; Any bonus dice or success from hearthstones count against charm limits.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Hearthstone Bracers -&amp;lt;/b&amp;gt; These are incompatible with armor of any kind.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Power Armors -&amp;lt;/b&amp;gt; Armors such as Celestial Battle Armor, Armor of the Immaculate Dragons, and Warstriders are considered Artifact N/A unless I am specifically running a campaign around them, such as a unit of Warstrider pilots. Discreet Essence Armor is an exemption to this rule.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Jade Weapons -&amp;lt;/b&amp;gt; Use the new Magic Material Bonuses from BoS, Vol. 3: Oadenol's Codex.&lt;br /&gt;
&lt;br /&gt;
== Charms ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Use -&amp;lt;/b&amp;gt; Charms are limited to 1 per tick rather than 1 per action.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Third Excellency -&amp;lt;/b&amp;gt; Instead of rerolling the whole die pool, only reroll any dice that did not come up successes.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Terrestrial Circle Sorcery, Celestial Circle Sorcery, Solar Circle Sorcery -&amp;lt;/b&amp;gt; Each of these grants knowledge of one spell of that circle, free with the cost of the base charm. Same goes for equivalent Necromancy, Infernal Sorcery, &amp;amp; Protocols charms.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Perfect Attacks &amp;amp; Defenses -&amp;lt;/b&amp;gt; As these require no die roll, they may not be stunted.&lt;br /&gt;
&lt;br /&gt;
== Solars ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Dawn Anima Ability -&amp;lt;/b&amp;gt; Ignore this portion of the errata: &amp;lt;i&amp;gt;Additionally, the immense Essence pressure within the character’s anima slows all incoming attacks, increasing the character’s DVs by 2.&amp;lt;/i&amp;gt; Similarly, ignore this for Dusk &amp;amp; Slayer castes as well.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Fivefold Bulwark Stance -&amp;lt;/b&amp;gt; The reduction in DV penalties due to actions applies to each action in a flurry.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Foe-Vaulting Method -&amp;lt;/b&amp;gt; This allows for an immediate roll to regain surprise, no extra cover is needed. Simply by moving fast and getting behind his opponent, the solar may ambush the foe from behind his own back.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Flow Like Blood -&amp;lt;/b&amp;gt; Has the same effect as FfBS as well as ignoring coordinating attack penalties.&lt;br /&gt;
&lt;br /&gt;
== Dragon-Blooded ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Out of Aspect Surcharge -&amp;lt;/b&amp;gt; Ignore this rule. I find that it just causes a lot of book-keeping headaches.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Immaculate Martial Arts Favored Weapon Bonus -&amp;lt;/b&amp;gt; The practitioner must either be the same elemental aspect as the Style, or must have mastered at least the Form charm to gain the benefits of the Favored Weapon Bonus.&lt;br /&gt;
&lt;br /&gt;
== Lunars ==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Character Generation -&amp;lt;/b&amp;gt; Characters start with 2 Knacks &amp;amp; 8 Charms. Also the xp cost for Knacks is reduced to 8.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Shapeshifting Traits -&amp;lt;/b&amp;gt; When taking new forms, the following traits are changed: Strength, Stamina, Appearance, natural attacks, natural armor, senses and special modes of transportation (flight, swim, etc). Everything else remains constant.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Casteless Anima Abilities -&amp;lt;/b&amp;gt; Casteless Lunars gain access to all five Anima abilities over the course of a month, not just the current three. The order is as follows; No Moon - 3 days, Waxing Moon - 4 days, Half Moon - 3 days, Waxing Moon - 4 days, Full Moon - 3 days, Waning Moon - 4 days, Half Moon - 3 days, Waning Moon - 4 days.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Mountainous Spirit Expression -&amp;lt;/b&amp;gt; Apply the Large mutation to the spirit form, granting +1 Strength, +1 Stamina, and an additional -0 health level.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Deadly Beastman Transformation &amp;amp; Devastating Ogre Enhancement -&amp;lt;/b&amp;gt; You may re-arrange the attribute boost array. The options would be +1 Str/+1 Dex/+1 Sta, +2/+0/+2, +3/+0/+1, or +1/+0/+3. When taking DOE, any selection of two of the same +3 options is disallowed. In other words, you may not take both Knacks and gain a +6/+0/+2 or +2/+0/+6. Combinations of +5/+0/+3 or +3/+0/+5 are fine.&lt;br /&gt;
&lt;br /&gt;
== Alchemicals ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Installment Costs -&amp;lt;/b&amp;gt; Ignore these rules.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Slots -&amp;lt;/b&amp;gt; You may have no more charm slots than equal to your maximum Personal Essence Pool. Charms that may be taken multiple times are counted only once. Charms that are specifically described as being an upgrade to a prerequisite also do not count toward charm slots. Arrays occupy a number of Charm Slots equal to 3/4ths the number of Charms in the Array.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Artifact Background -&amp;lt;/b&amp;gt; The rating of artifacts purchased with this background are limited by the number of dots the character has in it. So you must have 3 dots in Artifact before purchasing a 3 dot item.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
[[SagaciousAscendingHero/HouseRules2Comments]]&lt;/div&gt;</summary>
		<author><name>SagaciousAscendingHero</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SagaciousAscendingHero/HouseRules2&amp;diff=89005</id>
		<title>SagaciousAscendingHero/HouseRules2</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SagaciousAscendingHero/HouseRules2&amp;diff=89005"/>
				<updated>2012-04-08T17:01:41Z</updated>
		
		<summary type="html">&lt;p&gt;SagaciousAscendingHero: /* Social Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Keep in mind that the stuff I put here is what I felt needed changing to suit my games, not necessarily what I felt should have been changed in the core book. Also a number of things here are simply rules clarifications and official errata that I wanted to have on hand for my games.&lt;br /&gt;
&lt;br /&gt;
== Basic Rules ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Specialty Costs -&amp;lt;/b&amp;gt; Buying a specialty in a Caste, Aspect, or Favored ability costs 2 xp, not 3. Having Occult as either a Caste, Aspect, or Favored Ability grants a similar reduction in cost when purchasing Thaumaturgy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Essence -&amp;lt;/b&amp;gt; The cost for raising Essence for any type of Exalted is always 7 bonus points and CR x 8 experience points.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Grappling -&amp;lt;/b&amp;gt; On the same turn you successfully grapple an opponent, you may immediately either Crush, Pin, or Throw the victim. On the attackers action, he only needs to make a roll to take one of the above actions and suffers no risk of losing control. On the defender's action, he may attempt to break the hold. If successful, he may take control of the grapple or move up to his speed away from his opponent. Defensive charms that eliminate penalties &amp;lt;i&amp;gt;(such as FLB &amp;amp; FfBS)&amp;lt;/i&amp;gt; do not affect grapples.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Multiple Opponents -&amp;lt;/b&amp;gt; Each attacker after the first reduces DV by 1. This lasts until the defender's DV refreshes. This doesn't stack with Coordinated Attack or Onslaught penalties, only the highest penalty applies.&lt;br /&gt;
&lt;br /&gt;
== Social Combat ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Intimacies &amp;amp; Virtues -&amp;lt;/b&amp;gt; Need to be linked to a virtue that matches how you feel about that Intimacy. You must fail a that virtue roll in order to act against your Intimacy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Short Ticks -&amp;lt;/b&amp;gt; Social combat may be done quickly using short ticks by applying a -2 external penalty to all rolls. This applies to all participants.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;During Physical Combat -&amp;lt;/b&amp;gt; When attempting to participate in social combat during a fight, a combatant must split his attention between the two, or flurry to do both at the same time. DV penalties from either type of action apply to both types of combat.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Starting Intimacies -&amp;lt;/b&amp;gt; Characters must select at least one Intimacy for each virtue, but a player may exchange one for an additional Intimacy of his Primary Virtue. Consider the following categories when choosing intimacies; people, places, groups, objects, ideals, desires, activities. These are merely suggestions, not an exhaustive list.&lt;br /&gt;
&lt;br /&gt;
== Weapons, Artifacts &amp;amp; Hearthstones ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Ping Damage -&amp;lt;/b&amp;gt; Essence has no effect on minimum damage dealt. Apply any effects that increase or reduce post-soak damage to the final value after factoring in minimum and maximum damage as necessary.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Rate -&amp;lt;/b&amp;gt; The maximum number of attacks in a flurry is limited to the highest rate of the weapons being used. Each weapon is limited by it's own rate as well. &amp;lt;i&amp;gt;IE. if you are attacking with one weapon with a rate of 3 and another with a rate of 1, you may only attack 3 times, and no more than once with the second weapon.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Hearthstones -&amp;lt;/b&amp;gt; Any bonus dice or success from hearthstones count against charm limits.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Hearthstone Bracers -&amp;lt;/b&amp;gt; These are incompatible with armor of any kind.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Power Armors -&amp;lt;/b&amp;gt; Armors such as Celestial Battle Armor, Armor of the Immaculate Dragons, and Warstriders are considered Artifact N/A unless I am specifically running a campaign around them, such as a unit of Warstrider pilots. Discreet Essence Armor is an exemption to this rule.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Jade Weapons -&amp;lt;/b&amp;gt; Use the new Magic Material Bonuses from BoS, Vol. 3: Oadenol's Codex.&lt;br /&gt;
&lt;br /&gt;
== Charms ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Use -&amp;lt;/b&amp;gt; Charms are limited to 1 per tick rather than 1 per action.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Third Excellency -&amp;lt;/b&amp;gt; Instead of rerolling the whole die pool, only reroll any dice that did not come up successes.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Terrestrial Circle Sorcery, Celestial Circle Sorcery, Solar Circle Sorcery -&amp;lt;/b&amp;gt; Each of these grants knowledge of one spell of that circle, free with the cost of the base charm. Same goes for equivalent Necromancy, Infernal Sorcery, &amp;amp; Protocols charms.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Perfect Attacks &amp;amp; Defenses -&amp;lt;/b&amp;gt; As these require no die roll, they may not be stunted.&lt;br /&gt;
&lt;br /&gt;
== Solars ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Dawn Anima Ability -&amp;lt;/b&amp;gt; Ignore this portion of the errata: &amp;lt;i&amp;gt;Additionally, the immense Essence pressure within the character’s anima slows all incoming attacks, increasing the character’s DVs by 2.&amp;lt;/i&amp;gt; Similarly, ignore this for Dusk &amp;amp; Slayer castes as well.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Fivefold Bulwark Stance -&amp;lt;/b&amp;gt; The reduction in DV penalties due to actions applies to each action in a flurry.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Foe-Vaulting Method -&amp;lt;/b&amp;gt; This allows for an immediate roll to regain surprise, no extra cover is needed. Simply by moving fast and getting behind his opponent, the solar may ambush the foe from behind his own back.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Flow Like Blood -&amp;lt;/b&amp;gt; Has the same effect as FfBS as well as ignoring coordinating attack penalties.&lt;br /&gt;
&lt;br /&gt;
== Dragon-Blooded ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Out of Aspect Surcharge -&amp;lt;/b&amp;gt; Ignore this rule. I find that it just causes a lot of book-keeping headaches.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Immaculate Martial Arts Favored Weapon Bonus -&amp;lt;/b&amp;gt; The practitioner must either be the same elemental aspect as the Style, or must have mastered at least the Form charm to gain the benefits of the Favored Weapon Bonus.&lt;br /&gt;
&lt;br /&gt;
== Lunars ==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Character Generation -&amp;lt;/b&amp;gt; Characters start with 2 Knacks &amp;amp; 8 Charms. Also the xp cost for Knacks is reduced to 8.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Shapeshifting Traits -&amp;lt;/b&amp;gt; When taking new forms, the following traits are changed: Strength, Stamina, Appearance, natural attacks, natural armor, senses and special modes of transportation (flight, swim, etc). Everything else remains constant.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Casteless Anima Abilities -&amp;lt;/b&amp;gt; Casteless Lunars gain access to all five Anima abilities over the course of a month, not just the current three. The order is as follows; No Moon - 3 days, Waxing Moon - 4 days, Half Moon - 3 days, Waxing Moon - 4 days, Full Moon - 3 days, Waning Moon - 4 days, Half Moon - 3 days, Waning Moon - 4 days.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Mountainous Spirit Expression -&amp;lt;/b&amp;gt; Apply the Large mutation to the spirit form, granting +1 Strength, +1 Stamina, and an additional -0 health level.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Deadly Beastman Transformation &amp;amp; Devastating Ogre Enhancement -&amp;lt;/b&amp;gt; You may re-arrange the attribute boost array. The options would be +1 Str/+1 Dex/+1 Sta, +2/+0/+2, +3/+0/+1, or +1/+0/+3. When taking DOE, any selection of two of the same +3 options is disallowed. In other words, you may not take both Knacks and gain a +6/+0/+2 or +2/+0/+6. Combinations of +5/+0/+3 or +3/+0/+5 are fine.&lt;br /&gt;
&lt;br /&gt;
== Alchemicals ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Installment Costs -&amp;lt;/b&amp;gt; Ignore these rules.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Slots -&amp;lt;/b&amp;gt; You may have no more charm slots than equal to your maximum Personal Essence Pool. Charms that may be taken multiple times are counted only once. Charms that are specifically described as being an upgrade to a prerequisite also do not count toward charm slots. Arrays occupy a number of Charm Slots equal to 3/4ths the number of Charms in the Array.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Artifact Background -&amp;lt;/b&amp;gt; The rating of artifacts purchased with this background are limited by the number of dots the character has in it. So you must have 3 dots in Artifact before purchasing a 3 dot item.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Elemental Cores -&amp;lt;/b&amp;gt; Like hearthstones, these do not grant powers, but double the usual mote regeneration.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
[[SagaciousAscendingHero/HouseRules2Comments]]&lt;/div&gt;</summary>
		<author><name>SagaciousAscendingHero</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SagaciousAscendingHero/HouseRules2&amp;diff=89003</id>
		<title>SagaciousAscendingHero/HouseRules2</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SagaciousAscendingHero/HouseRules2&amp;diff=89003"/>
				<updated>2012-04-08T16:39:26Z</updated>
		
		<summary type="html">&lt;p&gt;SagaciousAscendingHero: /* Solars */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Keep in mind that the stuff I put here is what I felt needed changing to suit my games, not necessarily what I felt should have been changed in the core book. Also a number of things here are simply rules clarifications and official errata that I wanted to have on hand for my games.&lt;br /&gt;
&lt;br /&gt;
== Basic Rules ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Specialty Costs -&amp;lt;/b&amp;gt; Buying a specialty in a Caste, Aspect, or Favored ability costs 2 xp, not 3. Having Occult as either a Caste, Aspect, or Favored Ability grants a similar reduction in cost when purchasing Thaumaturgy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Essence -&amp;lt;/b&amp;gt; The cost for raising Essence for any type of Exalted is always 7 bonus points and CR x 8 experience points.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Grappling -&amp;lt;/b&amp;gt; On the same turn you successfully grapple an opponent, you may immediately either Crush, Pin, or Throw the victim. On the attackers action, he only needs to make a roll to take one of the above actions and suffers no risk of losing control. On the defender's action, he may attempt to break the hold. If successful, he may take control of the grapple or move up to his speed away from his opponent. Defensive charms that eliminate penalties &amp;lt;i&amp;gt;(such as FLB &amp;amp; FfBS)&amp;lt;/i&amp;gt; do not affect grapples.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Multiple Opponents -&amp;lt;/b&amp;gt; Each attacker after the first reduces DV by 1. This lasts until the defender's DV refreshes. This doesn't stack with Coordinated Attack or Onslaught penalties, only the highest penalty applies.&lt;br /&gt;
&lt;br /&gt;
== Social Combat ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Intimacies &amp;amp; Virtues -&amp;lt;/b&amp;gt; Need to be linked to a virtue that matches how you feel about that Intimacy. You must fail a that virtue roll in order to act against your Intimacy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Short Ticks -&amp;lt;/b&amp;gt; Social combat may be done quickly using short ticks by applying a -2 external penalty to all rolls. This applies to all participants.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;During Physical Combat -&amp;lt;/b&amp;gt; When attempting to participate in social combat during a fight, a combatant must split his attention between the two, or flurry to do both at the same time. DV penalties from either type of action apply to both types of combat.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Starting Intimacies -&amp;lt;/b&amp;gt; Characters must select at least one Intimacy for each virtue, but a player may exchange one for an additional Intimacy of his Primary Virtue.&lt;br /&gt;
&lt;br /&gt;
== Weapons, Artifacts &amp;amp; Hearthstones ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Ping Damage -&amp;lt;/b&amp;gt; Essence has no effect on minimum damage dealt. Apply any effects that increase or reduce post-soak damage to the final value after factoring in minimum and maximum damage as necessary.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Rate -&amp;lt;/b&amp;gt; The maximum number of attacks in a flurry is limited to the highest rate of the weapons being used. Each weapon is limited by it's own rate as well. &amp;lt;i&amp;gt;IE. if you are attacking with one weapon with a rate of 3 and another with a rate of 1, you may only attack 3 times, and no more than once with the second weapon.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Hearthstones -&amp;lt;/b&amp;gt; Any bonus dice or success from hearthstones count against charm limits.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Hearthstone Bracers -&amp;lt;/b&amp;gt; These are incompatible with armor of any kind.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Power Armors -&amp;lt;/b&amp;gt; Armors such as Celestial Battle Armor, Armor of the Immaculate Dragons, and Warstriders are considered Artifact N/A unless I am specifically running a campaign around them, such as a unit of Warstrider pilots. Discreet Essence Armor is an exemption to this rule.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Jade Weapons -&amp;lt;/b&amp;gt; Use the new Magic Material Bonuses from BoS, Vol. 3: Oadenol's Codex.&lt;br /&gt;
&lt;br /&gt;
== Charms ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Use -&amp;lt;/b&amp;gt; Charms are limited to 1 per tick rather than 1 per action.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Third Excellency -&amp;lt;/b&amp;gt; Instead of rerolling the whole die pool, only reroll any dice that did not come up successes.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Terrestrial Circle Sorcery, Celestial Circle Sorcery, Solar Circle Sorcery -&amp;lt;/b&amp;gt; Each of these grants knowledge of one spell of that circle, free with the cost of the base charm. Same goes for equivalent Necromancy, Infernal Sorcery, &amp;amp; Protocols charms.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Perfect Attacks &amp;amp; Defenses -&amp;lt;/b&amp;gt; As these require no die roll, they may not be stunted.&lt;br /&gt;
&lt;br /&gt;
== Solars ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Dawn Anima Ability -&amp;lt;/b&amp;gt; Ignore this portion of the errata: &amp;lt;i&amp;gt;Additionally, the immense Essence pressure within the character’s anima slows all incoming attacks, increasing the character’s DVs by 2.&amp;lt;/i&amp;gt; Similarly, ignore this for Dusk &amp;amp; Slayer castes as well.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Fivefold Bulwark Stance -&amp;lt;/b&amp;gt; The reduction in DV penalties due to actions applies to each action in a flurry.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Foe-Vaulting Method -&amp;lt;/b&amp;gt; This allows for an immediate roll to regain surprise, no extra cover is needed. Simply by moving fast and getting behind his opponent, the solar may ambush the foe from behind his own back.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Flow Like Blood -&amp;lt;/b&amp;gt; Has the same effect as FfBS as well as ignoring coordinating attack penalties.&lt;br /&gt;
&lt;br /&gt;
== Dragon-Blooded ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Out of Aspect Surcharge -&amp;lt;/b&amp;gt; Ignore this rule. I find that it just causes a lot of book-keeping headaches.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Immaculate Martial Arts Favored Weapon Bonus -&amp;lt;/b&amp;gt; The practitioner must either be the same elemental aspect as the Style, or must have mastered at least the Form charm to gain the benefits of the Favored Weapon Bonus.&lt;br /&gt;
&lt;br /&gt;
== Lunars ==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Character Generation -&amp;lt;/b&amp;gt; Characters start with 2 Knacks &amp;amp; 8 Charms. Also the xp cost for Knacks is reduced to 8.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Shapeshifting Traits -&amp;lt;/b&amp;gt; When taking new forms, the following traits are changed: Strength, Stamina, Appearance, natural attacks, natural armor, senses and special modes of transportation (flight, swim, etc). Everything else remains constant.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Casteless Anima Abilities -&amp;lt;/b&amp;gt; Casteless Lunars gain access to all five Anima abilities over the course of a month, not just the current three. The order is as follows; No Moon - 3 days, Waxing Moon - 4 days, Half Moon - 3 days, Waxing Moon - 4 days, Full Moon - 3 days, Waning Moon - 4 days, Half Moon - 3 days, Waning Moon - 4 days.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Mountainous Spirit Expression -&amp;lt;/b&amp;gt; Apply the Large mutation to the spirit form, granting +1 Strength, +1 Stamina, and an additional -0 health level.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Deadly Beastman Transformation &amp;amp; Devastating Ogre Enhancement -&amp;lt;/b&amp;gt; You may re-arrange the attribute boost array. The options would be +1 Str/+1 Dex/+1 Sta, +2/+0/+2, +3/+0/+1, or +1/+0/+3. When taking DOE, any selection of two of the same +3 options is disallowed. In other words, you may not take both Knacks and gain a +6/+0/+2 or +2/+0/+6. Combinations of +5/+0/+3 or +3/+0/+5 are fine.&lt;br /&gt;
&lt;br /&gt;
== Alchemicals ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Installment Costs -&amp;lt;/b&amp;gt; Ignore these rules.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Slots -&amp;lt;/b&amp;gt; You may have no more charm slots than equal to your maximum Personal Essence Pool. Charms that may be taken multiple times are counted only once. Charms that are specifically described as being an upgrade to a prerequisite also do not count toward charm slots. Arrays occupy a number of Charm Slots equal to 3/4ths the number of Charms in the Array.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Artifact Background -&amp;lt;/b&amp;gt; The rating of artifacts purchased with this background are limited by the number of dots the character has in it. So you must have 3 dots in Artifact before purchasing a 3 dot item.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Elemental Cores -&amp;lt;/b&amp;gt; Like hearthstones, these do not grant powers, but double the usual mote regeneration.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
[[SagaciousAscendingHero/HouseRules2Comments]]&lt;/div&gt;</summary>
		<author><name>SagaciousAscendingHero</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SagaciousAscendingHero/HouseRules2&amp;diff=89001</id>
		<title>SagaciousAscendingHero/HouseRules2</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SagaciousAscendingHero/HouseRules2&amp;diff=89001"/>
				<updated>2012-04-08T16:27:28Z</updated>
		
		<summary type="html">&lt;p&gt;SagaciousAscendingHero: /* Weapons, Artifacts &amp;amp; Hearthstones */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Keep in mind that the stuff I put here is what I felt needed changing to suit my games, not necessarily what I felt should have been changed in the core book. Also a number of things here are simply rules clarifications and official errata that I wanted to have on hand for my games.&lt;br /&gt;
&lt;br /&gt;
== Basic Rules ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Specialty Costs -&amp;lt;/b&amp;gt; Buying a specialty in a Caste, Aspect, or Favored ability costs 2 xp, not 3. Having Occult as either a Caste, Aspect, or Favored Ability grants a similar reduction in cost when purchasing Thaumaturgy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Essence -&amp;lt;/b&amp;gt; The cost for raising Essence for any type of Exalted is always 7 bonus points and CR x 8 experience points.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Grappling -&amp;lt;/b&amp;gt; On the same turn you successfully grapple an opponent, you may immediately either Crush, Pin, or Throw the victim. On the attackers action, he only needs to make a roll to take one of the above actions and suffers no risk of losing control. On the defender's action, he may attempt to break the hold. If successful, he may take control of the grapple or move up to his speed away from his opponent. Defensive charms that eliminate penalties &amp;lt;i&amp;gt;(such as FLB &amp;amp; FfBS)&amp;lt;/i&amp;gt; do not affect grapples.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Multiple Opponents -&amp;lt;/b&amp;gt; Each attacker after the first reduces DV by 1. This lasts until the defender's DV refreshes. This doesn't stack with Coordinated Attack or Onslaught penalties, only the highest penalty applies.&lt;br /&gt;
&lt;br /&gt;
== Social Combat ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Intimacies &amp;amp; Virtues -&amp;lt;/b&amp;gt; Need to be linked to a virtue that matches how you feel about that Intimacy. You must fail a that virtue roll in order to act against your Intimacy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Short Ticks -&amp;lt;/b&amp;gt; Social combat may be done quickly using short ticks by applying a -2 external penalty to all rolls. This applies to all participants.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;During Physical Combat -&amp;lt;/b&amp;gt; When attempting to participate in social combat during a fight, a combatant must split his attention between the two, or flurry to do both at the same time. DV penalties from either type of action apply to both types of combat.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Starting Intimacies -&amp;lt;/b&amp;gt; Characters must select at least one Intimacy for each virtue, but a player may exchange one for an additional Intimacy of his Primary Virtue.&lt;br /&gt;
&lt;br /&gt;
== Weapons, Artifacts &amp;amp; Hearthstones ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Ping Damage -&amp;lt;/b&amp;gt; Essence has no effect on minimum damage dealt. Apply any effects that increase or reduce post-soak damage to the final value after factoring in minimum and maximum damage as necessary.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Rate -&amp;lt;/b&amp;gt; The maximum number of attacks in a flurry is limited to the highest rate of the weapons being used. Each weapon is limited by it's own rate as well. &amp;lt;i&amp;gt;IE. if you are attacking with one weapon with a rate of 3 and another with a rate of 1, you may only attack 3 times, and no more than once with the second weapon.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Hearthstones -&amp;lt;/b&amp;gt; Any bonus dice or success from hearthstones count against charm limits.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Hearthstone Bracers -&amp;lt;/b&amp;gt; These are incompatible with armor of any kind.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Power Armors -&amp;lt;/b&amp;gt; Armors such as Celestial Battle Armor, Armor of the Immaculate Dragons, and Warstriders are considered Artifact N/A unless I am specifically running a campaign around them, such as a unit of Warstrider pilots. Discreet Essence Armor is an exemption to this rule.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Jade Weapons -&amp;lt;/b&amp;gt; Use the new Magic Material Bonuses from BoS, Vol. 3: Oadenol's Codex.&lt;br /&gt;
&lt;br /&gt;
== Charms ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Use -&amp;lt;/b&amp;gt; Charms are limited to 1 per tick rather than 1 per action.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Third Excellency -&amp;lt;/b&amp;gt; Instead of rerolling the whole die pool, only reroll any dice that did not come up successes.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Terrestrial Circle Sorcery, Celestial Circle Sorcery, Solar Circle Sorcery -&amp;lt;/b&amp;gt; Each of these grants knowledge of one spell of that circle, free with the cost of the base charm. Same goes for equivalent Necromancy, Infernal Sorcery, &amp;amp; Protocols charms.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Perfect Attacks &amp;amp; Defenses -&amp;lt;/b&amp;gt; As these require no die roll, they may not be stunted.&lt;br /&gt;
&lt;br /&gt;
== Solars ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Fivefold Bulwark Stance -&amp;lt;/b&amp;gt; The reduction in DV penalties due to actions applies to each action in a flurry.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Foe-Vaulting Method -&amp;lt;/b&amp;gt; This allows for an immediate roll to regain surprise, no extra cover is needed. Simply by moving fast and getting behind his opponent, the solar may ambush the foe from behind his own back.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Flow Like Blood -&amp;lt;/b&amp;gt; Has the same effect as FfBS as well as ignoring coordinating attack penalties.&lt;br /&gt;
&lt;br /&gt;
== Dragon-Blooded ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Out of Aspect Surcharge -&amp;lt;/b&amp;gt; Ignore this rule. I find that it just causes a lot of book-keeping headaches.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Immaculate Martial Arts Favored Weapon Bonus -&amp;lt;/b&amp;gt; The practitioner must either be the same elemental aspect as the Style, or must have mastered at least the Form charm to gain the benefits of the Favored Weapon Bonus.&lt;br /&gt;
&lt;br /&gt;
== Lunars ==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Character Generation -&amp;lt;/b&amp;gt; Characters start with 2 Knacks &amp;amp; 8 Charms. Also the xp cost for Knacks is reduced to 8.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Shapeshifting Traits -&amp;lt;/b&amp;gt; When taking new forms, the following traits are changed: Strength, Stamina, Appearance, natural attacks, natural armor, senses and special modes of transportation (flight, swim, etc). Everything else remains constant.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Casteless Anima Abilities -&amp;lt;/b&amp;gt; Casteless Lunars gain access to all five Anima abilities over the course of a month, not just the current three. The order is as follows; No Moon - 3 days, Waxing Moon - 4 days, Half Moon - 3 days, Waxing Moon - 4 days, Full Moon - 3 days, Waning Moon - 4 days, Half Moon - 3 days, Waning Moon - 4 days.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Mountainous Spirit Expression -&amp;lt;/b&amp;gt; Apply the Large mutation to the spirit form, granting +1 Strength, +1 Stamina, and an additional -0 health level.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Deadly Beastman Transformation &amp;amp; Devastating Ogre Enhancement -&amp;lt;/b&amp;gt; You may re-arrange the attribute boost array. The options would be +1 Str/+1 Dex/+1 Sta, +2/+0/+2, +3/+0/+1, or +1/+0/+3. When taking DOE, any selection of two of the same +3 options is disallowed. In other words, you may not take both Knacks and gain a +6/+0/+2 or +2/+0/+6. Combinations of +5/+0/+3 or +3/+0/+5 are fine.&lt;br /&gt;
&lt;br /&gt;
== Alchemicals ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Installment Costs -&amp;lt;/b&amp;gt; Ignore these rules.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Slots -&amp;lt;/b&amp;gt; You may have no more charm slots than equal to your maximum Personal Essence Pool. Charms that may be taken multiple times are counted only once. Charms that are specifically described as being an upgrade to a prerequisite also do not count toward charm slots. Arrays occupy a number of Charm Slots equal to 3/4ths the number of Charms in the Array.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Artifact Background -&amp;lt;/b&amp;gt; The rating of artifacts purchased with this background are limited by the number of dots the character has in it. So you must have 3 dots in Artifact before purchasing a 3 dot item.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Elemental Cores -&amp;lt;/b&amp;gt; Like hearthstones, these do not grant powers, but double the usual mote regeneration.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
[[SagaciousAscendingHero/HouseRules2Comments]]&lt;/div&gt;</summary>
		<author><name>SagaciousAscendingHero</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SagaciousAscendingHero/HouseRules2&amp;diff=88999</id>
		<title>SagaciousAscendingHero/HouseRules2</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SagaciousAscendingHero/HouseRules2&amp;diff=88999"/>
				<updated>2012-04-08T16:25:40Z</updated>
		
		<summary type="html">&lt;p&gt;SagaciousAscendingHero: /* Weapons, Artifacts &amp;amp; Hearthstones */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Keep in mind that the stuff I put here is what I felt needed changing to suit my games, not necessarily what I felt should have been changed in the core book. Also a number of things here are simply rules clarifications and official errata that I wanted to have on hand for my games.&lt;br /&gt;
&lt;br /&gt;
== Basic Rules ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Specialty Costs -&amp;lt;/b&amp;gt; Buying a specialty in a Caste, Aspect, or Favored ability costs 2 xp, not 3. Having Occult as either a Caste, Aspect, or Favored Ability grants a similar reduction in cost when purchasing Thaumaturgy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Essence -&amp;lt;/b&amp;gt; The cost for raising Essence for any type of Exalted is always 7 bonus points and CR x 8 experience points.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Grappling -&amp;lt;/b&amp;gt; On the same turn you successfully grapple an opponent, you may immediately either Crush, Pin, or Throw the victim. On the attackers action, he only needs to make a roll to take one of the above actions and suffers no risk of losing control. On the defender's action, he may attempt to break the hold. If successful, he may take control of the grapple or move up to his speed away from his opponent. Defensive charms that eliminate penalties &amp;lt;i&amp;gt;(such as FLB &amp;amp; FfBS)&amp;lt;/i&amp;gt; do not affect grapples.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Multiple Opponents -&amp;lt;/b&amp;gt; Each attacker after the first reduces DV by 1. This lasts until the defender's DV refreshes. This doesn't stack with Coordinated Attack or Onslaught penalties, only the highest penalty applies.&lt;br /&gt;
&lt;br /&gt;
== Social Combat ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Intimacies &amp;amp; Virtues -&amp;lt;/b&amp;gt; Need to be linked to a virtue that matches how you feel about that Intimacy. You must fail a that virtue roll in order to act against your Intimacy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Short Ticks -&amp;lt;/b&amp;gt; Social combat may be done quickly using short ticks by applying a -2 external penalty to all rolls. This applies to all participants.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;During Physical Combat -&amp;lt;/b&amp;gt; When attempting to participate in social combat during a fight, a combatant must split his attention between the two, or flurry to do both at the same time. DV penalties from either type of action apply to both types of combat.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Starting Intimacies -&amp;lt;/b&amp;gt; Characters must select at least one Intimacy for each virtue, but a player may exchange one for an additional Intimacy of his Primary Virtue.&lt;br /&gt;
&lt;br /&gt;
== Weapons, Artifacts &amp;amp; Hearthstones ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Ping Damage -&amp;lt;/b&amp;gt; Essence has no effect on minimum damage dealt. Apply any effects that increase or reduce post-soak damage to the final value after factoring in minimum and maximum damage as necessary.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Rate -&amp;lt;/b&amp;gt; The maximum number of attacks in a flurry is limited to the highest rate of the weapons being used. Each weapon is limited by it's own rate as well. &amp;lt;i&amp;gt;IE. if you are attacking with one weapon with a rate of 3 and another with a rate of 1, you may only attack 3 times, and no more than once with the second weapon.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Jade Weapons -&amp;lt;/b&amp;gt; Use the new Magic Material Bonuses from BoS, Vol. 3: Oadenol's Codex.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Hearthstone Bracers -&amp;lt;/b&amp;gt; These are incompatible with armor of any kind.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Power Armors -&amp;lt;/b&amp;gt; Armors such as Celestial Battle Armor, Armor of the Immaculate Dragons, and Warstriders are considered Artifact N/A unless I am specifically running a campaign around them, such as a unit of Warstrider pilots. Discreet Essence Armor is an exemption to this rule.&lt;br /&gt;
&lt;br /&gt;
== Charms ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Use -&amp;lt;/b&amp;gt; Charms are limited to 1 per tick rather than 1 per action.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Third Excellency -&amp;lt;/b&amp;gt; Instead of rerolling the whole die pool, only reroll any dice that did not come up successes.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Terrestrial Circle Sorcery, Celestial Circle Sorcery, Solar Circle Sorcery -&amp;lt;/b&amp;gt; Each of these grants knowledge of one spell of that circle, free with the cost of the base charm. Same goes for equivalent Necromancy, Infernal Sorcery, &amp;amp; Protocols charms.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Perfect Attacks &amp;amp; Defenses -&amp;lt;/b&amp;gt; As these require no die roll, they may not be stunted.&lt;br /&gt;
&lt;br /&gt;
== Solars ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Fivefold Bulwark Stance -&amp;lt;/b&amp;gt; The reduction in DV penalties due to actions applies to each action in a flurry.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Foe-Vaulting Method -&amp;lt;/b&amp;gt; This allows for an immediate roll to regain surprise, no extra cover is needed. Simply by moving fast and getting behind his opponent, the solar may ambush the foe from behind his own back.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Flow Like Blood -&amp;lt;/b&amp;gt; Has the same effect as FfBS as well as ignoring coordinating attack penalties.&lt;br /&gt;
&lt;br /&gt;
== Dragon-Blooded ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Out of Aspect Surcharge -&amp;lt;/b&amp;gt; Ignore this rule. I find that it just causes a lot of book-keeping headaches.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Immaculate Martial Arts Favored Weapon Bonus -&amp;lt;/b&amp;gt; The practitioner must either be the same elemental aspect as the Style, or must have mastered at least the Form charm to gain the benefits of the Favored Weapon Bonus.&lt;br /&gt;
&lt;br /&gt;
== Lunars ==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Character Generation -&amp;lt;/b&amp;gt; Characters start with 2 Knacks &amp;amp; 8 Charms. Also the xp cost for Knacks is reduced to 8.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Shapeshifting Traits -&amp;lt;/b&amp;gt; When taking new forms, the following traits are changed: Strength, Stamina, Appearance, natural attacks, natural armor, senses and special modes of transportation (flight, swim, etc). Everything else remains constant.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Casteless Anima Abilities -&amp;lt;/b&amp;gt; Casteless Lunars gain access to all five Anima abilities over the course of a month, not just the current three. The order is as follows; No Moon - 3 days, Waxing Moon - 4 days, Half Moon - 3 days, Waxing Moon - 4 days, Full Moon - 3 days, Waning Moon - 4 days, Half Moon - 3 days, Waning Moon - 4 days.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Mountainous Spirit Expression -&amp;lt;/b&amp;gt; Apply the Large mutation to the spirit form, granting +1 Strength, +1 Stamina, and an additional -0 health level.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Deadly Beastman Transformation &amp;amp; Devastating Ogre Enhancement -&amp;lt;/b&amp;gt; You may re-arrange the attribute boost array. The options would be +1 Str/+1 Dex/+1 Sta, +2/+0/+2, +3/+0/+1, or +1/+0/+3. When taking DOE, any selection of two of the same +3 options is disallowed. In other words, you may not take both Knacks and gain a +6/+0/+2 or +2/+0/+6. Combinations of +5/+0/+3 or +3/+0/+5 are fine.&lt;br /&gt;
&lt;br /&gt;
== Alchemicals ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Installment Costs -&amp;lt;/b&amp;gt; Ignore these rules.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Slots -&amp;lt;/b&amp;gt; You may have no more charm slots than equal to your maximum Personal Essence Pool. Charms that may be taken multiple times are counted only once. Charms that are specifically described as being an upgrade to a prerequisite also do not count toward charm slots. Arrays occupy a number of Charm Slots equal to 3/4ths the number of Charms in the Array.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Artifact Background -&amp;lt;/b&amp;gt; The rating of artifacts purchased with this background are limited by the number of dots the character has in it. So you must have 3 dots in Artifact before purchasing a 3 dot item.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Elemental Cores -&amp;lt;/b&amp;gt; Like hearthstones, these do not grant powers, but double the usual mote regeneration.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
[[SagaciousAscendingHero/HouseRules2Comments]]&lt;/div&gt;</summary>
		<author><name>SagaciousAscendingHero</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SagaciousAscendingHero/HouseRules2&amp;diff=88997</id>
		<title>SagaciousAscendingHero/HouseRules2</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SagaciousAscendingHero/HouseRules2&amp;diff=88997"/>
				<updated>2012-04-08T16:24:13Z</updated>
		
		<summary type="html">&lt;p&gt;SagaciousAscendingHero: /* Weapons, Artifacts &amp;amp; Hearthstones */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Keep in mind that the stuff I put here is what I felt needed changing to suit my games, not necessarily what I felt should have been changed in the core book. Also a number of things here are simply rules clarifications and official errata that I wanted to have on hand for my games.&lt;br /&gt;
&lt;br /&gt;
== Basic Rules ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Specialty Costs -&amp;lt;/b&amp;gt; Buying a specialty in a Caste, Aspect, or Favored ability costs 2 xp, not 3. Having Occult as either a Caste, Aspect, or Favored Ability grants a similar reduction in cost when purchasing Thaumaturgy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Essence -&amp;lt;/b&amp;gt; The cost for raising Essence for any type of Exalted is always 7 bonus points and CR x 8 experience points.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Grappling -&amp;lt;/b&amp;gt; On the same turn you successfully grapple an opponent, you may immediately either Crush, Pin, or Throw the victim. On the attackers action, he only needs to make a roll to take one of the above actions and suffers no risk of losing control. On the defender's action, he may attempt to break the hold. If successful, he may take control of the grapple or move up to his speed away from his opponent. Defensive charms that eliminate penalties &amp;lt;i&amp;gt;(such as FLB &amp;amp; FfBS)&amp;lt;/i&amp;gt; do not affect grapples.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Multiple Opponents -&amp;lt;/b&amp;gt; Each attacker after the first reduces DV by 1. This lasts until the defender's DV refreshes. This doesn't stack with Coordinated Attack or Onslaught penalties, only the highest penalty applies.&lt;br /&gt;
&lt;br /&gt;
== Social Combat ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Intimacies &amp;amp; Virtues -&amp;lt;/b&amp;gt; Need to be linked to a virtue that matches how you feel about that Intimacy. You must fail a that virtue roll in order to act against your Intimacy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Short Ticks -&amp;lt;/b&amp;gt; Social combat may be done quickly using short ticks by applying a -2 external penalty to all rolls. This applies to all participants.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;During Physical Combat -&amp;lt;/b&amp;gt; When attempting to participate in social combat during a fight, a combatant must split his attention between the two, or flurry to do both at the same time. DV penalties from either type of action apply to both types of combat.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Starting Intimacies -&amp;lt;/b&amp;gt; Characters must select at least one Intimacy for each virtue, but a player may exchange one for an additional Intimacy of his Primary Virtue.&lt;br /&gt;
&lt;br /&gt;
== Weapons, Artifacts &amp;amp; Hearthstones ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Ping Damage -&amp;lt;/b&amp;gt; Essence has no effect on minimum damage dealt. Apply any effects that increase or reduce post-soak damage to the final value after factoring in minimum and maximum damage as necessary.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Rate -&amp;lt;/b&amp;gt; The maximum number of attacks in a flurry is limited to the highest rate of the weapons being used. Each weapon is limited by it's own rate as well. &amp;lt;i&amp;gt;IE. if you are attacking with one weapon with a rate of 3 and another with a rate of 1, you may only attack 3 times, and no more than once with the second weapon.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Jade Weapons -&amp;lt;/b&amp;gt; Use the new Magic Material Bonuses from BoS, Vol. 3: Oadenol's Codex.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Hearthstone Bracers -&amp;lt;/b&amp;gt; These are incompatible with armor of any kind.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Power Armors -&amp;lt;/b&amp;gt; Armors such as Celestial Battle Armor, Armor of the Immaculate Dragons, and Warstriders are considered Artifact N/A unless I am specifically running a campaign around them, such as a unit of Warstrider pilots. Discreet Essence Armor is an exemption to this rule.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Hearthstones -&amp;lt;/b&amp;gt; Only an attuned hearthstone grants the power benefit. A resonant hearthstone merely grants the essence regeneration boost.&lt;br /&gt;
&lt;br /&gt;
== Charms ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Use -&amp;lt;/b&amp;gt; Charms are limited to 1 per tick rather than 1 per action.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Third Excellency -&amp;lt;/b&amp;gt; Instead of rerolling the whole die pool, only reroll any dice that did not come up successes.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Terrestrial Circle Sorcery, Celestial Circle Sorcery, Solar Circle Sorcery -&amp;lt;/b&amp;gt; Each of these grants knowledge of one spell of that circle, free with the cost of the base charm. Same goes for equivalent Necromancy, Infernal Sorcery, &amp;amp; Protocols charms.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Perfect Attacks &amp;amp; Defenses -&amp;lt;/b&amp;gt; As these require no die roll, they may not be stunted.&lt;br /&gt;
&lt;br /&gt;
== Solars ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Fivefold Bulwark Stance -&amp;lt;/b&amp;gt; The reduction in DV penalties due to actions applies to each action in a flurry.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Foe-Vaulting Method -&amp;lt;/b&amp;gt; This allows for an immediate roll to regain surprise, no extra cover is needed. Simply by moving fast and getting behind his opponent, the solar may ambush the foe from behind his own back.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Flow Like Blood -&amp;lt;/b&amp;gt; Has the same effect as FfBS as well as ignoring coordinating attack penalties.&lt;br /&gt;
&lt;br /&gt;
== Dragon-Blooded ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Out of Aspect Surcharge -&amp;lt;/b&amp;gt; Ignore this rule. I find that it just causes a lot of book-keeping headaches.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Immaculate Martial Arts Favored Weapon Bonus -&amp;lt;/b&amp;gt; The practitioner must either be the same elemental aspect as the Style, or must have mastered at least the Form charm to gain the benefits of the Favored Weapon Bonus.&lt;br /&gt;
&lt;br /&gt;
== Lunars ==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Character Generation -&amp;lt;/b&amp;gt; Characters start with 2 Knacks &amp;amp; 8 Charms. Also the xp cost for Knacks is reduced to 8.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Shapeshifting Traits -&amp;lt;/b&amp;gt; When taking new forms, the following traits are changed: Strength, Stamina, Appearance, natural attacks, natural armor, senses and special modes of transportation (flight, swim, etc). Everything else remains constant.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Casteless Anima Abilities -&amp;lt;/b&amp;gt; Casteless Lunars gain access to all five Anima abilities over the course of a month, not just the current three. The order is as follows; No Moon - 3 days, Waxing Moon - 4 days, Half Moon - 3 days, Waxing Moon - 4 days, Full Moon - 3 days, Waning Moon - 4 days, Half Moon - 3 days, Waning Moon - 4 days.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Mountainous Spirit Expression -&amp;lt;/b&amp;gt; Apply the Large mutation to the spirit form, granting +1 Strength, +1 Stamina, and an additional -0 health level.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Deadly Beastman Transformation &amp;amp; Devastating Ogre Enhancement -&amp;lt;/b&amp;gt; You may re-arrange the attribute boost array. The options would be +1 Str/+1 Dex/+1 Sta, +2/+0/+2, +3/+0/+1, or +1/+0/+3. When taking DOE, any selection of two of the same +3 options is disallowed. In other words, you may not take both Knacks and gain a +6/+0/+2 or +2/+0/+6. Combinations of +5/+0/+3 or +3/+0/+5 are fine.&lt;br /&gt;
&lt;br /&gt;
== Alchemicals ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Installment Costs -&amp;lt;/b&amp;gt; Ignore these rules.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Slots -&amp;lt;/b&amp;gt; You may have no more charm slots than equal to your maximum Personal Essence Pool. Charms that may be taken multiple times are counted only once. Charms that are specifically described as being an upgrade to a prerequisite also do not count toward charm slots. Arrays occupy a number of Charm Slots equal to 3/4ths the number of Charms in the Array.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Artifact Background -&amp;lt;/b&amp;gt; The rating of artifacts purchased with this background are limited by the number of dots the character has in it. So you must have 3 dots in Artifact before purchasing a 3 dot item.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Elemental Cores -&amp;lt;/b&amp;gt; Like hearthstones, these do not grant powers, but double the usual mote regeneration.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
[[SagaciousAscendingHero/HouseRules2Comments]]&lt;/div&gt;</summary>
		<author><name>SagaciousAscendingHero</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SagaciousAscendingHero/HouseRules2&amp;diff=88995</id>
		<title>SagaciousAscendingHero/HouseRules2</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SagaciousAscendingHero/HouseRules2&amp;diff=88995"/>
				<updated>2012-04-08T16:20:36Z</updated>
		
		<summary type="html">&lt;p&gt;SagaciousAscendingHero: /* Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Keep in mind that the stuff I put here is what I felt needed changing to suit my games, not necessarily what I felt should have been changed in the core book. Also a number of things here are simply rules clarifications and official errata that I wanted to have on hand for my games.&lt;br /&gt;
&lt;br /&gt;
== Basic Rules ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Specialty Costs -&amp;lt;/b&amp;gt; Buying a specialty in a Caste, Aspect, or Favored ability costs 2 xp, not 3. Having Occult as either a Caste, Aspect, or Favored Ability grants a similar reduction in cost when purchasing Thaumaturgy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Essence -&amp;lt;/b&amp;gt; The cost for raising Essence for any type of Exalted is always 7 bonus points and CR x 8 experience points.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Grappling -&amp;lt;/b&amp;gt; On the same turn you successfully grapple an opponent, you may immediately either Crush, Pin, or Throw the victim. On the attackers action, he only needs to make a roll to take one of the above actions and suffers no risk of losing control. On the defender's action, he may attempt to break the hold. If successful, he may take control of the grapple or move up to his speed away from his opponent. Defensive charms that eliminate penalties &amp;lt;i&amp;gt;(such as FLB &amp;amp; FfBS)&amp;lt;/i&amp;gt; do not affect grapples.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Multiple Opponents -&amp;lt;/b&amp;gt; Each attacker after the first reduces DV by 1. This lasts until the defender's DV refreshes. This doesn't stack with Coordinated Attack or Onslaught penalties, only the highest penalty applies.&lt;br /&gt;
&lt;br /&gt;
== Social Combat ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Intimacies &amp;amp; Virtues -&amp;lt;/b&amp;gt; Need to be linked to a virtue that matches how you feel about that Intimacy. You must fail a that virtue roll in order to act against your Intimacy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Short Ticks -&amp;lt;/b&amp;gt; Social combat may be done quickly using short ticks by applying a -2 external penalty to all rolls. This applies to all participants.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;During Physical Combat -&amp;lt;/b&amp;gt; When attempting to participate in social combat during a fight, a combatant must split his attention between the two, or flurry to do both at the same time. DV penalties from either type of action apply to both types of combat.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Starting Intimacies -&amp;lt;/b&amp;gt; Characters must select at least one Intimacy for each virtue, but a player may exchange one for an additional Intimacy of his Primary Virtue.&lt;br /&gt;
&lt;br /&gt;
== Weapons, Artifacts &amp;amp; Hearthstones ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Ping Damage -&amp;lt;/b&amp;gt; Essence has no effect on minimum damage dealt. Apply any effects that increase or reduce post-soak damage to the final value after factoring in minimum and maximum damage as necessary.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Rate -&amp;lt;/b&amp;gt; The maximum number of attacks in a flurry is limited to the highest rate of the weapons being used. Each weapon is limited by it's own rate as well. &amp;lt;i&amp;gt;IE. if you are attacking with one weapon with a rate of 3 and another with a rate of 1, you may only attack 3 times, and no more than once with the second weapon.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Jade Weapons -&amp;lt;/b&amp;gt; Use the new Magic Material Bonuses from BoS, Vol. 3: Oadenol's Codex.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Hearthstone Bracers -&amp;lt;/b&amp;gt; These are incompatible with armor of any kind.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Power Armors -&amp;lt;/b&amp;gt; Armors such as Celestial Battle Armor, Armor of the Immaculate Dragons, and Warstriders are considered Artifact N/A unless I am specifically running a campaign around them, such as a unit of Warstrider pilots. Discreet Essence Armor is an exemption to this rule.&lt;br /&gt;
&lt;br /&gt;
== Charms ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Use -&amp;lt;/b&amp;gt; Charms are limited to 1 per tick rather than 1 per action.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Third Excellency -&amp;lt;/b&amp;gt; Instead of rerolling the whole die pool, only reroll any dice that did not come up successes.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Terrestrial Circle Sorcery, Celestial Circle Sorcery, Solar Circle Sorcery -&amp;lt;/b&amp;gt; Each of these grants knowledge of one spell of that circle, free with the cost of the base charm. Same goes for equivalent Necromancy, Infernal Sorcery, &amp;amp; Protocols charms.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Perfect Attacks &amp;amp; Defenses -&amp;lt;/b&amp;gt; As these require no die roll, they may not be stunted.&lt;br /&gt;
&lt;br /&gt;
== Solars ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Fivefold Bulwark Stance -&amp;lt;/b&amp;gt; The reduction in DV penalties due to actions applies to each action in a flurry.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Foe-Vaulting Method -&amp;lt;/b&amp;gt; This allows for an immediate roll to regain surprise, no extra cover is needed. Simply by moving fast and getting behind his opponent, the solar may ambush the foe from behind his own back.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Flow Like Blood -&amp;lt;/b&amp;gt; Has the same effect as FfBS as well as ignoring coordinating attack penalties.&lt;br /&gt;
&lt;br /&gt;
== Dragon-Blooded ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Out of Aspect Surcharge -&amp;lt;/b&amp;gt; Ignore this rule. I find that it just causes a lot of book-keeping headaches.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Immaculate Martial Arts Favored Weapon Bonus -&amp;lt;/b&amp;gt; The practitioner must either be the same elemental aspect as the Style, or must have mastered at least the Form charm to gain the benefits of the Favored Weapon Bonus.&lt;br /&gt;
&lt;br /&gt;
== Lunars ==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Character Generation -&amp;lt;/b&amp;gt; Characters start with 2 Knacks &amp;amp; 8 Charms. Also the xp cost for Knacks is reduced to 8.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Shapeshifting Traits -&amp;lt;/b&amp;gt; When taking new forms, the following traits are changed: Strength, Stamina, Appearance, natural attacks, natural armor, senses and special modes of transportation (flight, swim, etc). Everything else remains constant.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Casteless Anima Abilities -&amp;lt;/b&amp;gt; Casteless Lunars gain access to all five Anima abilities over the course of a month, not just the current three. The order is as follows; No Moon - 3 days, Waxing Moon - 4 days, Half Moon - 3 days, Waxing Moon - 4 days, Full Moon - 3 days, Waning Moon - 4 days, Half Moon - 3 days, Waning Moon - 4 days.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Mountainous Spirit Expression -&amp;lt;/b&amp;gt; Apply the Large mutation to the spirit form, granting +1 Strength, +1 Stamina, and an additional -0 health level.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Deadly Beastman Transformation &amp;amp; Devastating Ogre Enhancement -&amp;lt;/b&amp;gt; You may re-arrange the attribute boost array. The options would be +1 Str/+1 Dex/+1 Sta, +2/+0/+2, +3/+0/+1, or +1/+0/+3. When taking DOE, any selection of two of the same +3 options is disallowed. In other words, you may not take both Knacks and gain a +6/+0/+2 or +2/+0/+6. Combinations of +5/+0/+3 or +3/+0/+5 are fine.&lt;br /&gt;
&lt;br /&gt;
== Alchemicals ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Installment Costs -&amp;lt;/b&amp;gt; Ignore these rules.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Slots -&amp;lt;/b&amp;gt; You may have no more charm slots than equal to your maximum Personal Essence Pool. Charms that may be taken multiple times are counted only once. Charms that are specifically described as being an upgrade to a prerequisite also do not count toward charm slots. Arrays occupy a number of Charm Slots equal to 3/4ths the number of Charms in the Array.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Artifact Background -&amp;lt;/b&amp;gt; The rating of artifacts purchased with this background are limited by the number of dots the character has in it. So you must have 3 dots in Artifact before purchasing a 3 dot item.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Elemental Cores -&amp;lt;/b&amp;gt; Like hearthstones, these do not grant powers, but double the usual mote regeneration.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
[[SagaciousAscendingHero/HouseRules2Comments]]&lt;/div&gt;</summary>
		<author><name>SagaciousAscendingHero</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SagaciousAscendingHero/HouseRules2&amp;diff=88993</id>
		<title>SagaciousAscendingHero/HouseRules2</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SagaciousAscendingHero/HouseRules2&amp;diff=88993"/>
				<updated>2012-04-08T16:17:27Z</updated>
		
		<summary type="html">&lt;p&gt;SagaciousAscendingHero: /* Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Keep in mind that the stuff I put here is what I felt needed changing to suit my games, not necessarily what I felt should have been changed in the core book. Also a number of things here are simply rules clarifications and official errata that I wanted to have on hand for my games.&lt;br /&gt;
&lt;br /&gt;
== Basic Rules ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Specialty Costs -&amp;lt;/b&amp;gt; Buying a specialty in a Caste, Aspect, or Favored ability costs 2 xp, not 3. Having Occult as either a Caste, Aspect, or Favored Ability grants a similar reduction in cost when purchasing Thaumaturgy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Essence -&amp;lt;/b&amp;gt; The cost for raising Essence for any type of Exalted is always 7 bonus points and CR x 8 experience points.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Grappling -&amp;lt;/b&amp;gt; On the same turn you successfully grapple an opponent, you may immediately either Crush, Pin, or Throw the victim. On the attackers action, he only needs to make a roll to take one of the above actions and suffers no risk of losing control. On the defender's action, he may attempt to break the hold. If successful, he may take control of the grapple or move up to his speed away from his opponent. Defensive charms that eliminate penalties &amp;lt;i&amp;gt;(such as FLB &amp;amp; FfBS)&amp;lt;/i&amp;gt; do not affect grapples.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Multiple Opponents -&amp;lt;/b&amp;gt; Each attacker after the first reduces DV by 1. This stacks until DV refreshes. This rule is superseded by the Coordinated Attack rules when used.&lt;br /&gt;
&lt;br /&gt;
== Social Combat ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Intimacies &amp;amp; Virtues -&amp;lt;/b&amp;gt; Need to be linked to a virtue that matches how you feel about that Intimacy. You must fail a that virtue roll in order to act against your Intimacy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Short Ticks -&amp;lt;/b&amp;gt; Social combat may be done quickly using short ticks by applying a -2 external penalty to all rolls. This applies to all participants.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;During Physical Combat -&amp;lt;/b&amp;gt; When attempting to participate in social combat during a fight, a combatant must split his attention between the two, or flurry to do both at the same time. DV penalties from either type of action apply to both types of combat.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Starting Intimacies -&amp;lt;/b&amp;gt; Characters must select at least one Intimacy for each virtue, but a player may exchange one for an additional Intimacy of his Primary Virtue.&lt;br /&gt;
&lt;br /&gt;
== Weapons, Artifacts &amp;amp; Hearthstones ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Ping Damage -&amp;lt;/b&amp;gt; Essence has no effect on minimum damage dealt. Apply any effects that increase or reduce post-soak damage to the final value after factoring in minimum and maximum damage as necessary.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Rate -&amp;lt;/b&amp;gt; The maximum number of attacks in a flurry is limited to the highest rate of the weapons being used. Each weapon is limited by it's own rate as well. &amp;lt;i&amp;gt;IE. if you are attacking with one weapon with a rate of 3 and another with a rate of 1, you may only attack 3 times, and no more than once with the second weapon.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Jade Weapons -&amp;lt;/b&amp;gt; Use the new Magic Material Bonuses from BoS, Vol. 3: Oadenol's Codex.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Hearthstone Bracers -&amp;lt;/b&amp;gt; These are incompatible with armor of any kind.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Power Armors -&amp;lt;/b&amp;gt; Armors such as Celestial Battle Armor, Armor of the Immaculate Dragons, and Warstriders are considered Artifact N/A unless I am specifically running a campaign around them, such as a unit of Warstrider pilots. Discreet Essence Armor is an exemption to this rule.&lt;br /&gt;
&lt;br /&gt;
== Charms ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Use -&amp;lt;/b&amp;gt; Charms are limited to 1 per tick rather than 1 per action.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Third Excellency -&amp;lt;/b&amp;gt; Instead of rerolling the whole die pool, only reroll any dice that did not come up successes.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Terrestrial Circle Sorcery, Celestial Circle Sorcery, Solar Circle Sorcery -&amp;lt;/b&amp;gt; Each of these grants knowledge of one spell of that circle, free with the cost of the base charm. Same goes for equivalent Necromancy, Infernal Sorcery, &amp;amp; Protocols charms.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Perfect Attacks &amp;amp; Defenses -&amp;lt;/b&amp;gt; As these require no die roll, they may not be stunted.&lt;br /&gt;
&lt;br /&gt;
== Solars ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Fivefold Bulwark Stance -&amp;lt;/b&amp;gt; The reduction in DV penalties due to actions applies to each action in a flurry.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Foe-Vaulting Method -&amp;lt;/b&amp;gt; This allows for an immediate roll to regain surprise, no extra cover is needed. Simply by moving fast and getting behind his opponent, the solar may ambush the foe from behind his own back.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Flow Like Blood -&amp;lt;/b&amp;gt; Has the same effect as FfBS as well as ignoring coordinating attack penalties.&lt;br /&gt;
&lt;br /&gt;
== Dragon-Blooded ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Out of Aspect Surcharge -&amp;lt;/b&amp;gt; Ignore this rule. I find that it just causes a lot of book-keeping headaches.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Immaculate Martial Arts Favored Weapon Bonus -&amp;lt;/b&amp;gt; The practitioner must either be the same elemental aspect as the Style, or must have mastered at least the Form charm to gain the benefits of the Favored Weapon Bonus.&lt;br /&gt;
&lt;br /&gt;
== Lunars ==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Character Generation -&amp;lt;/b&amp;gt; Characters start with 2 Knacks &amp;amp; 8 Charms. Also the xp cost for Knacks is reduced to 8.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Shapeshifting Traits -&amp;lt;/b&amp;gt; When taking new forms, the following traits are changed: Strength, Stamina, Appearance, natural attacks, natural armor, senses and special modes of transportation (flight, swim, etc). Everything else remains constant.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Casteless Anima Abilities -&amp;lt;/b&amp;gt; Casteless Lunars gain access to all five Anima abilities over the course of a month, not just the current three. The order is as follows; No Moon - 3 days, Waxing Moon - 4 days, Half Moon - 3 days, Waxing Moon - 4 days, Full Moon - 3 days, Waning Moon - 4 days, Half Moon - 3 days, Waning Moon - 4 days.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Mountainous Spirit Expression -&amp;lt;/b&amp;gt; Apply the Large mutation to the spirit form, granting +1 Strength, +1 Stamina, and an additional -0 health level.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Deadly Beastman Transformation &amp;amp; Devastating Ogre Enhancement -&amp;lt;/b&amp;gt; You may re-arrange the attribute boost array. The options would be +1 Str/+1 Dex/+1 Sta, +2/+0/+2, +3/+0/+1, or +1/+0/+3. When taking DOE, any selection of two of the same +3 options is disallowed. In other words, you may not take both Knacks and gain a +6/+0/+2 or +2/+0/+6. Combinations of +5/+0/+3 or +3/+0/+5 are fine.&lt;br /&gt;
&lt;br /&gt;
== Alchemicals ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Installment Costs -&amp;lt;/b&amp;gt; Ignore these rules.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Slots -&amp;lt;/b&amp;gt; You may have no more charm slots than equal to your maximum Personal Essence Pool. Charms that may be taken multiple times are counted only once. Charms that are specifically described as being an upgrade to a prerequisite also do not count toward charm slots. Arrays occupy a number of Charm Slots equal to 3/4ths the number of Charms in the Array.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Artifact Background -&amp;lt;/b&amp;gt; The rating of artifacts purchased with this background are limited by the number of dots the character has in it. So you must have 3 dots in Artifact before purchasing a 3 dot item.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Elemental Cores -&amp;lt;/b&amp;gt; Like hearthstones, these do not grant powers, but double the usual mote regeneration.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
[[SagaciousAscendingHero/HouseRules2Comments]]&lt;/div&gt;</summary>
		<author><name>SagaciousAscendingHero</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SagaciousAscendingHero/HouseRules2&amp;diff=88991</id>
		<title>SagaciousAscendingHero/HouseRules2</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SagaciousAscendingHero/HouseRules2&amp;diff=88991"/>
				<updated>2012-04-08T16:05:52Z</updated>
		
		<summary type="html">&lt;p&gt;SagaciousAscendingHero: /* Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Keep in mind that the stuff I put here is what I felt needed changing to suit my games, not necessarily what I felt should have been changed in the core book. Also a number of things here are simply rules clarifications and official errata that I wanted to have on hand for my games.&lt;br /&gt;
&lt;br /&gt;
== Basic Rules ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Specialty Costs -&amp;lt;/b&amp;gt; Buying a specialty in a Caste, Aspect, or Favored ability costs 2 xp, not 3. Having Occult as either a Caste, Aspect, or Favored Ability grants a similar reduction in cost when purchasing Thaumaturgy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Essence -&amp;lt;/b&amp;gt; The cost for raising Essence for any type of Exalted is always 7 bonus points and CR x 8 experience points.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Grappling -&amp;lt;/b&amp;gt; On the same turn you successfully grapple an opponent, you may immediately either Crush, Pin, or Throw the victim. On the attackers action, he only needs to make a roll to take one of the above actions and suffers no risk of losing control. On the defender's action, he may attempt to break the hold. If successful, he may take control of the grapple or move up to his speed away from his opponent. Defensive charms that eliminate penalties &amp;lt;i&amp;gt;(such as FLB &amp;amp; FfBS)&amp;lt;/i&amp;gt; do not affect grapples.&lt;br /&gt;
&lt;br /&gt;
== Social Combat ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Intimacies &amp;amp; Virtues -&amp;lt;/b&amp;gt; Need to be linked to a virtue that matches how you feel about that Intimacy. You must fail a that virtue roll in order to act against your Intimacy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Short Ticks -&amp;lt;/b&amp;gt; Social combat may be done quickly using short ticks by applying a -2 external penalty to all rolls. This applies to all participants.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;During Physical Combat -&amp;lt;/b&amp;gt; When attempting to participate in social combat during a fight, a combatant must split his attention between the two, or flurry to do both at the same time. DV penalties from either type of action apply to both types of combat.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Starting Intimacies -&amp;lt;/b&amp;gt; Characters must select at least one Intimacy for each virtue, but a player may exchange one for an additional Intimacy of his Primary Virtue.&lt;br /&gt;
&lt;br /&gt;
== Weapons, Artifacts &amp;amp; Hearthstones ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Ping Damage -&amp;lt;/b&amp;gt; Essence has no effect on minimum damage dealt. Apply any effects that increase or reduce post-soak damage to the final value after factoring in minimum and maximum damage as necessary.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Rate -&amp;lt;/b&amp;gt; The maximum number of attacks in a flurry is limited to the highest rate of the weapons being used. Each weapon is limited by it's own rate as well. &amp;lt;i&amp;gt;IE. if you are attacking with one weapon with a rate of 3 and another with a rate of 1, you may only attack 3 times, and no more than once with the second weapon.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Jade Weapons -&amp;lt;/b&amp;gt; Use the new Magic Material Bonuses from BoS, Vol. 3: Oadenol's Codex.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Hearthstone Bracers -&amp;lt;/b&amp;gt; These are incompatible with armor of any kind.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Power Armors -&amp;lt;/b&amp;gt; Armors such as Celestial Battle Armor, Armor of the Immaculate Dragons, and Warstriders are considered Artifact N/A unless I am specifically running a campaign around them, such as a unit of Warstrider pilots. Discreet Essence Armor is an exemption to this rule.&lt;br /&gt;
&lt;br /&gt;
== Charms ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Use -&amp;lt;/b&amp;gt; Charms are limited to 1 per tick rather than 1 per action.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Third Excellency -&amp;lt;/b&amp;gt; Instead of rerolling the whole die pool, only reroll any dice that did not come up successes.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Terrestrial Circle Sorcery, Celestial Circle Sorcery, Solar Circle Sorcery -&amp;lt;/b&amp;gt; Each of these grants knowledge of one spell of that circle, free with the cost of the base charm. Same goes for equivalent Necromancy, Infernal Sorcery, &amp;amp; Protocols charms.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Perfect Attacks &amp;amp; Defenses -&amp;lt;/b&amp;gt; As these require no die roll, they may not be stunted.&lt;br /&gt;
&lt;br /&gt;
== Solars ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Fivefold Bulwark Stance -&amp;lt;/b&amp;gt; The reduction in DV penalties due to actions applies to each action in a flurry.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Foe-Vaulting Method -&amp;lt;/b&amp;gt; This allows for an immediate roll to regain surprise, no extra cover is needed. Simply by moving fast and getting behind his opponent, the solar may ambush the foe from behind his own back.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Flow Like Blood -&amp;lt;/b&amp;gt; Has the same effect as FfBS as well as ignoring coordinating attack penalties.&lt;br /&gt;
&lt;br /&gt;
== Dragon-Blooded ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Out of Aspect Surcharge -&amp;lt;/b&amp;gt; Ignore this rule. I find that it just causes a lot of book-keeping headaches.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Immaculate Martial Arts Favored Weapon Bonus -&amp;lt;/b&amp;gt; The practitioner must either be the same elemental aspect as the Style, or must have mastered at least the Form charm to gain the benefits of the Favored Weapon Bonus.&lt;br /&gt;
&lt;br /&gt;
== Lunars ==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Character Generation -&amp;lt;/b&amp;gt; Characters start with 2 Knacks &amp;amp; 8 Charms. Also the xp cost for Knacks is reduced to 8.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Shapeshifting Traits -&amp;lt;/b&amp;gt; When taking new forms, the following traits are changed: Strength, Stamina, Appearance, natural attacks, natural armor, senses and special modes of transportation (flight, swim, etc). Everything else remains constant.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Casteless Anima Abilities -&amp;lt;/b&amp;gt; Casteless Lunars gain access to all five Anima abilities over the course of a month, not just the current three. The order is as follows; No Moon - 3 days, Waxing Moon - 4 days, Half Moon - 3 days, Waxing Moon - 4 days, Full Moon - 3 days, Waning Moon - 4 days, Half Moon - 3 days, Waning Moon - 4 days.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Mountainous Spirit Expression -&amp;lt;/b&amp;gt; Apply the Large mutation to the spirit form, granting +1 Strength, +1 Stamina, and an additional -0 health level.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Deadly Beastman Transformation &amp;amp; Devastating Ogre Enhancement -&amp;lt;/b&amp;gt; You may re-arrange the attribute boost array. The options would be +1 Str/+1 Dex/+1 Sta, +2/+0/+2, +3/+0/+1, or +1/+0/+3. When taking DOE, any selection of two of the same +3 options is disallowed. In other words, you may not take both Knacks and gain a +6/+0/+2 or +2/+0/+6. Combinations of +5/+0/+3 or +3/+0/+5 are fine.&lt;br /&gt;
&lt;br /&gt;
== Alchemicals ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Installment Costs -&amp;lt;/b&amp;gt; Ignore these rules.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Slots -&amp;lt;/b&amp;gt; You may have no more charm slots than equal to your maximum Personal Essence Pool. Charms that may be taken multiple times are counted only once. Charms that are specifically described as being an upgrade to a prerequisite also do not count toward charm slots. Arrays occupy a number of Charm Slots equal to 3/4ths the number of Charms in the Array.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Artifact Background -&amp;lt;/b&amp;gt; The rating of artifacts purchased with this background are limited by the number of dots the character has in it. So you must have 3 dots in Artifact before purchasing a 3 dot item.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Elemental Cores -&amp;lt;/b&amp;gt; Like hearthstones, these do not grant powers, but double the usual mote regeneration.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
[[SagaciousAscendingHero/HouseRules2Comments]]&lt;/div&gt;</summary>
		<author><name>SagaciousAscendingHero</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SagaciousAscendingHero/HouseRules2&amp;diff=88989</id>
		<title>SagaciousAscendingHero/HouseRules2</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SagaciousAscendingHero/HouseRules2&amp;diff=88989"/>
				<updated>2012-04-08T16:04:20Z</updated>
		
		<summary type="html">&lt;p&gt;SagaciousAscendingHero: /* Charms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Keep in mind that the stuff I put here is what I felt needed changing to suit my games, not necessarily what I felt should have been changed in the core book. Also a number of things here are simply rules clarifications and official errata that I wanted to have on hand for my games.&lt;br /&gt;
&lt;br /&gt;
== Basic Rules ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Specialty Costs -&amp;lt;/b&amp;gt; Buying a specialty in a Caste, Aspect, or Favored ability costs 2 xp, not 3. Having Occult as either a Caste, Aspect, or Favored Ability grants a similar reduction in cost when purchasing Thaumaturgy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Essence -&amp;lt;/b&amp;gt; The cost for raising Essence for any type of Exalted is always 7 bonus points and CR x 8 experience points.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Ping Damage &amp;amp; Flurries -&amp;lt;/b&amp;gt; Apply a -1 to ping damage per attack after the first. Ping may not be reduced to less than 1.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Grappling -&amp;lt;/b&amp;gt; On the same turn you successfully grapple an opponent, you may immediately either Crush, Pin, or Throw the victim. On the attackers action, he only needs to make a roll to take one of the above actions and suffers no risk of losing control. On the defender's action, he may attempt to break the hold. If successful, he may take control of the grapple or move up to his speed away from his opponent. Defensive charms that eliminate penalties &amp;lt;i&amp;gt;(such as FLB &amp;amp; FfBS)&amp;lt;/i&amp;gt; do not affect grapples.&lt;br /&gt;
&lt;br /&gt;
== Social Combat ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Intimacies &amp;amp; Virtues -&amp;lt;/b&amp;gt; Need to be linked to a virtue that matches how you feel about that Intimacy. You must fail a that virtue roll in order to act against your Intimacy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Short Ticks -&amp;lt;/b&amp;gt; Social combat may be done quickly using short ticks by applying a -2 external penalty to all rolls. This applies to all participants.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;During Physical Combat -&amp;lt;/b&amp;gt; When attempting to participate in social combat during a fight, a combatant must split his attention between the two, or flurry to do both at the same time. DV penalties from either type of action apply to both types of combat.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Starting Intimacies -&amp;lt;/b&amp;gt; Characters must select at least one Intimacy for each virtue, but a player may exchange one for an additional Intimacy of his Primary Virtue.&lt;br /&gt;
&lt;br /&gt;
== Weapons, Artifacts &amp;amp; Hearthstones ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Ping Damage -&amp;lt;/b&amp;gt; Essence has no effect on minimum damage dealt. Apply any effects that increase or reduce post-soak damage to the final value after factoring in minimum and maximum damage as necessary.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Rate -&amp;lt;/b&amp;gt; The maximum number of attacks in a flurry is limited to the highest rate of the weapons being used. Each weapon is limited by it's own rate as well. &amp;lt;i&amp;gt;IE. if you are attacking with one weapon with a rate of 3 and another with a rate of 1, you may only attack 3 times, and no more than once with the second weapon.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Jade Weapons -&amp;lt;/b&amp;gt; Use the new Magic Material Bonuses from BoS, Vol. 3: Oadenol's Codex.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Hearthstone Bracers -&amp;lt;/b&amp;gt; These are incompatible with armor of any kind.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Power Armors -&amp;lt;/b&amp;gt; Armors such as Celestial Battle Armor, Armor of the Immaculate Dragons, and Warstriders are considered Artifact N/A unless I am specifically running a campaign around them, such as a unit of Warstrider pilots. Discreet Essence Armor is an exemption to this rule.&lt;br /&gt;
&lt;br /&gt;
== Charms ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Use -&amp;lt;/b&amp;gt; Charms are limited to 1 per tick rather than 1 per action.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Third Excellency -&amp;lt;/b&amp;gt; Instead of rerolling the whole die pool, only reroll any dice that did not come up successes.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Terrestrial Circle Sorcery, Celestial Circle Sorcery, Solar Circle Sorcery -&amp;lt;/b&amp;gt; Each of these grants knowledge of one spell of that circle, free with the cost of the base charm. Same goes for equivalent Necromancy, Infernal Sorcery, &amp;amp; Protocols charms.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Perfect Attacks &amp;amp; Defenses -&amp;lt;/b&amp;gt; As these require no die roll, they may not be stunted.&lt;br /&gt;
&lt;br /&gt;
== Solars ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Fivefold Bulwark Stance -&amp;lt;/b&amp;gt; The reduction in DV penalties due to actions applies to each action in a flurry.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Foe-Vaulting Method -&amp;lt;/b&amp;gt; This allows for an immediate roll to regain surprise, no extra cover is needed. Simply by moving fast and getting behind his opponent, the solar may ambush the foe from behind his own back.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Flow Like Blood -&amp;lt;/b&amp;gt; Has the same effect as FfBS as well as ignoring coordinating attack penalties.&lt;br /&gt;
&lt;br /&gt;
== Dragon-Blooded ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Out of Aspect Surcharge -&amp;lt;/b&amp;gt; Ignore this rule. I find that it just causes a lot of book-keeping headaches.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Immaculate Martial Arts Favored Weapon Bonus -&amp;lt;/b&amp;gt; The practitioner must either be the same elemental aspect as the Style, or must have mastered at least the Form charm to gain the benefits of the Favored Weapon Bonus.&lt;br /&gt;
&lt;br /&gt;
== Lunars ==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Character Generation -&amp;lt;/b&amp;gt; Characters start with 2 Knacks &amp;amp; 8 Charms. Also the xp cost for Knacks is reduced to 8.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Shapeshifting Traits -&amp;lt;/b&amp;gt; When taking new forms, the following traits are changed: Strength, Stamina, Appearance, natural attacks, natural armor, senses and special modes of transportation (flight, swim, etc). Everything else remains constant.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Casteless Anima Abilities -&amp;lt;/b&amp;gt; Casteless Lunars gain access to all five Anima abilities over the course of a month, not just the current three. The order is as follows; No Moon - 3 days, Waxing Moon - 4 days, Half Moon - 3 days, Waxing Moon - 4 days, Full Moon - 3 days, Waning Moon - 4 days, Half Moon - 3 days, Waning Moon - 4 days.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Mountainous Spirit Expression -&amp;lt;/b&amp;gt; Apply the Large mutation to the spirit form, granting +1 Strength, +1 Stamina, and an additional -0 health level.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Deadly Beastman Transformation &amp;amp; Devastating Ogre Enhancement -&amp;lt;/b&amp;gt; You may re-arrange the attribute boost array. The options would be +1 Str/+1 Dex/+1 Sta, +2/+0/+2, +3/+0/+1, or +1/+0/+3. When taking DOE, any selection of two of the same +3 options is disallowed. In other words, you may not take both Knacks and gain a +6/+0/+2 or +2/+0/+6. Combinations of +5/+0/+3 or +3/+0/+5 are fine.&lt;br /&gt;
&lt;br /&gt;
== Alchemicals ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Installment Costs -&amp;lt;/b&amp;gt; Ignore these rules.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Slots -&amp;lt;/b&amp;gt; You may have no more charm slots than equal to your maximum Personal Essence Pool. Charms that may be taken multiple times are counted only once. Charms that are specifically described as being an upgrade to a prerequisite also do not count toward charm slots. Arrays occupy a number of Charm Slots equal to 3/4ths the number of Charms in the Array.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Artifact Background -&amp;lt;/b&amp;gt; The rating of artifacts purchased with this background are limited by the number of dots the character has in it. So you must have 3 dots in Artifact before purchasing a 3 dot item.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Elemental Cores -&amp;lt;/b&amp;gt; Like hearthstones, these do not grant powers, but double the usual mote regeneration.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
[[SagaciousAscendingHero/HouseRules2Comments]]&lt;/div&gt;</summary>
		<author><name>SagaciousAscendingHero</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SagaciousAscendingHero/HouseRules2&amp;diff=88987</id>
		<title>SagaciousAscendingHero/HouseRules2</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SagaciousAscendingHero/HouseRules2&amp;diff=88987"/>
				<updated>2012-04-08T16:02:44Z</updated>
		
		<summary type="html">&lt;p&gt;SagaciousAscendingHero: /* Weapons, Artifacts &amp;amp; Hearthstones */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Keep in mind that the stuff I put here is what I felt needed changing to suit my games, not necessarily what I felt should have been changed in the core book. Also a number of things here are simply rules clarifications and official errata that I wanted to have on hand for my games.&lt;br /&gt;
&lt;br /&gt;
== Basic Rules ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Specialty Costs -&amp;lt;/b&amp;gt; Buying a specialty in a Caste, Aspect, or Favored ability costs 2 xp, not 3. Having Occult as either a Caste, Aspect, or Favored Ability grants a similar reduction in cost when purchasing Thaumaturgy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Essence -&amp;lt;/b&amp;gt; The cost for raising Essence for any type of Exalted is always 7 bonus points and CR x 8 experience points.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Ping Damage &amp;amp; Flurries -&amp;lt;/b&amp;gt; Apply a -1 to ping damage per attack after the first. Ping may not be reduced to less than 1.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Grappling -&amp;lt;/b&amp;gt; On the same turn you successfully grapple an opponent, you may immediately either Crush, Pin, or Throw the victim. On the attackers action, he only needs to make a roll to take one of the above actions and suffers no risk of losing control. On the defender's action, he may attempt to break the hold. If successful, he may take control of the grapple or move up to his speed away from his opponent. Defensive charms that eliminate penalties &amp;lt;i&amp;gt;(such as FLB &amp;amp; FfBS)&amp;lt;/i&amp;gt; do not affect grapples.&lt;br /&gt;
&lt;br /&gt;
== Social Combat ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Intimacies &amp;amp; Virtues -&amp;lt;/b&amp;gt; Need to be linked to a virtue that matches how you feel about that Intimacy. You must fail a that virtue roll in order to act against your Intimacy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Short Ticks -&amp;lt;/b&amp;gt; Social combat may be done quickly using short ticks by applying a -2 external penalty to all rolls. This applies to all participants.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;During Physical Combat -&amp;lt;/b&amp;gt; When attempting to participate in social combat during a fight, a combatant must split his attention between the two, or flurry to do both at the same time. DV penalties from either type of action apply to both types of combat.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Starting Intimacies -&amp;lt;/b&amp;gt; Characters must select at least one Intimacy for each virtue, but a player may exchange one for an additional Intimacy of his Primary Virtue.&lt;br /&gt;
&lt;br /&gt;
== Weapons, Artifacts &amp;amp; Hearthstones ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Ping Damage -&amp;lt;/b&amp;gt; Essence has no effect on minimum damage dealt. Apply any effects that increase or reduce post-soak damage to the final value after factoring in minimum and maximum damage as necessary.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Rate -&amp;lt;/b&amp;gt; The maximum number of attacks in a flurry is limited to the highest rate of the weapons being used. Each weapon is limited by it's own rate as well. &amp;lt;i&amp;gt;IE. if you are attacking with one weapon with a rate of 3 and another with a rate of 1, you may only attack 3 times, and no more than once with the second weapon.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Jade Weapons -&amp;lt;/b&amp;gt; Use the new Magic Material Bonuses from BoS, Vol. 3: Oadenol's Codex.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Hearthstone Bracers -&amp;lt;/b&amp;gt; These are incompatible with armor of any kind.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Power Armors -&amp;lt;/b&amp;gt; Armors such as Celestial Battle Armor, Armor of the Immaculate Dragons, and Warstriders are considered Artifact N/A unless I am specifically running a campaign around them, such as a unit of Warstrider pilots. Discreet Essence Armor is an exemption to this rule.&lt;br /&gt;
&lt;br /&gt;
== Charms ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Use -&amp;lt;/b&amp;gt; Charms are limited to 1 per tick rather than 1 per action.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Third Excellency -&amp;lt;/b&amp;gt; Instead of rerolling the whole die pool, only reroll any dice that did not come up successes.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Terrestrial Circle Sorcery, Celestial Circle Sorcery, Solar Circle Sorcery -&amp;lt;/b&amp;gt; Each of these grants knowledge of one spell of that circle, free with the cost of the base charm. Same goes for equivalent charms for Necromancy, Infernal Sorcery, &amp;amp; Protocols.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Perfect Attacks &amp;amp; Defenses -&amp;lt;/b&amp;gt; As these require no die roll, they may not be stunted.&lt;br /&gt;
&lt;br /&gt;
== Solars ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Fivefold Bulwark Stance -&amp;lt;/b&amp;gt; The reduction in DV penalties due to actions applies to each action in a flurry.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Foe-Vaulting Method -&amp;lt;/b&amp;gt; This allows for an immediate roll to regain surprise, no extra cover is needed. Simply by moving fast and getting behind his opponent, the solar may ambush the foe from behind his own back.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Flow Like Blood -&amp;lt;/b&amp;gt; Has the same effect as FfBS as well as ignoring coordinating attack penalties.&lt;br /&gt;
&lt;br /&gt;
== Dragon-Blooded ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Out of Aspect Surcharge -&amp;lt;/b&amp;gt; Ignore this rule. I find that it just causes a lot of book-keeping headaches.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Immaculate Martial Arts Favored Weapon Bonus -&amp;lt;/b&amp;gt; The practitioner must either be the same elemental aspect as the Style, or must have mastered at least the Form charm to gain the benefits of the Favored Weapon Bonus.&lt;br /&gt;
&lt;br /&gt;
== Lunars ==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Character Generation -&amp;lt;/b&amp;gt; Characters start with 2 Knacks &amp;amp; 8 Charms. Also the xp cost for Knacks is reduced to 8.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Shapeshifting Traits -&amp;lt;/b&amp;gt; When taking new forms, the following traits are changed: Strength, Stamina, Appearance, natural attacks, natural armor, senses and special modes of transportation (flight, swim, etc). Everything else remains constant.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Casteless Anima Abilities -&amp;lt;/b&amp;gt; Casteless Lunars gain access to all five Anima abilities over the course of a month, not just the current three. The order is as follows; No Moon - 3 days, Waxing Moon - 4 days, Half Moon - 3 days, Waxing Moon - 4 days, Full Moon - 3 days, Waning Moon - 4 days, Half Moon - 3 days, Waning Moon - 4 days.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Mountainous Spirit Expression -&amp;lt;/b&amp;gt; Apply the Large mutation to the spirit form, granting +1 Strength, +1 Stamina, and an additional -0 health level.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Deadly Beastman Transformation &amp;amp; Devastating Ogre Enhancement -&amp;lt;/b&amp;gt; You may re-arrange the attribute boost array. The options would be +1 Str/+1 Dex/+1 Sta, +2/+0/+2, +3/+0/+1, or +1/+0/+3. When taking DOE, any selection of two of the same +3 options is disallowed. In other words, you may not take both Knacks and gain a +6/+0/+2 or +2/+0/+6. Combinations of +5/+0/+3 or +3/+0/+5 are fine.&lt;br /&gt;
&lt;br /&gt;
== Alchemicals ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Installment Costs -&amp;lt;/b&amp;gt; Ignore these rules.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Slots -&amp;lt;/b&amp;gt; You may have no more charm slots than equal to your maximum Personal Essence Pool. Charms that may be taken multiple times are counted only once. Charms that are specifically described as being an upgrade to a prerequisite also do not count toward charm slots. Arrays occupy a number of Charm Slots equal to 3/4ths the number of Charms in the Array.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Artifact Background -&amp;lt;/b&amp;gt; The rating of artifacts purchased with this background are limited by the number of dots the character has in it. So you must have 3 dots in Artifact before purchasing a 3 dot item.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Elemental Cores -&amp;lt;/b&amp;gt; Like hearthstones, these do not grant powers, but double the usual mote regeneration.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
[[SagaciousAscendingHero/HouseRules2Comments]]&lt;/div&gt;</summary>
		<author><name>SagaciousAscendingHero</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SagaciousAscendingHero/HouseRules2&amp;diff=87729</id>
		<title>SagaciousAscendingHero/HouseRules2</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SagaciousAscendingHero/HouseRules2&amp;diff=87729"/>
				<updated>2011-12-28T15:23:52Z</updated>
		
		<summary type="html">&lt;p&gt;SagaciousAscendingHero: /* Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Keep in mind that the stuff I put here is what I felt needed changing to suit my games, not necessarily what I felt should have been changed in the core book. Also a number of things here are simply rules clarifications and official errata that I wanted to have on hand for my games.&lt;br /&gt;
&lt;br /&gt;
== Basic Rules ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Specialty Costs -&amp;lt;/b&amp;gt; Buying a specialty in a Caste, Aspect, or Favored ability costs 2 xp, not 3. Having Occult as either a Caste, Aspect, or Favored Ability grants a similar reduction in cost when purchasing Thaumaturgy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Essence -&amp;lt;/b&amp;gt; The cost for raising Essence for any type of Exalted is always 7 bonus points and CR x 8 experience points.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Ping Damage &amp;amp; Flurries -&amp;lt;/b&amp;gt; Apply a -1 to ping damage per attack after the first. Ping may not be reduced to less than 1.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Grappling -&amp;lt;/b&amp;gt; On the same turn you successfully grapple an opponent, you may immediately either Crush, Pin, or Throw the victim. On the attackers action, he only needs to make a roll to take one of the above actions and suffers no risk of losing control. On the defender's action, he may attempt to break the hold. If successful, he may take control of the grapple or move up to his speed away from his opponent. Defensive charms that eliminate penalties &amp;lt;i&amp;gt;(such as FLB &amp;amp; FfBS)&amp;lt;/i&amp;gt; do not affect grapples.&lt;br /&gt;
&lt;br /&gt;
== Social Combat ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Intimacies &amp;amp; Virtues -&amp;lt;/b&amp;gt; Need to be linked to a virtue that matches how you feel about that Intimacy. You must fail a that virtue roll in order to act against your Intimacy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Short Ticks -&amp;lt;/b&amp;gt; Social combat may be done quickly using short ticks by applying a -2 external penalty to all rolls. This applies to all participants.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;During Physical Combat -&amp;lt;/b&amp;gt; When attempting to participate in social combat during a fight, a combatant must split his attention between the two, or flurry to do both at the same time. DV penalties from either type of action apply to both types of combat.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Starting Intimacies -&amp;lt;/b&amp;gt; Characters must select at least one Intimacy for each virtue, but a player may exchange one for an additional Intimacy of his Primary Virtue.&lt;br /&gt;
&lt;br /&gt;
== Weapons, Artifacts &amp;amp; Hearthstones ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Mundane &amp;amp; Artifact Weapons -&amp;lt;/b&amp;gt; Use the stats from the &amp;quot;Armorium&amp;quot; supplement for mundane weapons, artifact versions have the same stats, except for Magic Material bonuses and the benefit of being unbreakable. &lt;br /&gt;
** Artifact weapons cost the a number of dots in Artifact based on their size. Small weapons, such as a knife, cost &amp;amp;bull;; large two handed ones, or complex ones, such as firearms, cost &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;; everything else costs &amp;amp;bull;&amp;amp;bull;. &lt;br /&gt;
** Essence commitment costs are twice the dot rating.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Artifact Armors -&amp;lt;/b&amp;gt; Use the same stats as mundane armors, except for Magic Material bonuses and the benefit of being unbreakable. &lt;br /&gt;
** Artifact Armors cost the a number of dots in Artifact based on their size. Light armors cost &amp;amp;bull;, medium armors cost &amp;amp;bull;&amp;amp;bull;, heavy armors cost &amp;amp;bull;&amp;amp;bull;&amp;amp;bull; and superheavy armors cost &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;.&lt;br /&gt;
** Essence commitment costs are twice the dot rating.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Hardness -&amp;lt;/b&amp;gt; Artifact armors gain a hardness equal to half their dot rating (round up). Compare hardness to post soak damage. If equal or greater than, no ping damage. If less, the full ping damage gets through. Halve any charms or effect that grants hardness.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Piercing -&amp;lt;/b&amp;gt; Ignores Hardness instead of halving armor soak.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Overwhelming -&amp;lt;/b&amp;gt; Adds a flat +1 to ping damage, after taking flurry penalties into effect.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Rate -&amp;lt;/b&amp;gt; The maximum number of attacks in a flurry is limited to the highest rate of the weapons being used. Each weapon is limited by it's own rate as well. &amp;lt;i&amp;gt;IE. if you are attacking with one weapon with a rate of 3 and another with a rate of 1, you may only attack 3 times, and no more than once with the second weapon.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Shields -&amp;lt;/b&amp;gt; These grant bonuses to parry only, but may be stacked with the defense bonus of a wielder's primary weapon.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Jade Weapons -&amp;lt;/b&amp;gt; Use the new Magic Material Bonuses from BoS, Vol. 3: Oadenol's Codex.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Jade Armor Magic Material Bonus -&amp;lt;/b&amp;gt; Grants +1B/+1L as well as removing the fatigue penalty.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Removed Items -&amp;lt;/b&amp;gt; Certain items have been disallowed and removed from my games; Hearthstone bracers, unique armors &amp;amp; weapons that grant random powers, any artifact that grants a charm-like benefit, or any artifacts that affect sorcery/necromancy/protocols. Any artifact that has weapon traits must be ok'd by me before taking and only those that are not covered by the &amp;quot;Armorium&amp;quot; will be considered.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Power Armors -&amp;lt;/b&amp;gt; Armors such as Celestial Battle Armor, Armor of the Immaculate Dragons, and Warstriders are considered Artifact N/A unless I am specifically running a campaign around them, such as a unit of Warstrider pilots. Discreet Essence Armor is an exemption to this rule.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Hearthstones -&amp;lt;/b&amp;gt; Rather than granting a power, these give out twice the normal mote regeneration.&lt;br /&gt;
&lt;br /&gt;
== Charms ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Use -&amp;lt;/b&amp;gt; Charms are limited to 1 per tick rather than 1 per action.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Third Excellency -&amp;lt;/b&amp;gt; Instead of rerolling the whole die pool, only reroll any dice that did not come up successes.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Terrestrial Circle Sorcery, Celestial Circle Sorcery, Solar Circle Sorcery -&amp;lt;/b&amp;gt; Each of these grants knowledge of one spell of that circle, free with the cost of the base charm. Same goes for equivalent charms for Necromancy, Infernal Sorcery, &amp;amp; Protocols.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Perfect Attacks &amp;amp; Defenses -&amp;lt;/b&amp;gt; As these require no die roll, they may not be stunted.&lt;br /&gt;
&lt;br /&gt;
== Solars ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Fivefold Bulwark Stance -&amp;lt;/b&amp;gt; The reduction in DV penalties due to actions applies to each action in a flurry.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Foe-Vaulting Method -&amp;lt;/b&amp;gt; This allows for an immediate roll to regain surprise, no extra cover is needed. Simply by moving fast and getting behind his opponent, the solar may ambush the foe from behind his own back.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Flow Like Blood -&amp;lt;/b&amp;gt; Has the same effect as FfBS as well as ignoring coordinating attack penalties.&lt;br /&gt;
&lt;br /&gt;
== Dragon-Blooded ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Out of Aspect Surcharge -&amp;lt;/b&amp;gt; Ignore this rule. I find that it just causes a lot of book-keeping headaches.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Immaculate Martial Arts Favored Weapon Bonus -&amp;lt;/b&amp;gt; The practitioner must either be the same elemental aspect as the Style, or must have mastered at least the Form charm to gain the benefits of the Favored Weapon Bonus.&lt;br /&gt;
&lt;br /&gt;
== Lunars ==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Character Generation -&amp;lt;/b&amp;gt; Characters start with 2 Knacks &amp;amp; 8 Charms. Also the xp cost for Knacks is reduced to 8.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Shapeshifting Traits -&amp;lt;/b&amp;gt; When taking new forms, the following traits are changed: Strength, Stamina, Appearance, natural attacks, natural armor, senses and special modes of transportation (flight, swim, etc). Everything else remains constant.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Casteless Anima Abilities -&amp;lt;/b&amp;gt; Casteless Lunars gain access to all five Anima abilities over the course of a month, not just the current three. The order is as follows; No Moon - 3 days, Waxing Moon - 4 days, Half Moon - 3 days, Waxing Moon - 4 days, Full Moon - 3 days, Waning Moon - 4 days, Half Moon - 3 days, Waning Moon - 4 days.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Mountainous Spirit Expression -&amp;lt;/b&amp;gt; Apply the Large mutation to the spirit form, granting +1 Strength, +1 Stamina, and an additional -0 health level.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Deadly Beastman Transformation &amp;amp; Devastating Ogre Enhancement -&amp;lt;/b&amp;gt; You may re-arrange the attribute boost array. The options would be +1 Str/+1 Dex/+1 Sta, +2/+0/+2, +3/+0/+1, or +1/+0/+3. When taking DOE, any selection of two of the same +3 options is disallowed. In other words, you may not take both Knacks and gain a +6/+0/+2 or +2/+0/+6. Combinations of +5/+0/+3 or +3/+0/+5 are fine.&lt;br /&gt;
&lt;br /&gt;
== Alchemicals ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Installment Costs -&amp;lt;/b&amp;gt; Ignore these rules.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Slots -&amp;lt;/b&amp;gt; You may have no more charm slots than equal to your maximum Personal Essence Pool. Charms that may be taken multiple times are counted only once. Charms that are specifically described as being an upgrade to a prerequisite also do not count toward charm slots. Arrays occupy a number of Charm Slots equal to 3/4ths the number of Charms in the Array.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Artifact Background -&amp;lt;/b&amp;gt; The rating of artifacts purchased with this background are limited by the number of dots the character has in it. So you must have 3 dots in Artifact before purchasing a 3 dot item.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Elemental Cores -&amp;lt;/b&amp;gt; Like hearthstones, these do not grant powers, but double the usual mote regeneration.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
[[SagaciousAscendingHero/HouseRules2Comments]]&lt;/div&gt;</summary>
		<author><name>SagaciousAscendingHero</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SagaciousAscendingHero/HouseRules2&amp;diff=87727</id>
		<title>SagaciousAscendingHero/HouseRules2</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SagaciousAscendingHero/HouseRules2&amp;diff=87727"/>
				<updated>2011-12-28T15:19:27Z</updated>
		
		<summary type="html">&lt;p&gt;SagaciousAscendingHero: /* Basic Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Keep in mind that the stuff I put here is what I felt needed changing to suit my games, not necessarily what I felt should have been changed in the core book. Also a number of things here are simply rules clarifications and official errata that I wanted to have on hand for my games.&lt;br /&gt;
&lt;br /&gt;
== Basic Rules ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Specialty Costs -&amp;lt;/b&amp;gt; Buying a specialty in a Caste, Aspect, or Favored ability costs 2 xp, not 3. Having Occult as either a Caste, Aspect, or Favored Ability grants a similar reduction in cost when purchasing Thaumaturgy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Essence -&amp;lt;/b&amp;gt; The cost for raising Essence for any type of Exalted is always 7 bonus points and CR x 8 experience points.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Speed Limit -&amp;lt;/b&amp;gt; No effect or combination of effect may reduce the Speed of an action below 3 unless it explicitly states that it does so.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Ping Damage &amp;amp; Flurries -&amp;lt;/b&amp;gt; Apply a -1 to ping damage per attack after the first. Ping may not be reduced to less than 1.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Grappling -&amp;lt;/b&amp;gt; On the same turn you successfully grapple an opponent, you may immediately either Crush, Pin, or Throw the victim. On the attackers action, he only needs to make a roll to take one of the above actions and suffers no risk of losing control. On the defender's action, he may attempt to break the hold. If successful, he may take control of the grapple or move up to his speed away from his opponent. Defensive charms that eliminate penalties &amp;lt;i&amp;gt;(such as FLB &amp;amp; FfBS)&amp;lt;/i&amp;gt; do not affect grapples.&lt;br /&gt;
&lt;br /&gt;
== Social Combat ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Intimacies &amp;amp; Virtues -&amp;lt;/b&amp;gt; Need to be linked to a virtue that matches how you feel about that Intimacy. You must fail a that virtue roll in order to act against your Intimacy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Short Ticks -&amp;lt;/b&amp;gt; Social combat may be done quickly using short ticks by applying a -2 external penalty to all rolls. This applies to all participants.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;During Physical Combat -&amp;lt;/b&amp;gt; When attempting to participate in social combat during a fight, a combatant must split his attention between the two, or flurry to do both at the same time. DV penalties from either type of action apply to both types of combat.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Starting Intimacies -&amp;lt;/b&amp;gt; Characters must select at least one Intimacy for each virtue, but a player may exchange one for an additional Intimacy of his Primary Virtue.&lt;br /&gt;
&lt;br /&gt;
== Weapons, Artifacts &amp;amp; Hearthstones ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Mundane &amp;amp; Artifact Weapons -&amp;lt;/b&amp;gt; Use the stats from the &amp;quot;Armorium&amp;quot; supplement for mundane weapons, artifact versions have the same stats, except for Magic Material bonuses and the benefit of being unbreakable. &lt;br /&gt;
** Artifact weapons cost the a number of dots in Artifact based on their size. Small weapons, such as a knife, cost &amp;amp;bull;; large two handed ones, or complex ones, such as firearms, cost &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;; everything else costs &amp;amp;bull;&amp;amp;bull;. &lt;br /&gt;
** Essence commitment costs are twice the dot rating.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Artifact Armors -&amp;lt;/b&amp;gt; Use the same stats as mundane armors, except for Magic Material bonuses and the benefit of being unbreakable. &lt;br /&gt;
** Artifact Armors cost the a number of dots in Artifact based on their size. Light armors cost &amp;amp;bull;, medium armors cost &amp;amp;bull;&amp;amp;bull;, heavy armors cost &amp;amp;bull;&amp;amp;bull;&amp;amp;bull; and superheavy armors cost &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;.&lt;br /&gt;
** Essence commitment costs are twice the dot rating.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Hardness -&amp;lt;/b&amp;gt; Artifact armors gain a hardness equal to half their dot rating (round up). Compare hardness to post soak damage. If equal or greater than, no ping damage. If less, the full ping damage gets through. Halve any charms or effect that grants hardness.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Piercing -&amp;lt;/b&amp;gt; Ignores Hardness instead of halving armor soak.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Overwhelming -&amp;lt;/b&amp;gt; Adds a flat +1 to ping damage, after taking flurry penalties into effect.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Rate -&amp;lt;/b&amp;gt; The maximum number of attacks in a flurry is limited to the highest rate of the weapons being used. Each weapon is limited by it's own rate as well. &amp;lt;i&amp;gt;IE. if you are attacking with one weapon with a rate of 3 and another with a rate of 1, you may only attack 3 times, and no more than once with the second weapon.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Shields -&amp;lt;/b&amp;gt; These grant bonuses to parry only, but may be stacked with the defense bonus of a wielder's primary weapon.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Jade Weapons -&amp;lt;/b&amp;gt; Use the new Magic Material Bonuses from BoS, Vol. 3: Oadenol's Codex.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Jade Armor Magic Material Bonus -&amp;lt;/b&amp;gt; Grants +1B/+1L as well as removing the fatigue penalty.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Removed Items -&amp;lt;/b&amp;gt; Certain items have been disallowed and removed from my games; Hearthstone bracers, unique armors &amp;amp; weapons that grant random powers, any artifact that grants a charm-like benefit, or any artifacts that affect sorcery/necromancy/protocols. Any artifact that has weapon traits must be ok'd by me before taking and only those that are not covered by the &amp;quot;Armorium&amp;quot; will be considered.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Power Armors -&amp;lt;/b&amp;gt; Armors such as Celestial Battle Armor, Armor of the Immaculate Dragons, and Warstriders are considered Artifact N/A unless I am specifically running a campaign around them, such as a unit of Warstrider pilots. Discreet Essence Armor is an exemption to this rule.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Hearthstones -&amp;lt;/b&amp;gt; Rather than granting a power, these give out twice the normal mote regeneration.&lt;br /&gt;
&lt;br /&gt;
== Charms ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Use -&amp;lt;/b&amp;gt; Charms are limited to 1 per tick rather than 1 per action.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Third Excellency -&amp;lt;/b&amp;gt; Instead of rerolling the whole die pool, only reroll any dice that did not come up successes.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Terrestrial Circle Sorcery, Celestial Circle Sorcery, Solar Circle Sorcery -&amp;lt;/b&amp;gt; Each of these grants knowledge of one spell of that circle, free with the cost of the base charm. Same goes for equivalent charms for Necromancy, Infernal Sorcery, &amp;amp; Protocols.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Perfect Attacks &amp;amp; Defenses -&amp;lt;/b&amp;gt; As these require no die roll, they may not be stunted.&lt;br /&gt;
&lt;br /&gt;
== Solars ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Fivefold Bulwark Stance -&amp;lt;/b&amp;gt; The reduction in DV penalties due to actions applies to each action in a flurry.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Foe-Vaulting Method -&amp;lt;/b&amp;gt; This allows for an immediate roll to regain surprise, no extra cover is needed. Simply by moving fast and getting behind his opponent, the solar may ambush the foe from behind his own back.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Flow Like Blood -&amp;lt;/b&amp;gt; Has the same effect as FfBS as well as ignoring coordinating attack penalties.&lt;br /&gt;
&lt;br /&gt;
== Dragon-Blooded ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Out of Aspect Surcharge -&amp;lt;/b&amp;gt; Ignore this rule. I find that it just causes a lot of book-keeping headaches.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Immaculate Martial Arts Favored Weapon Bonus -&amp;lt;/b&amp;gt; The practitioner must either be the same elemental aspect as the Style, or must have mastered at least the Form charm to gain the benefits of the Favored Weapon Bonus.&lt;br /&gt;
&lt;br /&gt;
== Lunars ==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Character Generation -&amp;lt;/b&amp;gt; Characters start with 2 Knacks &amp;amp; 8 Charms. Also the xp cost for Knacks is reduced to 8.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Shapeshifting Traits -&amp;lt;/b&amp;gt; When taking new forms, the following traits are changed: Strength, Stamina, Appearance, natural attacks, natural armor, senses and special modes of transportation (flight, swim, etc). Everything else remains constant.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Casteless Anima Abilities -&amp;lt;/b&amp;gt; Casteless Lunars gain access to all five Anima abilities over the course of a month, not just the current three. The order is as follows; No Moon - 3 days, Waxing Moon - 4 days, Half Moon - 3 days, Waxing Moon - 4 days, Full Moon - 3 days, Waning Moon - 4 days, Half Moon - 3 days, Waning Moon - 4 days.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Mountainous Spirit Expression -&amp;lt;/b&amp;gt; Apply the Large mutation to the spirit form, granting +1 Strength, +1 Stamina, and an additional -0 health level.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Deadly Beastman Transformation &amp;amp; Devastating Ogre Enhancement -&amp;lt;/b&amp;gt; You may re-arrange the attribute boost array. The options would be +1 Str/+1 Dex/+1 Sta, +2/+0/+2, +3/+0/+1, or +1/+0/+3. When taking DOE, any selection of two of the same +3 options is disallowed. In other words, you may not take both Knacks and gain a +6/+0/+2 or +2/+0/+6. Combinations of +5/+0/+3 or +3/+0/+5 are fine.&lt;br /&gt;
&lt;br /&gt;
== Alchemicals ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Installment Costs -&amp;lt;/b&amp;gt; Ignore these rules.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Slots -&amp;lt;/b&amp;gt; You may have no more charm slots than equal to your maximum Personal Essence Pool. Charms that may be taken multiple times are counted only once. Charms that are specifically described as being an upgrade to a prerequisite also do not count toward charm slots. Arrays occupy a number of Charm Slots equal to 3/4ths the number of Charms in the Array.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Artifact Background -&amp;lt;/b&amp;gt; The rating of artifacts purchased with this background are limited by the number of dots the character has in it. So you must have 3 dots in Artifact before purchasing a 3 dot item.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Elemental Cores -&amp;lt;/b&amp;gt; Like hearthstones, these do not grant powers, but double the usual mote regeneration.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
[[SagaciousAscendingHero/HouseRules2Comments]]&lt;/div&gt;</summary>
		<author><name>SagaciousAscendingHero</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SagaciousAscendingHero/HouseRules2&amp;diff=87725</id>
		<title>SagaciousAscendingHero/HouseRules2</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SagaciousAscendingHero/HouseRules2&amp;diff=87725"/>
				<updated>2011-12-28T02:40:28Z</updated>
		
		<summary type="html">&lt;p&gt;SagaciousAscendingHero: /* Weapons, Artifacts &amp;amp; Hearthstones */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Keep in mind that the stuff I put here is what I felt needed changing to suit my games, not necessarily what I felt should have been changed in the core book. Also a number of things here are simply rules clarifications and official errata that I wanted to have on hand for my games.&lt;br /&gt;
&lt;br /&gt;
== Basic Rules ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Die Pool Caps Clarification -&amp;lt;/b&amp;gt; All charms are limited by the caps, not just the excellencies.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Successes &amp;amp; Charm Caps Clarification -&amp;lt;/b&amp;gt; Only for the Second Excellency, or when adding to a static value do Successes count towards the die adder cap.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Specialty Costs -&amp;lt;/b&amp;gt; Buying a specialty in a Caste, Aspect, or Favored ability costs 2 xp, not 3. Having Occult as either a Caste, Aspect, or Favored Ability grants a similar reduction in cost when purchasing Thaumaturgy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Essence -&amp;lt;/b&amp;gt; The cost for raising Essence for any type of Exalted is always 7 bonus points and CR x 8 experience points.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Speed Limit -&amp;lt;/b&amp;gt; No effect or combination of effect may reduce the Speed of an action below 3 unless it explicitly states that it does so.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Ping Damage &amp;amp; Flurries -&amp;lt;/b&amp;gt; Apply a -1 to ping damage per attack after the first. Ping may not be reduced to less than 1.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Grappling -&amp;lt;/b&amp;gt; On the same turn you successfully grapple an opponent, you may immediately either Crush, Pin, or Throw the victim. On the attackers action, he only needs to make a roll to take one of the above actions and suffers no risk of losing control. On the defender's action, he may attempt to break the hold. If successful, he may take control of the grapple or move up to his speed away from his opponent. Defensive charms that eliminate penalties &amp;lt;i&amp;gt;(such as FLB &amp;amp; FfBS)&amp;lt;/i&amp;gt; do not affect grapples.&lt;br /&gt;
&lt;br /&gt;
== Social Combat ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Intimacies &amp;amp; Virtues -&amp;lt;/b&amp;gt; Need to be linked to a virtue that matches how you feel about that Intimacy. You must fail a that virtue roll in order to act against your Intimacy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Short Ticks -&amp;lt;/b&amp;gt; Social combat may be done quickly using short ticks by applying a -2 external penalty to all rolls. This applies to all participants.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;During Physical Combat -&amp;lt;/b&amp;gt; When attempting to participate in social combat during a fight, a combatant must split his attention between the two, or flurry to do both at the same time. DV penalties from either type of action apply to both types of combat.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Starting Intimacies -&amp;lt;/b&amp;gt; Characters must select at least one Intimacy for each virtue, but a player may exchange one for an additional Intimacy of his Primary Virtue.&lt;br /&gt;
&lt;br /&gt;
== Weapons, Artifacts &amp;amp; Hearthstones ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Mundane &amp;amp; Artifact Weapons -&amp;lt;/b&amp;gt; Use the stats from the &amp;quot;Armorium&amp;quot; supplement for mundane weapons, artifact versions have the same stats, except for Magic Material bonuses and the benefit of being unbreakable. &lt;br /&gt;
** Artifact weapons cost the a number of dots in Artifact based on their size. Small weapons, such as a knife, cost &amp;amp;bull;; large two handed ones, or complex ones, such as firearms, cost &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;; everything else costs &amp;amp;bull;&amp;amp;bull;. &lt;br /&gt;
** Essence commitment costs are twice the dot rating.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Artifact Armors -&amp;lt;/b&amp;gt; Use the same stats as mundane armors, except for Magic Material bonuses and the benefit of being unbreakable. &lt;br /&gt;
** Artifact Armors cost the a number of dots in Artifact based on their size. Light armors cost &amp;amp;bull;, medium armors cost &amp;amp;bull;&amp;amp;bull;, heavy armors cost &amp;amp;bull;&amp;amp;bull;&amp;amp;bull; and superheavy armors cost &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;.&lt;br /&gt;
** Essence commitment costs are twice the dot rating.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Hardness -&amp;lt;/b&amp;gt; Artifact armors gain a hardness equal to half their dot rating (round up). Compare hardness to post soak damage. If equal or greater than, no ping damage. If less, the full ping damage gets through. Halve any charms or effect that grants hardness.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Piercing -&amp;lt;/b&amp;gt; Ignores Hardness instead of halving armor soak.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Overwhelming -&amp;lt;/b&amp;gt; Adds a flat +1 to ping damage, after taking flurry penalties into effect.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Rate -&amp;lt;/b&amp;gt; The maximum number of attacks in a flurry is limited to the highest rate of the weapons being used. Each weapon is limited by it's own rate as well. &amp;lt;i&amp;gt;IE. if you are attacking with one weapon with a rate of 3 and another with a rate of 1, you may only attack 3 times, and no more than once with the second weapon.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Shields -&amp;lt;/b&amp;gt; These grant bonuses to parry only, but may be stacked with the defense bonus of a wielder's primary weapon.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Jade Weapons -&amp;lt;/b&amp;gt; Use the new Magic Material Bonuses from BoS, Vol. 3: Oadenol's Codex.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Jade Armor Magic Material Bonus -&amp;lt;/b&amp;gt; Grants +1B/+1L as well as removing the fatigue penalty.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Removed Items -&amp;lt;/b&amp;gt; Certain items have been disallowed and removed from my games; Hearthstone bracers, unique armors &amp;amp; weapons that grant random powers, any artifact that grants a charm-like benefit, or any artifacts that affect sorcery/necromancy/protocols. Any artifact that has weapon traits must be ok'd by me before taking and only those that are not covered by the &amp;quot;Armorium&amp;quot; will be considered.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Power Armors -&amp;lt;/b&amp;gt; Armors such as Celestial Battle Armor, Armor of the Immaculate Dragons, and Warstriders are considered Artifact N/A unless I am specifically running a campaign around them, such as a unit of Warstrider pilots. Discreet Essence Armor is an exemption to this rule.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Hearthstones -&amp;lt;/b&amp;gt; Rather than granting a power, these give out twice the normal mote regeneration.&lt;br /&gt;
&lt;br /&gt;
== Charms ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Use -&amp;lt;/b&amp;gt; Charms are limited to 1 per tick rather than 1 per action.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Third Excellency -&amp;lt;/b&amp;gt; Instead of rerolling the whole die pool, only reroll any dice that did not come up successes.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Terrestrial Circle Sorcery, Celestial Circle Sorcery, Solar Circle Sorcery -&amp;lt;/b&amp;gt; Each of these grants knowledge of one spell of that circle, free with the cost of the base charm. Same goes for equivalent charms for Necromancy, Infernal Sorcery, &amp;amp; Protocols.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Perfect Attacks &amp;amp; Defenses -&amp;lt;/b&amp;gt; As these require no die roll, they may not be stunted.&lt;br /&gt;
&lt;br /&gt;
== Solars ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Fivefold Bulwark Stance -&amp;lt;/b&amp;gt; The reduction in DV penalties due to actions applies to each action in a flurry.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Foe-Vaulting Method -&amp;lt;/b&amp;gt; This allows for an immediate roll to regain surprise, no extra cover is needed. Simply by moving fast and getting behind his opponent, the solar may ambush the foe from behind his own back.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Flow Like Blood -&amp;lt;/b&amp;gt; Has the same effect as FfBS as well as ignoring coordinating attack penalties.&lt;br /&gt;
&lt;br /&gt;
== Dragon-Blooded ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Out of Aspect Surcharge -&amp;lt;/b&amp;gt; Ignore this rule. I find that it just causes a lot of book-keeping headaches.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Immaculate Martial Arts Favored Weapon Bonus -&amp;lt;/b&amp;gt; The practitioner must either be the same elemental aspect as the Style, or must have mastered at least the Form charm to gain the benefits of the Favored Weapon Bonus.&lt;br /&gt;
&lt;br /&gt;
== Lunars ==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Character Generation -&amp;lt;/b&amp;gt; Characters start with 2 Knacks &amp;amp; 8 Charms. Also the xp cost for Knacks is reduced to 8.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Shapeshifting Traits -&amp;lt;/b&amp;gt; When taking new forms, the following traits are changed: Strength, Stamina, Appearance, natural attacks, natural armor, senses and special modes of transportation (flight, swim, etc). Everything else remains constant.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Casteless Anima Abilities -&amp;lt;/b&amp;gt; Casteless Lunars gain access to all five Anima abilities over the course of a month, not just the current three. The order is as follows; No Moon - 3 days, Waxing Moon - 4 days, Half Moon - 3 days, Waxing Moon - 4 days, Full Moon - 3 days, Waning Moon - 4 days, Half Moon - 3 days, Waning Moon - 4 days.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Mountainous Spirit Expression -&amp;lt;/b&amp;gt; Apply the Large mutation to the spirit form, granting +1 Strength, +1 Stamina, and an additional -0 health level.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Deadly Beastman Transformation &amp;amp; Devastating Ogre Enhancement -&amp;lt;/b&amp;gt; You may re-arrange the attribute boost array. The options would be +1 Str/+1 Dex/+1 Sta, +2/+0/+2, +3/+0/+1, or +1/+0/+3. When taking DOE, any selection of two of the same +3 options is disallowed. In other words, you may not take both Knacks and gain a +6/+0/+2 or +2/+0/+6. Combinations of +5/+0/+3 or +3/+0/+5 are fine.&lt;br /&gt;
&lt;br /&gt;
== Alchemicals ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Installment Costs -&amp;lt;/b&amp;gt; Ignore these rules.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Slots -&amp;lt;/b&amp;gt; You may have no more charm slots than equal to your maximum Personal Essence Pool. Charms that may be taken multiple times are counted only once. Charms that are specifically described as being an upgrade to a prerequisite also do not count toward charm slots. Arrays occupy a number of Charm Slots equal to 3/4ths the number of Charms in the Array.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Artifact Background -&amp;lt;/b&amp;gt; The rating of artifacts purchased with this background are limited by the number of dots the character has in it. So you must have 3 dots in Artifact before purchasing a 3 dot item.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Elemental Cores -&amp;lt;/b&amp;gt; Like hearthstones, these do not grant powers, but double the usual mote regeneration.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
[[SagaciousAscendingHero/HouseRules2Comments]]&lt;/div&gt;</summary>
		<author><name>SagaciousAscendingHero</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SagaciousAscendingHero&amp;diff=87507</id>
		<title>SagaciousAscendingHero</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SagaciousAscendingHero&amp;diff=87507"/>
				<updated>2011-12-07T05:25:29Z</updated>
		
		<summary type="html">&lt;p&gt;SagaciousAscendingHero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I used to go by Griffon, but due to the switch over from the Exalted Compendium to the new Exalted Redux, I've changed my wiki page to suit my new user name. &amp;lt;i&amp;gt;(that.. and SAH sounds so much better than just Griffon.)&amp;lt;/i&amp;gt; You can also find me on the RPG.net Forums as CrackedMan_SAH &lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SagaciousAscendingHero/HouseRules2|HouseRules]] - My house rules and collected errata for my Ex2 games.&lt;br /&gt;
&lt;br /&gt;
[[SagaciousAscendingHero/RulesVariant|RulesVariant]] - A set of rules for an extremely simplified Exalted.&lt;br /&gt;
&lt;br /&gt;
[[SagaciousAscendingHero/M&amp;amp;M2eConversion|M&amp;amp;M2eConversion]] - COMING SOON / CURRENTLY IN PLAYTEST&lt;br /&gt;
&lt;br /&gt;
[[SagaciousAscendingHero/CharacterSheets2|CharacterSheets]] - My sheets, edited from PBMonkey's sheets, and hosted by the  magnanimous Mr. Gone. Though ironically I've been primarily using Lookshy's sheets these days, but I'll leave these up for anyone who likes them.&lt;br /&gt;
&lt;br /&gt;
[[SagaciousAscendingHero/CampaignNotes|CampaignNotes]] - I'll get to this.. I swear... =[[V_V]]=&lt;br /&gt;
&lt;br /&gt;
[[SagaciousAscendingHero/FirstEditionStuff]] - anything I've done for first edition stuff.&lt;br /&gt;
&lt;br /&gt;
=== Friends ===&lt;br /&gt;
&lt;br /&gt;
[[ForsakenRapture]]&lt;br /&gt;
&lt;br /&gt;
[[Sabis]]&lt;/div&gt;</summary>
		<author><name>SagaciousAscendingHero</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SagaciousAscendingHero/HouseRules2&amp;diff=86825</id>
		<title>SagaciousAscendingHero/HouseRules2</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SagaciousAscendingHero/HouseRules2&amp;diff=86825"/>
				<updated>2011-08-23T21:41:00Z</updated>
		
		<summary type="html">&lt;p&gt;SagaciousAscendingHero: /* Weapons, Artifacts &amp;amp; Hearthstones */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Keep in mind that the stuff I put here is what I felt needed changing to suit my games, not necessarily what I felt should have been changed in the core book. Also a number of things here are simply rules clarifications and official errata that I wanted to have on hand for my games.&lt;br /&gt;
&lt;br /&gt;
== Basic Rules ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Die Pool Caps Clarification -&amp;lt;/b&amp;gt; All charms are limited by the caps, not just the excellencies.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Successes &amp;amp; Charm Caps Clarification -&amp;lt;/b&amp;gt; Only for the Second Excellency, or when adding to a static value do Successes count towards the die adder cap.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Specialty Costs -&amp;lt;/b&amp;gt; Buying a specialty in a Caste, Aspect, or Favored ability costs 2 xp, not 3. Having Occult as either a Caste, Aspect, or Favored Ability grants a similar reduction in cost when purchasing Thaumaturgy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Essence -&amp;lt;/b&amp;gt; The cost for raising Essence for any type of Exalted is always 7 bonus points and CR x 8 experience points.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Speed Limit -&amp;lt;/b&amp;gt; No effect or combination of effect may reduce the Speed of an action below 3 unless it explicitly states that it does so.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Ping Damage &amp;amp; Flurries -&amp;lt;/b&amp;gt; Apply a -1 to ping damage per attack after the first. Ping may not be reduced to less than 1.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Grappling -&amp;lt;/b&amp;gt; On the same turn you successfully grapple an opponent, you may immediately either Crush, Pin, or Throw the victim. On the attackers action, he only needs to make a roll to take one of the above actions and suffers no risk of losing control. On the defender's action, he may attempt to break the hold. If successful, he may take control of the grapple or move up to his speed away from his opponent. Defensive charms that eliminate penalties &amp;lt;i&amp;gt;(such as FLB &amp;amp; FfBS)&amp;lt;/i&amp;gt; do not affect grapples.&lt;br /&gt;
&lt;br /&gt;
== Social Combat ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Intimacies &amp;amp; Virtues -&amp;lt;/b&amp;gt; Need to be linked to a virtue that matches how you feel about that Intimacy. You must fail a that virtue roll in order to act against your Intimacy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Short Ticks -&amp;lt;/b&amp;gt; Social combat may be done quickly using short ticks by applying a -2 external penalty to all rolls. This applies to all participants.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;During Physical Combat -&amp;lt;/b&amp;gt; When attempting to participate in social combat during a fight, a combatant must split his attention between the two, or flurry to do both at the same time. DV penalties from either type of action apply to both types of combat.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Starting Intimacies -&amp;lt;/b&amp;gt; Characters must select at least one Intimacy for each virtue, but a player may exchange one for an additional Intimacy of his Primary Virtue.&lt;br /&gt;
&lt;br /&gt;
== Weapons, Artifacts &amp;amp; Hearthstones ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Mundane &amp;amp; Artifact Weapons -&amp;lt;/b&amp;gt; Use the stats from the &amp;quot;Armorium&amp;quot; supplement for mundane weapons, artifact versions have the same stats, except for Magic Material bonuses and the benefit of being unbreakable. &lt;br /&gt;
** Artifact weapons cost the a number of dots in Artifact based on their size. Small weapons, such as a knife, cost &amp;amp;bull;; large two handed ones, or complex ones, such as firearms, cost &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;; everything else costs &amp;amp;bull;&amp;amp;bull;. &lt;br /&gt;
** Essence commitment costs are twice the dot rating.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Artifact Armors -&amp;lt;/b&amp;gt; Use the same stats as mundane armors, except for Magic Material bonuses and the benefit of being unbreakable. &lt;br /&gt;
** Artifact Armors cost the a number of dots in Artifact based on their size. Light armors cost &amp;amp;bull;, medium armors cost &amp;amp;bull;&amp;amp;bull;, heavy armors cost &amp;amp;bull;&amp;amp;bull;&amp;amp;bull; and superheavy armors cost &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;.&lt;br /&gt;
** Essence commitment costs are twice the dot rating.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Hardness -&amp;lt;/b&amp;gt; Artifact armors gain a hardness equal to half their dot rating (round up). Compare hardness to post soak damage. If equal or greater than, no ping damage. If less, the full ping damage gets through.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Piercing -&amp;lt;/b&amp;gt; Ignores Hardness instead of halving armor soak.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Overwhelming -&amp;lt;/b&amp;gt; Adds a flat +1 to ping damage, after taking flurry penalties into effect.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Rate -&amp;lt;/b&amp;gt; The maximum number of attacks in a flurry is limited to the highest rate of the weapons being used. Each weapon is limited by it's own rate as well. &amp;lt;i&amp;gt;IE. if you are attacking with one weapon with a rate of 3 and another with a rate of 1, you may only attack 3 times, and no more than once with the second weapon.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Shields -&amp;lt;/b&amp;gt; These grant bonuses to parry only, but may be stacked with the defense bonus of a wielder's primary weapon.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Jade Weapons -&amp;lt;/b&amp;gt; Use the new Magic Material Bonuses from BoS, Vol. 3: Oadenol's Codex.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Jade Armor Magic Material Bonus -&amp;lt;/b&amp;gt; Grants +1B/+1L as well as removing the fatigue penalty.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Removed Items -&amp;lt;/b&amp;gt; Certain items have been disallowed and removed from my games; Hearthstone bracers, unique armors &amp;amp; weapons that grant random powers, any artifact that grants a charm-like benefit, or any artifacts that affect sorcery/necromancy/protocols. Any artifact that has weapon traits must be ok'd by me before taking and only those that are not covered by the &amp;quot;Armorium&amp;quot; will be considered.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Power Armors -&amp;lt;/b&amp;gt; Armors such as Celestial Battle Armor, Armor of the Immaculate Dragons, and Warstriders are considered Artifact N/A unless I am specifically running a campaign around them, such as a unit of Warstrider pilots. Discreet Essence Armor is an exemption to this rule.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Hearthstones -&amp;lt;/b&amp;gt; Rather than granting a power, these give out twice the normal mote regeneration.&lt;br /&gt;
&lt;br /&gt;
== Charms ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Use -&amp;lt;/b&amp;gt; Charms are limited to 1 per tick rather than 1 per action.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Third Excellency -&amp;lt;/b&amp;gt; Instead of rerolling the whole die pool, only reroll any dice that did not come up successes.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Terrestrial Circle Sorcery, Celestial Circle Sorcery, Solar Circle Sorcery -&amp;lt;/b&amp;gt; Each of these grants knowledge of one spell of that circle, free with the cost of the base charm. Same goes for equivalent charms for Necromancy, Infernal Sorcery, &amp;amp; Protocols.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Perfect Attacks &amp;amp; Defenses -&amp;lt;/b&amp;gt; As these require no die roll, they may not be stunted.&lt;br /&gt;
&lt;br /&gt;
== Solars ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Fivefold Bulwark Stance -&amp;lt;/b&amp;gt; The reduction in DV penalties due to actions applies to each action in a flurry.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Foe-Vaulting Method -&amp;lt;/b&amp;gt; This allows for an immediate roll to regain surprise, no extra cover is needed. Simply by moving fast and getting behind his opponent, the solar may ambush the foe from behind his own back.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Flow Like Blood -&amp;lt;/b&amp;gt; Has the same effect as FfBS as well as ignoring coordinating attack penalties.&lt;br /&gt;
&lt;br /&gt;
== Dragon-Blooded ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Out of Aspect Surcharge -&amp;lt;/b&amp;gt; Ignore this rule. I find that it just causes a lot of book-keeping headaches.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Immaculate Martial Arts Favored Weapon Bonus -&amp;lt;/b&amp;gt; The practitioner must either be the same elemental aspect as the Style, or must have mastered at least the Form charm to gain the benefits of the Favored Weapon Bonus.&lt;br /&gt;
&lt;br /&gt;
== Lunars ==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Character Generation -&amp;lt;/b&amp;gt; Characters start with 2 Knacks &amp;amp; 8 Charms. Also the xp cost for Knacks is reduced to 8.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Shapeshifting Traits -&amp;lt;/b&amp;gt; When taking new forms, the following traits are changed: Strength, Stamina, Appearance, natural attacks, natural armor, senses and special modes of transportation (flight, swim, etc). Everything else remains constant.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Casteless Anima Abilities -&amp;lt;/b&amp;gt; Casteless Lunars gain access to all five Anima abilities over the course of a month, not just the current three. The order is as follows; No Moon - 3 days, Waxing Moon - 4 days, Half Moon - 3 days, Waxing Moon - 4 days, Full Moon - 3 days, Waning Moon - 4 days, Half Moon - 3 days, Waning Moon - 4 days.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Mountainous Spirit Expression -&amp;lt;/b&amp;gt; Apply the Large mutation to the spirit form, granting +1 Strength, +1 Stamina, and an additional -0 health level.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Deadly Beastman Transformation &amp;amp; Devastating Ogre Enhancement -&amp;lt;/b&amp;gt; You may re-arrange the attribute boost array. The options would be +1 Str/+1 Dex/+1 Sta, +2/+0/+2, +3/+0/+1, or +1/+0/+3. When taking DOE, any selection of two of the same +3 options is disallowed. In other words, you may not take both Knacks and gain a +6/+0/+2 or +2/+0/+6. Combinations of +5/+0/+3 or +3/+0/+5 are fine.&lt;br /&gt;
&lt;br /&gt;
== Alchemicals ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Installment Costs -&amp;lt;/b&amp;gt; Ignore these rules.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Slots -&amp;lt;/b&amp;gt; You may have no more charm slots than equal to your maximum Personal Essence Pool. Charms that may be taken multiple times are counted only once. Charms that are specifically described as being an upgrade to a prerequisite also do not count toward charm slots. Arrays occupy a number of Charm Slots equal to 3/4ths the number of Charms in the Array.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Artifact Background -&amp;lt;/b&amp;gt; The rating of artifacts purchased with this background are limited by the number of dots the character has in it. So you must have 3 dots in Artifact before purchasing a 3 dot item.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Elemental Cores -&amp;lt;/b&amp;gt; Like hearthstones, these do not grant powers, but double the usual mote regeneration.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
[[SagaciousAscendingHero/HouseRules2Comments]]&lt;/div&gt;</summary>
		<author><name>SagaciousAscendingHero</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SagaciousAscendingHero/RulesVariant&amp;diff=86587</id>
		<title>SagaciousAscendingHero/RulesVariant</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SagaciousAscendingHero/RulesVariant&amp;diff=86587"/>
				<updated>2011-07-25T20:44:36Z</updated>
		
		<summary type="html">&lt;p&gt;SagaciousAscendingHero: /* Weapons, Artifacts &amp;amp; Hearthstones */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Rules ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Specialty Costs -&amp;lt;/b&amp;gt; Buying a specialty in a Caste, Aspect, or Favored ability costs 2 xp, not 3. Having Occult as either a Caste, Aspect, or Favored Ability grants a similar reduction in cost when purchasing Thaumaturgy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Essence -&amp;lt;/b&amp;gt; The cost for raising Essence for any type of Exalted is always 7 bonus points and CR x 8 experience points.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Speed Limit -&amp;lt;/b&amp;gt; No effect or combination of effect may reduce the Speed of an action below 3 unless it explicitly states that it does so.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Ping Damage &amp;amp; Flurries -&amp;lt;/b&amp;gt; Apply a -1 to ping damage per attack after the first. Ping may not be reduced to less than 1.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Grappling -&amp;lt;/b&amp;gt; On the same turn you successfully grapple an opponent, you may immediately either Crush, Pin, or Throw the victim. On the attackers action, he only needs to make a roll to take one of the above actions and suffers no risk of losing control. On the defender's action, he may attempt to break the hold. If successful, he may take control of the grapple or move up to his speed away from his opponent. Defensive charms that eliminate penalties &amp;lt;i&amp;gt;(such as FLB &amp;amp; FfBS)&amp;lt;/i&amp;gt; do not affect grapples.&lt;br /&gt;
&lt;br /&gt;
== Social Combat ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Intimacies &amp;amp; Virtues -&amp;lt;/b&amp;gt; Need to be linked to a virtue that matches how you feel about that Intimacy. You must fail a that virtue roll in order to act against your Intimacy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Short Ticks -&amp;lt;/b&amp;gt; Social combat may be done quickly using short ticks by applying a -2 external penalty to all rolls. This applies to all participants.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;During Physical Combat -&amp;lt;/b&amp;gt; When attempting to participate in social combat during a fight, a combatant must split his attention between the two, or flurry to do both at the same time. DV penalties from either type of action apply to both types of combat.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Starting Intimacies -&amp;lt;/b&amp;gt; Characters must select at least one Intimacy for each virtue, but a player may exchange one for an additional Intimacy of his Primary Virtue.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Natural &amp;amp; Unnatural Influence -&amp;lt;/b&amp;gt; This is determined solely on whether or not an Excellency or other magical effect has been used to boost the social attack.&lt;br /&gt;
&lt;br /&gt;
== Weapons, Artifacts &amp;amp; Hearthstones ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Mundane &amp;amp; Artifact Weapons -&amp;lt;/b&amp;gt; Use the stats from the &amp;quot;Armorium&amp;quot; supplement for mundane weapons, artifact versions have the same stats, except for Magic Material bonuses and the benefit of being unbreakable. &lt;br /&gt;
** Artifact weapons cost the a number of dots in Artifact based on their size. Small weapons, such as a knife, cost &amp;amp;bull;; large two handed ones, or complex ones, such as firearms, cost &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;; everything else costs &amp;amp;bull;&amp;amp;bull;. &lt;br /&gt;
** Essence commitment costs are twice the dot rating.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Artifact Armors -&amp;lt;/b&amp;gt; Use the same stats as mundane armors, except for Magic Material bonuses and the benefit of being unbreakable. &lt;br /&gt;
** Artifact Armors cost the a number of dots in Artifact based on their size. Light armors cost &amp;amp;bull;, medium armors cost &amp;amp;bull;&amp;amp;bull;, heavy armors cost &amp;amp;bull;&amp;amp;bull;&amp;amp;bull; and superheavy armors cost &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;.&lt;br /&gt;
** Essence commitment costs are twice the dot rating.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Hardness -&amp;lt;/b&amp;gt; Artifact armors gain a hardness equal to half their dot rating (round down). Compare hardness to post soak damage. If equal or greater than, no ping damage. If less, the full ping damage gets through.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Piercing -&amp;lt;/b&amp;gt; Ignores Hardness instead of halving armor soak.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Overwhelming -&amp;lt;/b&amp;gt; Adds a flat +1 to ping damage, after taking flurry penalties into effect.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Rate -&amp;lt;/b&amp;gt; The maximum number of attacks in a flurry is limited to the highest rate of the weapons being used. Each weapon is limited by it's own rate as well. &amp;lt;i&amp;gt;IE. if you are attacking with one weapon with a rate of 3 and another with a rate of 1, you may only attack 3 times, and no more than once with the second weapon.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Shields -&amp;lt;/b&amp;gt; These grant bonuses to parry only, but may be stacked with the defense bonus of a wielder's primary weapon.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Jade Weapons -&amp;lt;/b&amp;gt; Use the new Magic Material Bonuses from BoS, Vol. 3: Oadenol's Codex.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Jade Armor Magic Material Bonus -&amp;lt;/b&amp;gt; Grants +1B/+1L as well as removing the fatigue penalty.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Removed Items -&amp;lt;/b&amp;gt; Certain items have been disallowed and removed from my games; Hearthstone bracers, unique armors &amp;amp; weapons that grant random powers, or any artifacts that affect sorcery &amp;amp; necromancy. Any artifact that has weapon traits must be ok'd by me before taking and only those that are not covered by the &amp;quot;Armorium&amp;quot; will be considered.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Power Armors -&amp;lt;/b&amp;gt; Armors such as Celestial Battle Armor, Armor of the Immaculate Dragons, and Warstriders are considered Artifact N/A unless I am specifically running a campaign around them, such as a unit of Warstrider pilots. Discreet Essence Armor is an exemption to this rule.&lt;br /&gt;
&lt;br /&gt;
== Charms ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Excellencies Only -&amp;lt;/b&amp;gt; The only charms allowed are excellencies. This includes MA styles.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Use -&amp;lt;/b&amp;gt; Charms are limited to 1 per tick rather than 1 per action.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Third Excellency -&amp;lt;/b&amp;gt; Instead of rerolling the whole die pool, only reroll any dice that did not come up successes.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Sorcery &amp;amp; Necromancy -&amp;lt;/b&amp;gt; You must have an Occult excellency and a rating of 3 plus a number of specialty dots in either Sorcery or Necromancy equal to the spell's Circle to learn it. Cost to learn spells remains unchanged.&lt;br /&gt;
&lt;br /&gt;
== Dragon-Blooded ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Out of Aspect Surcharge -&amp;lt;/b&amp;gt; Ignore this rule. I find that it just causes a lot of book-keeping headaches.&lt;br /&gt;
&lt;br /&gt;
== Lunars ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Character Generation -&amp;lt;/b&amp;gt; Characters start with 2 Knacks &amp;amp; 8 Charms. Also the xp cost for Knacks is reduced to 8.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Shapeshifting Traits -&amp;lt;/b&amp;gt; When taking new forms, the following traits are changed: Strength, Stamina, Appearance, natural attacks, natural armor, senses and special modes of transportation (flight, swim, etc). Everything else remains constant.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Casteless Anima Abilities -&amp;lt;/b&amp;gt; Casteless Lunars gain access to all five Anima abilities over the course of a month, not just the current three. The order is as follows; No Moon - 3 days, Waxing Moon - 4 days, Half Moon - 3 days, Waxing Moon - 4 days, Full Moon - 3 days, Waning Moon - 4 days, Half Moon - 3 days, Waning Moon - 4 days.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Mountainous Spirit Expression -&amp;lt;/b&amp;gt; Apply the Large mutation to the spirit form, granting +1 Strength, +1 Stamina, and an additional -0 health level.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Deadly Beastman Transformation &amp;amp; Devastating Ogre Enhancement -&amp;lt;/b&amp;gt; You may re-arrange the attribute boost array. The options would be +1 Str/+1 Dex/+1 Sta, +2/+0/+2, +3/+0/+1, or +1/+0/+3. When taking DOE, any selection of two of the same +3 options is disallowed. In other words, you may not take both Knacks and gain a +6/+0/+2 or +2/+0/+6. Combinations of +5/+0/+3 or +3/+0/+5 are fine.&lt;/div&gt;</summary>
		<author><name>SagaciousAscendingHero</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SagaciousAscendingHero/RulesVariant&amp;diff=86585</id>
		<title>SagaciousAscendingHero/RulesVariant</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SagaciousAscendingHero/RulesVariant&amp;diff=86585"/>
				<updated>2011-07-25T20:42:58Z</updated>
		
		<summary type="html">&lt;p&gt;SagaciousAscendingHero: /* Charms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Rules ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Specialty Costs -&amp;lt;/b&amp;gt; Buying a specialty in a Caste, Aspect, or Favored ability costs 2 xp, not 3. Having Occult as either a Caste, Aspect, or Favored Ability grants a similar reduction in cost when purchasing Thaumaturgy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Essence -&amp;lt;/b&amp;gt; The cost for raising Essence for any type of Exalted is always 7 bonus points and CR x 8 experience points.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Speed Limit -&amp;lt;/b&amp;gt; No effect or combination of effect may reduce the Speed of an action below 3 unless it explicitly states that it does so.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Ping Damage &amp;amp; Flurries -&amp;lt;/b&amp;gt; Apply a -1 to ping damage per attack after the first. Ping may not be reduced to less than 1.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Grappling -&amp;lt;/b&amp;gt; On the same turn you successfully grapple an opponent, you may immediately either Crush, Pin, or Throw the victim. On the attackers action, he only needs to make a roll to take one of the above actions and suffers no risk of losing control. On the defender's action, he may attempt to break the hold. If successful, he may take control of the grapple or move up to his speed away from his opponent. Defensive charms that eliminate penalties &amp;lt;i&amp;gt;(such as FLB &amp;amp; FfBS)&amp;lt;/i&amp;gt; do not affect grapples.&lt;br /&gt;
&lt;br /&gt;
== Social Combat ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Intimacies &amp;amp; Virtues -&amp;lt;/b&amp;gt; Need to be linked to a virtue that matches how you feel about that Intimacy. You must fail a that virtue roll in order to act against your Intimacy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Short Ticks -&amp;lt;/b&amp;gt; Social combat may be done quickly using short ticks by applying a -2 external penalty to all rolls. This applies to all participants.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;During Physical Combat -&amp;lt;/b&amp;gt; When attempting to participate in social combat during a fight, a combatant must split his attention between the two, or flurry to do both at the same time. DV penalties from either type of action apply to both types of combat.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Starting Intimacies -&amp;lt;/b&amp;gt; Characters must select at least one Intimacy for each virtue, but a player may exchange one for an additional Intimacy of his Primary Virtue.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Natural &amp;amp; Unnatural Influence -&amp;lt;/b&amp;gt; This is determined solely on whether or not an Excellency or other magical effect has been used to boost the social attack.&lt;br /&gt;
&lt;br /&gt;
== Weapons, Artifacts &amp;amp; Hearthstones ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Mundane &amp;amp; Artifact Weapons -&amp;lt;/b&amp;gt; Use the stats from the &amp;quot;Armorium&amp;quot; supplement for mundane weapons, artifact versions have the same stats, except for Magic Material bonuses and the benefit of being unbreakable. &lt;br /&gt;
** Artifact weapons cost the a number of dots in Artifact based on their size. Small weapons, such as a knife, cost &amp;amp;bull;; large two handed ones, or complex ones, such as firearms, cost &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;; everything else costs &amp;amp;bull;&amp;amp;bull;. &lt;br /&gt;
** Essence commitment costs are twice the dot rating.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Artifact Armors -&amp;lt;/b&amp;gt; Use the same stats as mundane armors, except for Magic Material bonuses and the benefit of being unbreakable. &lt;br /&gt;
** Artifact Armors cost the a number of dots in Artifact based on their size. Light armors cost &amp;amp;bull;, medium armors cost &amp;amp;bull;&amp;amp;bull;, heavy armors cost &amp;amp;bull;&amp;amp;bull;&amp;amp;bull; and superheavy armors cost &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;.&lt;br /&gt;
** Essence commitment costs are twice the dot rating.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Hardness -&amp;lt;/b&amp;gt; Artifact armors gain a hardness equal to half their dot rating (round down). Compare hardness to post soak damage. If equal or greater than, no ping damage. If less, the full ping damage gets through.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Piercing -&amp;lt;/b&amp;gt; Ignores Hardness instead of halving armor soak.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Overwhelming -&amp;lt;/b&amp;gt; Adds a flat +1 to ping damage, after taking flurry penalties into effect.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Rate -&amp;lt;/b&amp;gt; The maximum number of attacks in a flurry is limited to the highest rate of the weapons being used. Each weapon is limited by it's own rate as well. &amp;lt;i&amp;gt;IE. if you are attacking with one weapon with a rate of 3 and another with a rate of 1, you may only attack 3 times, and no more than once with the second weapon.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Shields -&amp;lt;/b&amp;gt; These grant bonuses to parry only, but may be stacked with the defense bonus of a wielder's primary weapon.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Jade Weapons -&amp;lt;/b&amp;gt; Use the new Magic Material Bonuses from BoS, Vol. 3: Oadenol's Codex.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Jade Armor Magic Material Bonus -&amp;lt;/b&amp;gt; Grants +1B/+1L as well as removing the fatigue penalty.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Removed Items -&amp;lt;/b&amp;gt; Certain items have been disallowed and removed from my games; Hearthstone bracers, unique armors &amp;amp; weapons that grant random powers, any artifact that grants a charm-like benefit, or any artifacts that affect sorcery/necromancy/protocols. Any artifact that has weapon traits must be ok'd by me before taking and only those that are not covered by the &amp;quot;Armorium&amp;quot; will be considered.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Power Armors -&amp;lt;/b&amp;gt; Armors such as Celestial Battle Armor, Armor of the Immaculate Dragons, and Warstriders are considered Artifact N/A unless I am specifically running a campaign around them, such as a unit of Warstrider pilots. Discreet Essence Armor is an exemption to this rule.&lt;br /&gt;
&lt;br /&gt;
== Charms ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Excellencies Only -&amp;lt;/b&amp;gt; The only charms allowed are excellencies. This includes MA styles.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Use -&amp;lt;/b&amp;gt; Charms are limited to 1 per tick rather than 1 per action.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Third Excellency -&amp;lt;/b&amp;gt; Instead of rerolling the whole die pool, only reroll any dice that did not come up successes.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Sorcery &amp;amp; Necromancy -&amp;lt;/b&amp;gt; You must have an Occult excellency and a rating of 3 plus a number of specialty dots in either Sorcery or Necromancy equal to the spell's Circle to learn it. Cost to learn spells remains unchanged.&lt;br /&gt;
&lt;br /&gt;
== Dragon-Blooded ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Out of Aspect Surcharge -&amp;lt;/b&amp;gt; Ignore this rule. I find that it just causes a lot of book-keeping headaches.&lt;br /&gt;
&lt;br /&gt;
== Lunars ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Character Generation -&amp;lt;/b&amp;gt; Characters start with 2 Knacks &amp;amp; 8 Charms. Also the xp cost for Knacks is reduced to 8.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Shapeshifting Traits -&amp;lt;/b&amp;gt; When taking new forms, the following traits are changed: Strength, Stamina, Appearance, natural attacks, natural armor, senses and special modes of transportation (flight, swim, etc). Everything else remains constant.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Casteless Anima Abilities -&amp;lt;/b&amp;gt; Casteless Lunars gain access to all five Anima abilities over the course of a month, not just the current three. The order is as follows; No Moon - 3 days, Waxing Moon - 4 days, Half Moon - 3 days, Waxing Moon - 4 days, Full Moon - 3 days, Waning Moon - 4 days, Half Moon - 3 days, Waning Moon - 4 days.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Mountainous Spirit Expression -&amp;lt;/b&amp;gt; Apply the Large mutation to the spirit form, granting +1 Strength, +1 Stamina, and an additional -0 health level.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Deadly Beastman Transformation &amp;amp; Devastating Ogre Enhancement -&amp;lt;/b&amp;gt; You may re-arrange the attribute boost array. The options would be +1 Str/+1 Dex/+1 Sta, +2/+0/+2, +3/+0/+1, or +1/+0/+3. When taking DOE, any selection of two of the same +3 options is disallowed. In other words, you may not take both Knacks and gain a +6/+0/+2 or +2/+0/+6. Combinations of +5/+0/+3 or +3/+0/+5 are fine.&lt;/div&gt;</summary>
		<author><name>SagaciousAscendingHero</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SagaciousAscendingHero/RulesVariant&amp;diff=86583</id>
		<title>SagaciousAscendingHero/RulesVariant</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SagaciousAscendingHero/RulesVariant&amp;diff=86583"/>
				<updated>2011-07-25T20:36:03Z</updated>
		
		<summary type="html">&lt;p&gt;SagaciousAscendingHero: /* Social Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Rules ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Specialty Costs -&amp;lt;/b&amp;gt; Buying a specialty in a Caste, Aspect, or Favored ability costs 2 xp, not 3. Having Occult as either a Caste, Aspect, or Favored Ability grants a similar reduction in cost when purchasing Thaumaturgy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Essence -&amp;lt;/b&amp;gt; The cost for raising Essence for any type of Exalted is always 7 bonus points and CR x 8 experience points.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Speed Limit -&amp;lt;/b&amp;gt; No effect or combination of effect may reduce the Speed of an action below 3 unless it explicitly states that it does so.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Ping Damage &amp;amp; Flurries -&amp;lt;/b&amp;gt; Apply a -1 to ping damage per attack after the first. Ping may not be reduced to less than 1.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Grappling -&amp;lt;/b&amp;gt; On the same turn you successfully grapple an opponent, you may immediately either Crush, Pin, or Throw the victim. On the attackers action, he only needs to make a roll to take one of the above actions and suffers no risk of losing control. On the defender's action, he may attempt to break the hold. If successful, he may take control of the grapple or move up to his speed away from his opponent. Defensive charms that eliminate penalties &amp;lt;i&amp;gt;(such as FLB &amp;amp; FfBS)&amp;lt;/i&amp;gt; do not affect grapples.&lt;br /&gt;
&lt;br /&gt;
== Social Combat ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Intimacies &amp;amp; Virtues -&amp;lt;/b&amp;gt; Need to be linked to a virtue that matches how you feel about that Intimacy. You must fail a that virtue roll in order to act against your Intimacy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Short Ticks -&amp;lt;/b&amp;gt; Social combat may be done quickly using short ticks by applying a -2 external penalty to all rolls. This applies to all participants.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;During Physical Combat -&amp;lt;/b&amp;gt; When attempting to participate in social combat during a fight, a combatant must split his attention between the two, or flurry to do both at the same time. DV penalties from either type of action apply to both types of combat.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Starting Intimacies -&amp;lt;/b&amp;gt; Characters must select at least one Intimacy for each virtue, but a player may exchange one for an additional Intimacy of his Primary Virtue.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Natural &amp;amp; Unnatural Influence -&amp;lt;/b&amp;gt; This is determined solely on whether or not an Excellency or other magical effect has been used to boost the social attack.&lt;br /&gt;
&lt;br /&gt;
== Weapons, Artifacts &amp;amp; Hearthstones ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Mundane &amp;amp; Artifact Weapons -&amp;lt;/b&amp;gt; Use the stats from the &amp;quot;Armorium&amp;quot; supplement for mundane weapons, artifact versions have the same stats, except for Magic Material bonuses and the benefit of being unbreakable. &lt;br /&gt;
** Artifact weapons cost the a number of dots in Artifact based on their size. Small weapons, such as a knife, cost &amp;amp;bull;; large two handed ones, or complex ones, such as firearms, cost &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;; everything else costs &amp;amp;bull;&amp;amp;bull;. &lt;br /&gt;
** Essence commitment costs are twice the dot rating.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Artifact Armors -&amp;lt;/b&amp;gt; Use the same stats as mundane armors, except for Magic Material bonuses and the benefit of being unbreakable. &lt;br /&gt;
** Artifact Armors cost the a number of dots in Artifact based on their size. Light armors cost &amp;amp;bull;, medium armors cost &amp;amp;bull;&amp;amp;bull;, heavy armors cost &amp;amp;bull;&amp;amp;bull;&amp;amp;bull; and superheavy armors cost &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;.&lt;br /&gt;
** Essence commitment costs are twice the dot rating.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Hardness -&amp;lt;/b&amp;gt; Artifact armors gain a hardness equal to half their dot rating (round down). Compare hardness to post soak damage. If equal or greater than, no ping damage. If less, the full ping damage gets through.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Piercing -&amp;lt;/b&amp;gt; Ignores Hardness instead of halving armor soak.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Overwhelming -&amp;lt;/b&amp;gt; Adds a flat +1 to ping damage, after taking flurry penalties into effect.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Rate -&amp;lt;/b&amp;gt; The maximum number of attacks in a flurry is limited to the highest rate of the weapons being used. Each weapon is limited by it's own rate as well. &amp;lt;i&amp;gt;IE. if you are attacking with one weapon with a rate of 3 and another with a rate of 1, you may only attack 3 times, and no more than once with the second weapon.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Shields -&amp;lt;/b&amp;gt; These grant bonuses to parry only, but may be stacked with the defense bonus of a wielder's primary weapon.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Jade Weapons -&amp;lt;/b&amp;gt; Use the new Magic Material Bonuses from BoS, Vol. 3: Oadenol's Codex.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Jade Armor Magic Material Bonus -&amp;lt;/b&amp;gt; Grants +1B/+1L as well as removing the fatigue penalty.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Removed Items -&amp;lt;/b&amp;gt; Certain items have been disallowed and removed from my games; Hearthstone bracers, unique armors &amp;amp; weapons that grant random powers, any artifact that grants a charm-like benefit, or any artifacts that affect sorcery/necromancy/protocols. Any artifact that has weapon traits must be ok'd by me before taking and only those that are not covered by the &amp;quot;Armorium&amp;quot; will be considered.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Power Armors -&amp;lt;/b&amp;gt; Armors such as Celestial Battle Armor, Armor of the Immaculate Dragons, and Warstriders are considered Artifact N/A unless I am specifically running a campaign around them, such as a unit of Warstrider pilots. Discreet Essence Armor is an exemption to this rule.&lt;br /&gt;
&lt;br /&gt;
== Charms ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Use -&amp;lt;/b&amp;gt; Charms are limited to 1 per tick rather than 1 per action.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Third Excellency -&amp;lt;/b&amp;gt; Instead of rerolling the whole die pool, only reroll any dice that did not come up successes.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Sorcery &amp;amp; Necromancy -&amp;lt;/b&amp;gt; You must have an Occult excellency and a rating of 3 plus a number of specialty dots in either Sorcery or Necromancy equal to the spell's Circle to learn it. Cost to learn spells remains unchanged.&lt;br /&gt;
&lt;br /&gt;
== Dragon-Blooded ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Out of Aspect Surcharge -&amp;lt;/b&amp;gt; Ignore this rule. I find that it just causes a lot of book-keeping headaches.&lt;br /&gt;
&lt;br /&gt;
== Lunars ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Character Generation -&amp;lt;/b&amp;gt; Characters start with 2 Knacks &amp;amp; 8 Charms. Also the xp cost for Knacks is reduced to 8.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Shapeshifting Traits -&amp;lt;/b&amp;gt; When taking new forms, the following traits are changed: Strength, Stamina, Appearance, natural attacks, natural armor, senses and special modes of transportation (flight, swim, etc). Everything else remains constant.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Casteless Anima Abilities -&amp;lt;/b&amp;gt; Casteless Lunars gain access to all five Anima abilities over the course of a month, not just the current three. The order is as follows; No Moon - 3 days, Waxing Moon - 4 days, Half Moon - 3 days, Waxing Moon - 4 days, Full Moon - 3 days, Waning Moon - 4 days, Half Moon - 3 days, Waning Moon - 4 days.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Mountainous Spirit Expression -&amp;lt;/b&amp;gt; Apply the Large mutation to the spirit form, granting +1 Strength, +1 Stamina, and an additional -0 health level.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Deadly Beastman Transformation &amp;amp; Devastating Ogre Enhancement -&amp;lt;/b&amp;gt; You may re-arrange the attribute boost array. The options would be +1 Str/+1 Dex/+1 Sta, +2/+0/+2, +3/+0/+1, or +1/+0/+3. When taking DOE, any selection of two of the same +3 options is disallowed. In other words, you may not take both Knacks and gain a +6/+0/+2 or +2/+0/+6. Combinations of +5/+0/+3 or +3/+0/+5 are fine.&lt;/div&gt;</summary>
		<author><name>SagaciousAscendingHero</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SagaciousAscendingHero/HouseRules2&amp;diff=86581</id>
		<title>SagaciousAscendingHero/HouseRules2</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SagaciousAscendingHero/HouseRules2&amp;diff=86581"/>
				<updated>2011-07-25T20:32:44Z</updated>
		
		<summary type="html">&lt;p&gt;SagaciousAscendingHero: /* Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Keep in mind that the stuff I put here is what I felt needed changing to suit my games, not necessarily what I felt should have been changed in the core book. Also a number of things here are simply rules clarifications and official errata that I wanted to have on hand for my games.&lt;br /&gt;
&lt;br /&gt;
== Basic Rules ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Die Pool Caps Clarification -&amp;lt;/b&amp;gt; All charms are limited by the caps, not just the excellencies.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Successes &amp;amp; Charm Caps Clarification -&amp;lt;/b&amp;gt; Only for the Second Excellency, or when adding to a static value do Successes count towards the die adder cap.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Specialty Costs -&amp;lt;/b&amp;gt; Buying a specialty in a Caste, Aspect, or Favored ability costs 2 xp, not 3. Having Occult as either a Caste, Aspect, or Favored Ability grants a similar reduction in cost when purchasing Thaumaturgy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Essence -&amp;lt;/b&amp;gt; The cost for raising Essence for any type of Exalted is always 7 bonus points and CR x 8 experience points.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Speed Limit -&amp;lt;/b&amp;gt; No effect or combination of effect may reduce the Speed of an action below 3 unless it explicitly states that it does so.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Ping Damage &amp;amp; Flurries -&amp;lt;/b&amp;gt; Apply a -1 to ping damage per attack after the first. Ping may not be reduced to less than 1.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Grappling -&amp;lt;/b&amp;gt; On the same turn you successfully grapple an opponent, you may immediately either Crush, Pin, or Throw the victim. On the attackers action, he only needs to make a roll to take one of the above actions and suffers no risk of losing control. On the defender's action, he may attempt to break the hold. If successful, he may take control of the grapple or move up to his speed away from his opponent. Defensive charms that eliminate penalties &amp;lt;i&amp;gt;(such as FLB &amp;amp; FfBS)&amp;lt;/i&amp;gt; do not affect grapples.&lt;br /&gt;
&lt;br /&gt;
== Social Combat ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Intimacies &amp;amp; Virtues -&amp;lt;/b&amp;gt; Need to be linked to a virtue that matches how you feel about that Intimacy. You must fail a that virtue roll in order to act against your Intimacy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Short Ticks -&amp;lt;/b&amp;gt; Social combat may be done quickly using short ticks by applying a -2 external penalty to all rolls. This applies to all participants.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;During Physical Combat -&amp;lt;/b&amp;gt; When attempting to participate in social combat during a fight, a combatant must split his attention between the two, or flurry to do both at the same time. DV penalties from either type of action apply to both types of combat.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Starting Intimacies -&amp;lt;/b&amp;gt; Characters must select at least one Intimacy for each virtue, but a player may exchange one for an additional Intimacy of his Primary Virtue.&lt;br /&gt;
&lt;br /&gt;
== Weapons, Artifacts &amp;amp; Hearthstones ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Mundane &amp;amp; Artifact Weapons -&amp;lt;/b&amp;gt; Use the stats from the &amp;quot;Armorium&amp;quot; supplement for mundane weapons, artifact versions have the same stats, except for Magic Material bonuses and the benefit of being unbreakable. &lt;br /&gt;
** Artifact weapons cost the a number of dots in Artifact based on their size. Small weapons, such as a knife, cost &amp;amp;bull;; large two handed ones, or complex ones, such as firearms, cost &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;; everything else costs &amp;amp;bull;&amp;amp;bull;. &lt;br /&gt;
** Essence commitment costs are twice the dot rating.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Artifact Armors -&amp;lt;/b&amp;gt; Use the same stats as mundane armors, except for Magic Material bonuses and the benefit of being unbreakable. &lt;br /&gt;
** Artifact Armors cost the a number of dots in Artifact based on their size. Light armors cost &amp;amp;bull;, medium armors cost &amp;amp;bull;&amp;amp;bull;, heavy armors cost &amp;amp;bull;&amp;amp;bull;&amp;amp;bull; and superheavy armors cost &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;.&lt;br /&gt;
** Essence commitment costs are twice the dot rating.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Hardness -&amp;lt;/b&amp;gt; Artifact armors gain a hardness equal to half their dot rating (round down). Compare hardness to post soak damage. If equal or greater than, no ping damage. If less, the full ping damage gets through.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Piercing -&amp;lt;/b&amp;gt; Ignores Hardness instead of halving armor soak.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Overwhelming -&amp;lt;/b&amp;gt; Adds a flat +1 to ping damage, after taking flurry penalties into effect.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Rate -&amp;lt;/b&amp;gt; The maximum number of attacks in a flurry is limited to the highest rate of the weapons being used. Each weapon is limited by it's own rate as well. &amp;lt;i&amp;gt;IE. if you are attacking with one weapon with a rate of 3 and another with a rate of 1, you may only attack 3 times, and no more than once with the second weapon.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Shields -&amp;lt;/b&amp;gt; These grant bonuses to parry only, but may be stacked with the defense bonus of a wielder's primary weapon.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Jade Weapons -&amp;lt;/b&amp;gt; Use the new Magic Material Bonuses from BoS, Vol. 3: Oadenol's Codex.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Jade Armor Magic Material Bonus -&amp;lt;/b&amp;gt; Grants +1B/+1L as well as removing the fatigue penalty.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Removed Items -&amp;lt;/b&amp;gt; Certain items have been disallowed and removed from my games; Hearthstone bracers, unique armors &amp;amp; weapons that grant random powers, any artifact that grants a charm-like benefit, or any artifacts that affect sorcery/necromancy/protocols. Any artifact that has weapon traits must be ok'd by me before taking and only those that are not covered by the &amp;quot;Armorium&amp;quot; will be considered.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Power Armors -&amp;lt;/b&amp;gt; Armors such as Celestial Battle Armor, Armor of the Immaculate Dragons, and Warstriders are considered Artifact N/A unless I am specifically running a campaign around them, such as a unit of Warstrider pilots. Discreet Essence Armor is an exemption to this rule.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Hearthstones -&amp;lt;/b&amp;gt; Rather than granting a power, these give out twice the normal mote regeneration.&lt;br /&gt;
&lt;br /&gt;
== Charms ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Use -&amp;lt;/b&amp;gt; Charms are limited to 1 per tick rather than 1 per action.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Third Excellency -&amp;lt;/b&amp;gt; Instead of rerolling the whole die pool, only reroll any dice that did not come up successes.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Terrestrial Circle Sorcery, Celestial Circle Sorcery, Solar Circle Sorcery -&amp;lt;/b&amp;gt; Each of these grants knowledge of one spell of that circle, free with the cost of the base charm. Same goes for equivalent charms for Necromancy, Infernal Sorcery, &amp;amp; Protocols.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Perfect Attacks &amp;amp; Defenses -&amp;lt;/b&amp;gt; As these require no die roll, they may not be stunted.&lt;br /&gt;
&lt;br /&gt;
== Solars ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Fivefold Bulwark Stance -&amp;lt;/b&amp;gt; The reduction in DV penalties due to actions applies to each action in a flurry.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Foe-Vaulting Method -&amp;lt;/b&amp;gt; This allows for an immediate roll to regain surprise, no extra cover is needed. Simply by moving fast and getting behind his opponent, the solar may ambush the foe from behind his own back.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Flow Like Blood -&amp;lt;/b&amp;gt; Has the same effect as FfBS as well as ignoring coordinating attack penalties.&lt;br /&gt;
&lt;br /&gt;
== Dragon-Blooded ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Out of Aspect Surcharge -&amp;lt;/b&amp;gt; Ignore this rule. I find that it just causes a lot of book-keeping headaches.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Immaculate Martial Arts Favored Weapon Bonus -&amp;lt;/b&amp;gt; The practitioner must either be the same elemental aspect as the Style, or must have mastered at least the Form charm to gain the benefits of the Favored Weapon Bonus.&lt;br /&gt;
&lt;br /&gt;
== Lunars ==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Character Generation -&amp;lt;/b&amp;gt; Characters start with 2 Knacks &amp;amp; 8 Charms. Also the xp cost for Knacks is reduced to 8.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Shapeshifting Traits -&amp;lt;/b&amp;gt; When taking new forms, the following traits are changed: Strength, Stamina, Appearance, natural attacks, natural armor, senses and special modes of transportation (flight, swim, etc). Everything else remains constant.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Casteless Anima Abilities -&amp;lt;/b&amp;gt; Casteless Lunars gain access to all five Anima abilities over the course of a month, not just the current three. The order is as follows; No Moon - 3 days, Waxing Moon - 4 days, Half Moon - 3 days, Waxing Moon - 4 days, Full Moon - 3 days, Waning Moon - 4 days, Half Moon - 3 days, Waning Moon - 4 days.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Mountainous Spirit Expression -&amp;lt;/b&amp;gt; Apply the Large mutation to the spirit form, granting +1 Strength, +1 Stamina, and an additional -0 health level.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Deadly Beastman Transformation &amp;amp; Devastating Ogre Enhancement -&amp;lt;/b&amp;gt; You may re-arrange the attribute boost array. The options would be +1 Str/+1 Dex/+1 Sta, +2/+0/+2, +3/+0/+1, or +1/+0/+3. When taking DOE, any selection of two of the same +3 options is disallowed. In other words, you may not take both Knacks and gain a +6/+0/+2 or +2/+0/+6. Combinations of +5/+0/+3 or +3/+0/+5 are fine.&lt;br /&gt;
&lt;br /&gt;
== Alchemicals ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Installment Costs -&amp;lt;/b&amp;gt; Ignore these rules.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Slots -&amp;lt;/b&amp;gt; You may have no more charm slots than equal to your maximum Personal Essence Pool. Charms that may be taken multiple times are counted only once. Charms that are specifically described as being an upgrade to a prerequisite also do not count toward charm slots. Arrays occupy a number of Charm Slots equal to 3/4ths the number of Charms in the Array.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Artifact Background -&amp;lt;/b&amp;gt; The rating of artifacts purchased with this background are limited by the number of dots the character has in it. So you must have 3 dots in Artifact before purchasing a 3 dot item.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Elemental Cores -&amp;lt;/b&amp;gt; Like hearthstones, these do not grant powers, but double the usual mote regeneration.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
[[SagaciousAscendingHero/HouseRules2Comments]]&lt;/div&gt;</summary>
		<author><name>SagaciousAscendingHero</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SagaciousAscendingHero/RulesVariant&amp;diff=86579</id>
		<title>SagaciousAscendingHero/RulesVariant</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SagaciousAscendingHero/RulesVariant&amp;diff=86579"/>
				<updated>2011-07-25T20:32:27Z</updated>
		
		<summary type="html">&lt;p&gt;SagaciousAscendingHero: /* Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Rules ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Specialty Costs -&amp;lt;/b&amp;gt; Buying a specialty in a Caste, Aspect, or Favored ability costs 2 xp, not 3. Having Occult as either a Caste, Aspect, or Favored Ability grants a similar reduction in cost when purchasing Thaumaturgy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Essence -&amp;lt;/b&amp;gt; The cost for raising Essence for any type of Exalted is always 7 bonus points and CR x 8 experience points.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Speed Limit -&amp;lt;/b&amp;gt; No effect or combination of effect may reduce the Speed of an action below 3 unless it explicitly states that it does so.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Ping Damage &amp;amp; Flurries -&amp;lt;/b&amp;gt; Apply a -1 to ping damage per attack after the first. Ping may not be reduced to less than 1.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Grappling -&amp;lt;/b&amp;gt; On the same turn you successfully grapple an opponent, you may immediately either Crush, Pin, or Throw the victim. On the attackers action, he only needs to make a roll to take one of the above actions and suffers no risk of losing control. On the defender's action, he may attempt to break the hold. If successful, he may take control of the grapple or move up to his speed away from his opponent. Defensive charms that eliminate penalties &amp;lt;i&amp;gt;(such as FLB &amp;amp; FfBS)&amp;lt;/i&amp;gt; do not affect grapples.&lt;br /&gt;
&lt;br /&gt;
== Social Combat ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Intimacies &amp;amp; Virtues -&amp;lt;/b&amp;gt; Need to be linked to a virtue that matches how you feel about that Intimacy. You must fail a that virtue roll in order to act against your Intimacy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Short Ticks -&amp;lt;/b&amp;gt; Social combat may be done quickly using short ticks by applying a -2 external penalty to all rolls. This applies to all participants.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;During Physical Combat -&amp;lt;/b&amp;gt; When attempting to participate in social combat during a fight, a combatant must split his attention between the two, or flurry to do both at the same time. DV penalties from either type of action apply to both types of combat.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Starting Intimacies -&amp;lt;/b&amp;gt; Characters must select at least one Intimacy for each virtue, but a player may exchange one for an additional Intimacy of his Primary Virtue.&lt;br /&gt;
&lt;br /&gt;
== Weapons, Artifacts &amp;amp; Hearthstones ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Mundane &amp;amp; Artifact Weapons -&amp;lt;/b&amp;gt; Use the stats from the &amp;quot;Armorium&amp;quot; supplement for mundane weapons, artifact versions have the same stats, except for Magic Material bonuses and the benefit of being unbreakable. &lt;br /&gt;
** Artifact weapons cost the a number of dots in Artifact based on their size. Small weapons, such as a knife, cost &amp;amp;bull;; large two handed ones, or complex ones, such as firearms, cost &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;; everything else costs &amp;amp;bull;&amp;amp;bull;. &lt;br /&gt;
** Essence commitment costs are twice the dot rating.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Artifact Armors -&amp;lt;/b&amp;gt; Use the same stats as mundane armors, except for Magic Material bonuses and the benefit of being unbreakable. &lt;br /&gt;
** Artifact Armors cost the a number of dots in Artifact based on their size. Light armors cost &amp;amp;bull;, medium armors cost &amp;amp;bull;&amp;amp;bull;, heavy armors cost &amp;amp;bull;&amp;amp;bull;&amp;amp;bull; and superheavy armors cost &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;.&lt;br /&gt;
** Essence commitment costs are twice the dot rating.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Hardness -&amp;lt;/b&amp;gt; Artifact armors gain a hardness equal to half their dot rating (round down). Compare hardness to post soak damage. If equal or greater than, no ping damage. If less, the full ping damage gets through.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Piercing -&amp;lt;/b&amp;gt; Ignores Hardness instead of halving armor soak.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Overwhelming -&amp;lt;/b&amp;gt; Adds a flat +1 to ping damage, after taking flurry penalties into effect.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Rate -&amp;lt;/b&amp;gt; The maximum number of attacks in a flurry is limited to the highest rate of the weapons being used. Each weapon is limited by it's own rate as well. &amp;lt;i&amp;gt;IE. if you are attacking with one weapon with a rate of 3 and another with a rate of 1, you may only attack 3 times, and no more than once with the second weapon.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Shields -&amp;lt;/b&amp;gt; These grant bonuses to parry only, but may be stacked with the defense bonus of a wielder's primary weapon.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Jade Weapons -&amp;lt;/b&amp;gt; Use the new Magic Material Bonuses from BoS, Vol. 3: Oadenol's Codex.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Jade Armor Magic Material Bonus -&amp;lt;/b&amp;gt; Grants +1B/+1L as well as removing the fatigue penalty.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Removed Items -&amp;lt;/b&amp;gt; Certain items have been disallowed and removed from my games; Hearthstone bracers, unique armors &amp;amp; weapons that grant random powers, any artifact that grants a charm-like benefit, or any artifacts that affect sorcery/necromancy/protocols. Any artifact that has weapon traits must be ok'd by me before taking and only those that are not covered by the &amp;quot;Armorium&amp;quot; will be considered.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Power Armors -&amp;lt;/b&amp;gt; Armors such as Celestial Battle Armor, Armor of the Immaculate Dragons, and Warstriders are considered Artifact N/A unless I am specifically running a campaign around them, such as a unit of Warstrider pilots. Discreet Essence Armor is an exemption to this rule.&lt;br /&gt;
&lt;br /&gt;
== Charms ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Use -&amp;lt;/b&amp;gt; Charms are limited to 1 per tick rather than 1 per action.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Third Excellency -&amp;lt;/b&amp;gt; Instead of rerolling the whole die pool, only reroll any dice that did not come up successes.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Sorcery &amp;amp; Necromancy -&amp;lt;/b&amp;gt; You must have an Occult excellency and a rating of 3 plus a number of specialty dots in either Sorcery or Necromancy equal to the spell's Circle to learn it. Cost to learn spells remains unchanged.&lt;br /&gt;
&lt;br /&gt;
== Dragon-Blooded ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Out of Aspect Surcharge -&amp;lt;/b&amp;gt; Ignore this rule. I find that it just causes a lot of book-keeping headaches.&lt;br /&gt;
&lt;br /&gt;
== Lunars ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Character Generation -&amp;lt;/b&amp;gt; Characters start with 2 Knacks &amp;amp; 8 Charms. Also the xp cost for Knacks is reduced to 8.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Shapeshifting Traits -&amp;lt;/b&amp;gt; When taking new forms, the following traits are changed: Strength, Stamina, Appearance, natural attacks, natural armor, senses and special modes of transportation (flight, swim, etc). Everything else remains constant.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Casteless Anima Abilities -&amp;lt;/b&amp;gt; Casteless Lunars gain access to all five Anima abilities over the course of a month, not just the current three. The order is as follows; No Moon - 3 days, Waxing Moon - 4 days, Half Moon - 3 days, Waxing Moon - 4 days, Full Moon - 3 days, Waning Moon - 4 days, Half Moon - 3 days, Waning Moon - 4 days.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Mountainous Spirit Expression -&amp;lt;/b&amp;gt; Apply the Large mutation to the spirit form, granting +1 Strength, +1 Stamina, and an additional -0 health level.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Deadly Beastman Transformation &amp;amp; Devastating Ogre Enhancement -&amp;lt;/b&amp;gt; You may re-arrange the attribute boost array. The options would be +1 Str/+1 Dex/+1 Sta, +2/+0/+2, +3/+0/+1, or +1/+0/+3. When taking DOE, any selection of two of the same +3 options is disallowed. In other words, you may not take both Knacks and gain a +6/+0/+2 or +2/+0/+6. Combinations of +5/+0/+3 or +3/+0/+5 are fine.&lt;/div&gt;</summary>
		<author><name>SagaciousAscendingHero</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SagaciousAscendingHero/RulesVariant&amp;diff=86577</id>
		<title>SagaciousAscendingHero/RulesVariant</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SagaciousAscendingHero/RulesVariant&amp;diff=86577"/>
				<updated>2011-07-25T20:28:14Z</updated>
		
		<summary type="html">&lt;p&gt;SagaciousAscendingHero: Created page with '== Basic Rules == * &amp;lt;b&amp;gt;Specialty Costs -&amp;lt;/b&amp;gt; Buying a specialty in a Caste, Aspect, or Favored ability costs 2 xp, not 3. Having Occult as either a Caste, Aspect, or Favored Abil…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Rules ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Specialty Costs -&amp;lt;/b&amp;gt; Buying a specialty in a Caste, Aspect, or Favored ability costs 2 xp, not 3. Having Occult as either a Caste, Aspect, or Favored Ability grants a similar reduction in cost when purchasing Thaumaturgy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Essence -&amp;lt;/b&amp;gt; The cost for raising Essence for any type of Exalted is always 7 bonus points and CR x 8 experience points.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Speed Limit -&amp;lt;/b&amp;gt; No effect or combination of effect may reduce the Speed of an action below 3 unless it explicitly states that it does so.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Ping Damage &amp;amp; Flurries -&amp;lt;/b&amp;gt; Flurry die penalties apply to ping damage as well as the attack die pool. Ping may not be reduced to less than 1.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Grappling -&amp;lt;/b&amp;gt; On the same turn you successfully grapple an opponent, you may immediately either Crush, Pin, or Throw the victim. On the attackers action, he only needs to make a roll to take one of the above actions and suffers no risk of losing control. On the defender's action, he may attempt to break the hold. If successful, he may take control of the grapple or move up to his speed away from his opponent. Defensive charms that eliminate penalties &amp;lt;i&amp;gt;(such as FLB &amp;amp; FfBS)&amp;lt;/i&amp;gt; do not affect grapples.&lt;br /&gt;
&lt;br /&gt;
== Social Combat ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Intimacies &amp;amp; Virtues -&amp;lt;/b&amp;gt; Need to be linked to a virtue that matches how you feel about that Intimacy. You must fail a that virtue roll in order to act against your Intimacy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Short Ticks -&amp;lt;/b&amp;gt; Social combat may be done quickly using short ticks by applying a -2 external penalty to all rolls. This applies to all participants.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;During Physical Combat -&amp;lt;/b&amp;gt; When attempting to participate in social combat during a fight, a combatant must split his attention between the two, or flurry to do both at the same time. DV penalties from either type of action apply to both types of combat.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Starting Intimacies -&amp;lt;/b&amp;gt; Characters must select at least one Intimacy for each virtue, but a player may exchange one for an additional Intimacy of his Primary Virtue.&lt;br /&gt;
&lt;br /&gt;
== Weapons, Artifacts &amp;amp; Hearthstones ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Mundane &amp;amp; Artifact Weapons -&amp;lt;/b&amp;gt; Use the stats from the &amp;quot;Armorium&amp;quot; supplement for mundane weapons, artifact versions have the same stats, except for Magic Material bonuses and the benefit of being unbreakable. &lt;br /&gt;
** Artifact weapons cost the a number of dots in Artifact based on their size. Small weapons, such as a knife, cost &amp;amp;bull;; large two handed ones, or complex ones, such as firearms, cost &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;; everything else costs &amp;amp;bull;&amp;amp;bull;. &lt;br /&gt;
** Essence commitment costs are twice the dot rating.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Artifact Armors -&amp;lt;/b&amp;gt; Use the same stats as mundane armors, except for Magic Material bonuses and the benefit of being unbreakable. &lt;br /&gt;
** Artifact Armors cost the a number of dots in Artifact based on their size. Light armors cost &amp;amp;bull;, medium armors cost &amp;amp;bull;&amp;amp;bull;, heavy armors cost &amp;amp;bull;&amp;amp;bull;&amp;amp;bull; and superheavy armors cost &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;.&lt;br /&gt;
** Essence commitment costs are twice the dot rating.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Hardness -&amp;lt;/b&amp;gt; Artifact armors gain a hardness equal to half their dot rating (round down). Compare hardness to post soak damage. If equal or greater than, no ping damage. If less, the full ping damage gets through.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Piercing -&amp;lt;/b&amp;gt; Ignores Hardness instead of halving armor soak.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Overwhelming -&amp;lt;/b&amp;gt; Adds a flat +1 to ping damage, after taking flurry penalties into effect.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Rate -&amp;lt;/b&amp;gt; The maximum number of attacks in a flurry is limited to the highest rate of the weapons being used. Each weapon is limited by it's own rate as well. &amp;lt;i&amp;gt;IE. if you are attacking with one weapon with a rate of 3 and another with a rate of 1, you may only attack 3 times, and no more than once with the second weapon.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Shields -&amp;lt;/b&amp;gt; These grant bonuses to parry only, but may be stacked with the defense bonus of a wielder's primary weapon.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Jade Weapons -&amp;lt;/b&amp;gt; Use the new Magic Material Bonuses from BoS, Vol. 3: Oadenol's Codex.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Jade Armor Magic Material Bonus -&amp;lt;/b&amp;gt; Grants +1B/+1L as well as removing the fatigue penalty.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Removed Items -&amp;lt;/b&amp;gt; Certain items have been disallowed and removed from my games; Hearthstone bracers, unique armors &amp;amp; weapons that grant random powers, any artifact that grants a charm-like benefit, or any artifacts that affect sorcery/necromancy/protocols. Any artifact that has weapon traits must be ok'd by me before taking and only those that are not covered by the &amp;quot;Armorium&amp;quot; will be considered.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Power Armors -&amp;lt;/b&amp;gt; Armors such as Celestial Battle Armor, Armor of the Immaculate Dragons, and Warstriders are considered Artifact N/A unless I am specifically running a campaign around them, such as a unit of Warstrider pilots. Discreet Essence Armor is an exemption to this rule.&lt;br /&gt;
&lt;br /&gt;
== Charms ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Use -&amp;lt;/b&amp;gt; Charms are limited to 1 per tick rather than 1 per action.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Third Excellency -&amp;lt;/b&amp;gt; Instead of rerolling the whole die pool, only reroll any dice that did not come up successes.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Sorcery &amp;amp; Necromancy -&amp;lt;/b&amp;gt; You must have an Occult excellency and a rating of 3 plus a number of specialty dots in either Sorcery or Necromancy equal to the spell's Circle to learn it. Cost to learn spells remains unchanged.&lt;br /&gt;
&lt;br /&gt;
== Dragon-Blooded ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Out of Aspect Surcharge -&amp;lt;/b&amp;gt; Ignore this rule. I find that it just causes a lot of book-keeping headaches.&lt;br /&gt;
&lt;br /&gt;
== Lunars ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Character Generation -&amp;lt;/b&amp;gt; Characters start with 2 Knacks &amp;amp; 8 Charms. Also the xp cost for Knacks is reduced to 8.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Shapeshifting Traits -&amp;lt;/b&amp;gt; When taking new forms, the following traits are changed: Strength, Stamina, Appearance, natural attacks, natural armor, senses and special modes of transportation (flight, swim, etc). Everything else remains constant.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Casteless Anima Abilities -&amp;lt;/b&amp;gt; Casteless Lunars gain access to all five Anima abilities over the course of a month, not just the current three. The order is as follows; No Moon - 3 days, Waxing Moon - 4 days, Half Moon - 3 days, Waxing Moon - 4 days, Full Moon - 3 days, Waning Moon - 4 days, Half Moon - 3 days, Waning Moon - 4 days.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Mountainous Spirit Expression -&amp;lt;/b&amp;gt; Apply the Large mutation to the spirit form, granting +1 Strength, +1 Stamina, and an additional -0 health level.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Deadly Beastman Transformation &amp;amp; Devastating Ogre Enhancement -&amp;lt;/b&amp;gt; You may re-arrange the attribute boost array. The options would be +1 Str/+1 Dex/+1 Sta, +2/+0/+2, +3/+0/+1, or +1/+0/+3. When taking DOE, any selection of two of the same +3 options is disallowed. In other words, you may not take both Knacks and gain a +6/+0/+2 or +2/+0/+6. Combinations of +5/+0/+3 or +3/+0/+5 are fine.&lt;/div&gt;</summary>
		<author><name>SagaciousAscendingHero</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SagaciousAscendingHero&amp;diff=86575</id>
		<title>SagaciousAscendingHero</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SagaciousAscendingHero&amp;diff=86575"/>
				<updated>2011-07-25T20:16:48Z</updated>
		
		<summary type="html">&lt;p&gt;SagaciousAscendingHero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I used to go by Griffon, but due to the switch over from the Exalted Compendium to the new Exalted Redux, I've changed my wiki page to suit my new user name. &amp;lt;i&amp;gt;(that.. and SAH sounds so much better than just Griffon.)&amp;lt;/i&amp;gt; You can also find me on the RPG.net Forums as CrackedMan_SAH &lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SagaciousAscendingHero/HouseRules2|HouseRules]] - My house rules and collected errata for my Ex2 games.&lt;br /&gt;
&lt;br /&gt;
[[SagaciousAscendingHero/RulesVariant|RulesVariant]] - A set of rules for an extremely simplified Exalted.&lt;br /&gt;
&lt;br /&gt;
[[SagaciousAscendingHero/CharacterSheets2|CharacterSheets]] - My sheets, edited from PBMonkey's sheets, and hosted by the  magnanimous Mr. Gone. Though ironically I've been primarily using Lookshy's sheets these days, but I'll leave these up for anyone who likes them.&lt;br /&gt;
&lt;br /&gt;
[[SagaciousAscendingHero/CampaignNotes|CampaignNotes]] - I'll get to this.. I swear... =[[V_V]]=&lt;br /&gt;
&lt;br /&gt;
[[SagaciousAscendingHero/FirstEditionStuff]] - anything I've done for first edition stuff.&lt;br /&gt;
&lt;br /&gt;
=== Friends ===&lt;br /&gt;
&lt;br /&gt;
[[ForsakenRapture]]&lt;br /&gt;
&lt;br /&gt;
[[Sabis]]&lt;/div&gt;</summary>
		<author><name>SagaciousAscendingHero</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SagaciousAscendingHero/HouseRules2&amp;diff=86043</id>
		<title>SagaciousAscendingHero/HouseRules2</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SagaciousAscendingHero/HouseRules2&amp;diff=86043"/>
				<updated>2011-06-12T17:03:44Z</updated>
		
		<summary type="html">&lt;p&gt;SagaciousAscendingHero: /* Alchemicals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Keep in mind that the stuff I put here is what I felt needed changing to suit my games, not necessarily what I felt should have been changed in the core book. Also a number of things here are simply rules clarifications and official errata that I wanted to have on hand for my games.&lt;br /&gt;
&lt;br /&gt;
== Basic Rules ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Die Pool Caps Clarification -&amp;lt;/b&amp;gt; All charms are limited by the caps, not just the excellencies.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Successes &amp;amp; Charm Caps Clarification -&amp;lt;/b&amp;gt; Only for the Second Excellency, or when adding to a static value do Successes count towards the die adder cap.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Specialty Costs -&amp;lt;/b&amp;gt; Buying a specialty in a Caste, Aspect, or Favored ability costs 2 xp, not 3. Having Occult as either a Caste, Aspect, or Favored Ability grants a similar reduction in cost when purchasing Thaumaturgy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Essence -&amp;lt;/b&amp;gt; The cost for raising Essence for any type of Exalted is always 7 bonus points and CR x 8 experience points.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Speed Limit -&amp;lt;/b&amp;gt; No effect or combination of effect may reduce the Speed of an action below 3 unless it explicitly states that it does so.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Ping Damage &amp;amp; Flurries -&amp;lt;/b&amp;gt; Flurry die penalties apply to ping damage as well as the attack die pool. Ping may not be reduced to less than 1.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Grappling -&amp;lt;/b&amp;gt; On the same turn you successfully grapple an opponent, you may immediately either Crush, Pin, or Throw the victim. On the attackers action, he only needs to make a roll to take one of the above actions and suffers no risk of losing control. On the defender's action, he may attempt to break the hold. If successful, he may take control of the grapple or move up to his speed away from his opponent. Defensive charms that eliminate penalties &amp;lt;i&amp;gt;(such as FLB &amp;amp; FfBS)&amp;lt;/i&amp;gt; do not affect grapples.&lt;br /&gt;
&lt;br /&gt;
== Social Combat ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Intimacies &amp;amp; Virtues -&amp;lt;/b&amp;gt; Need to be linked to a virtue that matches how you feel about that Intimacy. You must fail a that virtue roll in order to act against your Intimacy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Short Ticks -&amp;lt;/b&amp;gt; Social combat may be done quickly using short ticks by applying a -2 external penalty to all rolls. This applies to all participants.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;During Physical Combat -&amp;lt;/b&amp;gt; When attempting to participate in social combat during a fight, a combatant must split his attention between the two, or flurry to do both at the same time. DV penalties from either type of action apply to both types of combat.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Starting Intimacies -&amp;lt;/b&amp;gt; Characters must select at least one Intimacy for each virtue, but a player may exchange one for an additional Intimacy of his Primary Virtue.&lt;br /&gt;
&lt;br /&gt;
== Weapons, Artifacts &amp;amp; Hearthstones ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Mundane &amp;amp; Artifact Weapons -&amp;lt;/b&amp;gt; Use the stats from the &amp;quot;Armorium&amp;quot; supplement for mundane weapons, artifact versions have the same stats, except for Magic Material bonuses and the benefit of being unbreakable. &lt;br /&gt;
** Artifact weapons cost the a number of dots in Artifact based on their size. Small weapons, such as a knife, cost &amp;amp;bull;; large two handed ones, or complex ones, such as firearms, cost &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;; everything else costs &amp;amp;bull;&amp;amp;bull;. &lt;br /&gt;
** Essence commitment costs are twice the dot rating.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Artifact Armors -&amp;lt;/b&amp;gt; Use the same stats as mundane armors, except for Magic Material bonuses and the benefit of being unbreakable. &lt;br /&gt;
** Artifact Armors cost the a number of dots in Artifact based on their size. Light armors cost &amp;amp;bull;, medium armors cost &amp;amp;bull;&amp;amp;bull;, heavy armors cost &amp;amp;bull;&amp;amp;bull;&amp;amp;bull; and superheavy armors cost &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;.&lt;br /&gt;
** Essence commitment costs are twice the dot rating.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Hardness -&amp;lt;/b&amp;gt; Artifact armors gain a hardness equal to half their dot rating (round down). Compare hardness to post soak damage. If equal or greater than, no ping damage. If less, the full ping damage gets through.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Piercing -&amp;lt;/b&amp;gt; Ignores Hardness instead of halving armor soak.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Overwhelming -&amp;lt;/b&amp;gt; Adds a flat +1 to ping damage, after taking flurry penalties into effect.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Rate -&amp;lt;/b&amp;gt; The maximum number of attacks in a flurry is limited to the highest rate of the weapons being used. Each weapon is limited by it's own rate as well. &amp;lt;i&amp;gt;IE. if you are attacking with one weapon with a rate of 3 and another with a rate of 1, you may only attack 3 times, and no more than once with the second weapon.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Shields -&amp;lt;/b&amp;gt; These grant bonuses to parry only, but may be stacked with the defense bonus of a wielder's primary weapon.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Jade Weapons -&amp;lt;/b&amp;gt; Use the new Magic Material Bonuses from BoS, Vol. 3: Oadenol's Codex.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Jade Armor Magic Material Bonus -&amp;lt;/b&amp;gt; Grants +1B/+1L as well as removing the fatigue penalty.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Removed Items -&amp;lt;/b&amp;gt; Certain items have been disallowed and removed from my games; Hearthstone bracers, unique armors &amp;amp; weapons that grant random powers, any artifact that grants a charm-like benefit, or any artifacts that affect sorcery/necromancy/protocols. Any artifact that has weapon traits must be ok'd by me before taking and only those that are not covered by the &amp;quot;Armorium&amp;quot; will be considered.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Power Armors -&amp;lt;/b&amp;gt; Armors such as Celestial Battle Armor, Armor of the Immaculate Dragons, and Warstriders are considered Artifact N/A unless I am specifically running a campaign around them, such as a unit of Warstrider pilots. Discreet Essence Armor is an exemption to this rule.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Hearthstones -&amp;lt;/b&amp;gt; Rather than granting a power, these give out twice the normal mote regeneration.&lt;br /&gt;
&lt;br /&gt;
== Charms ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Use -&amp;lt;/b&amp;gt; Charms are limited to 1 per tick rather than 1 per action.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Third Excellency -&amp;lt;/b&amp;gt; Instead of rerolling the whole die pool, only reroll any dice that did not come up successes.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Terrestrial Circle Sorcery, Celestial Circle Sorcery, Solar Circle Sorcery -&amp;lt;/b&amp;gt; Each of these grants knowledge of one spell of that circle, free with the cost of the base charm. Same goes for equivalent charms for Necromancy, Infernal Sorcery, &amp;amp; Protocols.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Perfect Attacks &amp;amp; Defenses -&amp;lt;/b&amp;gt; As these require no die roll, they may not be stunted.&lt;br /&gt;
&lt;br /&gt;
== Solars ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Fivefold Bulwark Stance -&amp;lt;/b&amp;gt; The reduction in DV penalties due to actions applies to each action in a flurry.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Foe-Vaulting Method -&amp;lt;/b&amp;gt; This allows for an immediate roll to regain surprise, no extra cover is needed. Simply by moving fast and getting behind his opponent, the solar may ambush the foe from behind his own back.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Flow Like Blood -&amp;lt;/b&amp;gt; Has the same effect as FfBS as well as ignoring coordinating attack penalties.&lt;br /&gt;
&lt;br /&gt;
== Dragon-Blooded ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Out of Aspect Surcharge -&amp;lt;/b&amp;gt; Ignore this rule. I find that it just causes a lot of book-keeping headaches.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Immaculate Martial Arts Favored Weapon Bonus -&amp;lt;/b&amp;gt; The practitioner must either be the same elemental aspect as the Style, or must have mastered at least the Form charm to gain the benefits of the Favored Weapon Bonus.&lt;br /&gt;
&lt;br /&gt;
== Lunars ==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Character Generation -&amp;lt;/b&amp;gt; Characters start with 2 Knacks &amp;amp; 8 Charms. Also the xp cost for Knacks is reduced to 8.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Shapeshifting Traits -&amp;lt;/b&amp;gt; When taking new forms, the following traits are changed: Strength, Stamina, Appearance, natural attacks, natural armor, senses and special modes of transportation (flight, swim, etc). Everything else remains constant.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Casteless Anima Abilities -&amp;lt;/b&amp;gt; Casteless Lunars gain access to all five Anima abilities over the course of a month, not just the current three. The order is as follows; No Moon - 3 days, Waxing Moon - 4 days, Half Moon - 3 days, Waxing Moon - 4 days, Full Moon - 3 days, Waning Moon - 4 days, Half Moon - 3 days, Waning Moon - 4 days.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Mountainous Spirit Expression -&amp;lt;/b&amp;gt; Apply the Large mutation to the spirit form, granting +1 Strength, +1 Stamina, and an additional -0 health level.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Deadly Beastman Transformation &amp;amp; Devastating Ogre Enhancement -&amp;lt;/b&amp;gt; You may re-arrange the attribute boost array. The options would be +1 Str/+1 Dex/+1 Sta, +2/+0/+2, +3/+0/+1, or +1/+0/+3. When taking DOE, any selection of two of the same +3 options is disallowed. In other words, you may not take both Knacks and gain a +6/+0/+2 or +2/+0/+6. Combinations of +5/+0/+3 or +3/+0/+5 are fine.&lt;br /&gt;
&lt;br /&gt;
== Alchemicals ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Installment Costs -&amp;lt;/b&amp;gt; Ignore these rules.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Slots -&amp;lt;/b&amp;gt; You may have no more charm slots than equal to your maximum Personal Essence Pool. Charms that may be taken multiple times are counted only once. Charms that are specifically described as being an upgrade to a prerequisite also do not count toward charm slots. Arrays occupy a number of Charm Slots equal to 3/4ths the number of Charms in the Array.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Artifact Background -&amp;lt;/b&amp;gt; The rating of artifacts purchased with this background are limited by the number of dots the character has in it. So you must have 3 dots in Artifact before purchasing a 3 dot item.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Elemental Cores -&amp;lt;/b&amp;gt; Like hearthstones, these do not grant powers, but double the usual mote regeneration.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
[[SagaciousAscendingHero/HouseRules2Comments]]&lt;/div&gt;</summary>
		<author><name>SagaciousAscendingHero</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SagaciousAscendingHero/HouseRules2&amp;diff=86041</id>
		<title>SagaciousAscendingHero/HouseRules2</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SagaciousAscendingHero/HouseRules2&amp;diff=86041"/>
				<updated>2011-06-12T16:58:16Z</updated>
		
		<summary type="html">&lt;p&gt;SagaciousAscendingHero: /* Lunars */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Keep in mind that the stuff I put here is what I felt needed changing to suit my games, not necessarily what I felt should have been changed in the core book. Also a number of things here are simply rules clarifications and official errata that I wanted to have on hand for my games.&lt;br /&gt;
&lt;br /&gt;
== Basic Rules ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Die Pool Caps Clarification -&amp;lt;/b&amp;gt; All charms are limited by the caps, not just the excellencies.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Successes &amp;amp; Charm Caps Clarification -&amp;lt;/b&amp;gt; Only for the Second Excellency, or when adding to a static value do Successes count towards the die adder cap.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Specialty Costs -&amp;lt;/b&amp;gt; Buying a specialty in a Caste, Aspect, or Favored ability costs 2 xp, not 3. Having Occult as either a Caste, Aspect, or Favored Ability grants a similar reduction in cost when purchasing Thaumaturgy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Essence -&amp;lt;/b&amp;gt; The cost for raising Essence for any type of Exalted is always 7 bonus points and CR x 8 experience points.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Speed Limit -&amp;lt;/b&amp;gt; No effect or combination of effect may reduce the Speed of an action below 3 unless it explicitly states that it does so.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Ping Damage &amp;amp; Flurries -&amp;lt;/b&amp;gt; Flurry die penalties apply to ping damage as well as the attack die pool. Ping may not be reduced to less than 1.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Grappling -&amp;lt;/b&amp;gt; On the same turn you successfully grapple an opponent, you may immediately either Crush, Pin, or Throw the victim. On the attackers action, he only needs to make a roll to take one of the above actions and suffers no risk of losing control. On the defender's action, he may attempt to break the hold. If successful, he may take control of the grapple or move up to his speed away from his opponent. Defensive charms that eliminate penalties &amp;lt;i&amp;gt;(such as FLB &amp;amp; FfBS)&amp;lt;/i&amp;gt; do not affect grapples.&lt;br /&gt;
&lt;br /&gt;
== Social Combat ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Intimacies &amp;amp; Virtues -&amp;lt;/b&amp;gt; Need to be linked to a virtue that matches how you feel about that Intimacy. You must fail a that virtue roll in order to act against your Intimacy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Short Ticks -&amp;lt;/b&amp;gt; Social combat may be done quickly using short ticks by applying a -2 external penalty to all rolls. This applies to all participants.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;During Physical Combat -&amp;lt;/b&amp;gt; When attempting to participate in social combat during a fight, a combatant must split his attention between the two, or flurry to do both at the same time. DV penalties from either type of action apply to both types of combat.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Starting Intimacies -&amp;lt;/b&amp;gt; Characters must select at least one Intimacy for each virtue, but a player may exchange one for an additional Intimacy of his Primary Virtue.&lt;br /&gt;
&lt;br /&gt;
== Weapons, Artifacts &amp;amp; Hearthstones ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Mundane &amp;amp; Artifact Weapons -&amp;lt;/b&amp;gt; Use the stats from the &amp;quot;Armorium&amp;quot; supplement for mundane weapons, artifact versions have the same stats, except for Magic Material bonuses and the benefit of being unbreakable. &lt;br /&gt;
** Artifact weapons cost the a number of dots in Artifact based on their size. Small weapons, such as a knife, cost &amp;amp;bull;; large two handed ones, or complex ones, such as firearms, cost &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;; everything else costs &amp;amp;bull;&amp;amp;bull;. &lt;br /&gt;
** Essence commitment costs are twice the dot rating.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Artifact Armors -&amp;lt;/b&amp;gt; Use the same stats as mundane armors, except for Magic Material bonuses and the benefit of being unbreakable. &lt;br /&gt;
** Artifact Armors cost the a number of dots in Artifact based on their size. Light armors cost &amp;amp;bull;, medium armors cost &amp;amp;bull;&amp;amp;bull;, heavy armors cost &amp;amp;bull;&amp;amp;bull;&amp;amp;bull; and superheavy armors cost &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;.&lt;br /&gt;
** Essence commitment costs are twice the dot rating.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Hardness -&amp;lt;/b&amp;gt; Artifact armors gain a hardness equal to half their dot rating (round down). Compare hardness to post soak damage. If equal or greater than, no ping damage. If less, the full ping damage gets through.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Piercing -&amp;lt;/b&amp;gt; Ignores Hardness instead of halving armor soak.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Overwhelming -&amp;lt;/b&amp;gt; Adds a flat +1 to ping damage, after taking flurry penalties into effect.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Rate -&amp;lt;/b&amp;gt; The maximum number of attacks in a flurry is limited to the highest rate of the weapons being used. Each weapon is limited by it's own rate as well. &amp;lt;i&amp;gt;IE. if you are attacking with one weapon with a rate of 3 and another with a rate of 1, you may only attack 3 times, and no more than once with the second weapon.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Shields -&amp;lt;/b&amp;gt; These grant bonuses to parry only, but may be stacked with the defense bonus of a wielder's primary weapon.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Jade Weapons -&amp;lt;/b&amp;gt; Use the new Magic Material Bonuses from BoS, Vol. 3: Oadenol's Codex.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Jade Armor Magic Material Bonus -&amp;lt;/b&amp;gt; Grants +1B/+1L as well as removing the fatigue penalty.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Removed Items -&amp;lt;/b&amp;gt; Certain items have been disallowed and removed from my games; Hearthstone bracers, unique armors &amp;amp; weapons that grant random powers, any artifact that grants a charm-like benefit, or any artifacts that affect sorcery/necromancy/protocols. Any artifact that has weapon traits must be ok'd by me before taking and only those that are not covered by the &amp;quot;Armorium&amp;quot; will be considered.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Power Armors -&amp;lt;/b&amp;gt; Armors such as Celestial Battle Armor, Armor of the Immaculate Dragons, and Warstriders are considered Artifact N/A unless I am specifically running a campaign around them, such as a unit of Warstrider pilots. Discreet Essence Armor is an exemption to this rule.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Hearthstones -&amp;lt;/b&amp;gt; Rather than granting a power, these give out twice the normal mote regeneration.&lt;br /&gt;
&lt;br /&gt;
== Charms ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Use -&amp;lt;/b&amp;gt; Charms are limited to 1 per tick rather than 1 per action.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Third Excellency -&amp;lt;/b&amp;gt; Instead of rerolling the whole die pool, only reroll any dice that did not come up successes.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Terrestrial Circle Sorcery, Celestial Circle Sorcery, Solar Circle Sorcery -&amp;lt;/b&amp;gt; Each of these grants knowledge of one spell of that circle, free with the cost of the base charm. Same goes for equivalent charms for Necromancy, Infernal Sorcery, &amp;amp; Protocols.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Perfect Attacks &amp;amp; Defenses -&amp;lt;/b&amp;gt; As these require no die roll, they may not be stunted.&lt;br /&gt;
&lt;br /&gt;
== Solars ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Fivefold Bulwark Stance -&amp;lt;/b&amp;gt; The reduction in DV penalties due to actions applies to each action in a flurry.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Foe-Vaulting Method -&amp;lt;/b&amp;gt; This allows for an immediate roll to regain surprise, no extra cover is needed. Simply by moving fast and getting behind his opponent, the solar may ambush the foe from behind his own back.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Flow Like Blood -&amp;lt;/b&amp;gt; Has the same effect as FfBS as well as ignoring coordinating attack penalties.&lt;br /&gt;
&lt;br /&gt;
== Dragon-Blooded ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Out of Aspect Surcharge -&amp;lt;/b&amp;gt; Ignore this rule. I find that it just causes a lot of book-keeping headaches.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Immaculate Martial Arts Favored Weapon Bonus -&amp;lt;/b&amp;gt; The practitioner must either be the same elemental aspect as the Style, or must have mastered at least the Form charm to gain the benefits of the Favored Weapon Bonus.&lt;br /&gt;
&lt;br /&gt;
== Lunars ==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Character Generation -&amp;lt;/b&amp;gt; Characters start with 2 Knacks &amp;amp; 8 Charms. Also the xp cost for Knacks is reduced to 8.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Shapeshifting Traits -&amp;lt;/b&amp;gt; When taking new forms, the following traits are changed: Strength, Stamina, Appearance, natural attacks, natural armor, senses and special modes of transportation (flight, swim, etc). Everything else remains constant.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Casteless Anima Abilities -&amp;lt;/b&amp;gt; Casteless Lunars gain access to all five Anima abilities over the course of a month, not just the current three. The order is as follows; No Moon - 3 days, Waxing Moon - 4 days, Half Moon - 3 days, Waxing Moon - 4 days, Full Moon - 3 days, Waning Moon - 4 days, Half Moon - 3 days, Waning Moon - 4 days.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Mountainous Spirit Expression -&amp;lt;/b&amp;gt; Apply the Large mutation to the spirit form, granting +1 Strength, +1 Stamina, and an additional -0 health level.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Deadly Beastman Transformation &amp;amp; Devastating Ogre Enhancement -&amp;lt;/b&amp;gt; You may re-arrange the attribute boost array. The options would be +1 Str/+1 Dex/+1 Sta, +2/+0/+2, +3/+0/+1, or +1/+0/+3. When taking DOE, any selection of two of the same +3 options is disallowed. In other words, you may not take both Knacks and gain a +6/+0/+2 or +2/+0/+6. Combinations of +5/+0/+3 or +3/+0/+5 are fine.&lt;br /&gt;
&lt;br /&gt;
== Alchemicals ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Installment Costs -&amp;lt;/b&amp;gt; Ignore these rules.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Slots -&amp;lt;/b&amp;gt; You may have no more charm slots than equal to your maximum Personal Essence Pool. Charms that may be taken multiple times are counted only once. Charms that are specifically described as being an upgrade to a prerequisite also do not count toward charm slots.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Artifact Background -&amp;lt;/b&amp;gt; The rating of artifacts purchased with this background are limited by the number of dots the character has in it. So you must have 3 dots in Artifact before purchasing a 3 dot item.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Elemental Cores -&amp;lt;/b&amp;gt; Like hearthstones, these do not grant powers, but double the usual mote regeneration.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
[[SagaciousAscendingHero/HouseRules2Comments]]&lt;/div&gt;</summary>
		<author><name>SagaciousAscendingHero</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SagaciousAscendingHero/HouseRules2&amp;diff=86039</id>
		<title>SagaciousAscendingHero/HouseRules2</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SagaciousAscendingHero/HouseRules2&amp;diff=86039"/>
				<updated>2011-06-12T16:53:51Z</updated>
		
		<summary type="html">&lt;p&gt;SagaciousAscendingHero: /* Weapons, Artifacts &amp;amp; Hearthstones */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Keep in mind that the stuff I put here is what I felt needed changing to suit my games, not necessarily what I felt should have been changed in the core book. Also a number of things here are simply rules clarifications and official errata that I wanted to have on hand for my games.&lt;br /&gt;
&lt;br /&gt;
== Basic Rules ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Die Pool Caps Clarification -&amp;lt;/b&amp;gt; All charms are limited by the caps, not just the excellencies.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Successes &amp;amp; Charm Caps Clarification -&amp;lt;/b&amp;gt; Only for the Second Excellency, or when adding to a static value do Successes count towards the die adder cap.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Specialty Costs -&amp;lt;/b&amp;gt; Buying a specialty in a Caste, Aspect, or Favored ability costs 2 xp, not 3. Having Occult as either a Caste, Aspect, or Favored Ability grants a similar reduction in cost when purchasing Thaumaturgy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Essence -&amp;lt;/b&amp;gt; The cost for raising Essence for any type of Exalted is always 7 bonus points and CR x 8 experience points.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Speed Limit -&amp;lt;/b&amp;gt; No effect or combination of effect may reduce the Speed of an action below 3 unless it explicitly states that it does so.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Ping Damage &amp;amp; Flurries -&amp;lt;/b&amp;gt; Flurry die penalties apply to ping damage as well as the attack die pool. Ping may not be reduced to less than 1.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Grappling -&amp;lt;/b&amp;gt; On the same turn you successfully grapple an opponent, you may immediately either Crush, Pin, or Throw the victim. On the attackers action, he only needs to make a roll to take one of the above actions and suffers no risk of losing control. On the defender's action, he may attempt to break the hold. If successful, he may take control of the grapple or move up to his speed away from his opponent. Defensive charms that eliminate penalties &amp;lt;i&amp;gt;(such as FLB &amp;amp; FfBS)&amp;lt;/i&amp;gt; do not affect grapples.&lt;br /&gt;
&lt;br /&gt;
== Social Combat ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Intimacies &amp;amp; Virtues -&amp;lt;/b&amp;gt; Need to be linked to a virtue that matches how you feel about that Intimacy. You must fail a that virtue roll in order to act against your Intimacy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Short Ticks -&amp;lt;/b&amp;gt; Social combat may be done quickly using short ticks by applying a -2 external penalty to all rolls. This applies to all participants.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;During Physical Combat -&amp;lt;/b&amp;gt; When attempting to participate in social combat during a fight, a combatant must split his attention between the two, or flurry to do both at the same time. DV penalties from either type of action apply to both types of combat.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Starting Intimacies -&amp;lt;/b&amp;gt; Characters must select at least one Intimacy for each virtue, but a player may exchange one for an additional Intimacy of his Primary Virtue.&lt;br /&gt;
&lt;br /&gt;
== Weapons, Artifacts &amp;amp; Hearthstones ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Mundane &amp;amp; Artifact Weapons -&amp;lt;/b&amp;gt; Use the stats from the &amp;quot;Armorium&amp;quot; supplement for mundane weapons, artifact versions have the same stats, except for Magic Material bonuses and the benefit of being unbreakable. &lt;br /&gt;
** Artifact weapons cost the a number of dots in Artifact based on their size. Small weapons, such as a knife, cost &amp;amp;bull;; large two handed ones, or complex ones, such as firearms, cost &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;; everything else costs &amp;amp;bull;&amp;amp;bull;. &lt;br /&gt;
** Essence commitment costs are twice the dot rating.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Artifact Armors -&amp;lt;/b&amp;gt; Use the same stats as mundane armors, except for Magic Material bonuses and the benefit of being unbreakable. &lt;br /&gt;
** Artifact Armors cost the a number of dots in Artifact based on their size. Light armors cost &amp;amp;bull;, medium armors cost &amp;amp;bull;&amp;amp;bull;, heavy armors cost &amp;amp;bull;&amp;amp;bull;&amp;amp;bull; and superheavy armors cost &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;.&lt;br /&gt;
** Essence commitment costs are twice the dot rating.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Hardness -&amp;lt;/b&amp;gt; Artifact armors gain a hardness equal to half their dot rating (round down). Compare hardness to post soak damage. If equal or greater than, no ping damage. If less, the full ping damage gets through.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Piercing -&amp;lt;/b&amp;gt; Ignores Hardness instead of halving armor soak.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Overwhelming -&amp;lt;/b&amp;gt; Adds a flat +1 to ping damage, after taking flurry penalties into effect.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Rate -&amp;lt;/b&amp;gt; The maximum number of attacks in a flurry is limited to the highest rate of the weapons being used. Each weapon is limited by it's own rate as well. &amp;lt;i&amp;gt;IE. if you are attacking with one weapon with a rate of 3 and another with a rate of 1, you may only attack 3 times, and no more than once with the second weapon.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Shields -&amp;lt;/b&amp;gt; These grant bonuses to parry only, but may be stacked with the defense bonus of a wielder's primary weapon.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Jade Weapons -&amp;lt;/b&amp;gt; Use the new Magic Material Bonuses from BoS, Vol. 3: Oadenol's Codex.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Jade Armor Magic Material Bonus -&amp;lt;/b&amp;gt; Grants +1B/+1L as well as removing the fatigue penalty.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Removed Items -&amp;lt;/b&amp;gt; Certain items have been disallowed and removed from my games; Hearthstone bracers, unique armors &amp;amp; weapons that grant random powers, any artifact that grants a charm-like benefit, or any artifacts that affect sorcery/necromancy/protocols. Any artifact that has weapon traits must be ok'd by me before taking and only those that are not covered by the &amp;quot;Armorium&amp;quot; will be considered.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Power Armors -&amp;lt;/b&amp;gt; Armors such as Celestial Battle Armor, Armor of the Immaculate Dragons, and Warstriders are considered Artifact N/A unless I am specifically running a campaign around them, such as a unit of Warstrider pilots. Discreet Essence Armor is an exemption to this rule.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Hearthstones -&amp;lt;/b&amp;gt; Rather than granting a power, these give out twice the normal mote regeneration.&lt;br /&gt;
&lt;br /&gt;
== Charms ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Use -&amp;lt;/b&amp;gt; Charms are limited to 1 per tick rather than 1 per action.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Third Excellency -&amp;lt;/b&amp;gt; Instead of rerolling the whole die pool, only reroll any dice that did not come up successes.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Terrestrial Circle Sorcery, Celestial Circle Sorcery, Solar Circle Sorcery -&amp;lt;/b&amp;gt; Each of these grants knowledge of one spell of that circle, free with the cost of the base charm. Same goes for equivalent charms for Necromancy, Infernal Sorcery, &amp;amp; Protocols.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Perfect Attacks &amp;amp; Defenses -&amp;lt;/b&amp;gt; As these require no die roll, they may not be stunted.&lt;br /&gt;
&lt;br /&gt;
== Solars ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Fivefold Bulwark Stance -&amp;lt;/b&amp;gt; The reduction in DV penalties due to actions applies to each action in a flurry.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Foe-Vaulting Method -&amp;lt;/b&amp;gt; This allows for an immediate roll to regain surprise, no extra cover is needed. Simply by moving fast and getting behind his opponent, the solar may ambush the foe from behind his own back.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Flow Like Blood -&amp;lt;/b&amp;gt; Has the same effect as FfBS as well as ignoring coordinating attack penalties.&lt;br /&gt;
&lt;br /&gt;
== Dragon-Blooded ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Out of Aspect Surcharge -&amp;lt;/b&amp;gt; Ignore this rule. I find that it just causes a lot of book-keeping headaches.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Immaculate Martial Arts Favored Weapon Bonus -&amp;lt;/b&amp;gt; The practitioner must either be the same elemental aspect as the Style, or must have mastered at least the Form charm to gain the benefits of the Favored Weapon Bonus.&lt;br /&gt;
&lt;br /&gt;
== Lunars ==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Character Generation -&amp;lt;/b&amp;gt; Characters start with 2 Knacks &amp;amp; 8 Charms. Also the xp cost for Knacks is reduced to 8.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Shapeshifting &amp;amp; Health Levels -&amp;lt;/b&amp;gt; A lunar keeps the same number of health levels regardless of form.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Shapeshifting Traits -&amp;lt;/b&amp;gt; When taking new forms, the following traits are changed: Strength, Stamina, Appearance, natural attacks, natural armor, and special modes of transportation (flight, swim, etc). Everything else remains constant.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Casteless Anima Abilities -&amp;lt;/b&amp;gt; Casteless Lunars gain access to all five anima abilities over the course of a month, not just the current three. The order is as follows; No Moon - 3 days, Waxing Moon - 4 days, Half Moon - 3 days, Waxing Moon - 4 days, Full Moon - 3 days, Waning Moon - 4 days, Half Moon - 3 days, Waning Moon - 4 days... repeat.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Mountainous Spirit Expression -&amp;lt;/b&amp;gt; Apply the Large mutation to the spirit form, granting +1 Strength, +1 Stamina, and an additional -0 health level.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Deadly Beastman Transformation &amp;amp; Devastating Ogre Enhancement -&amp;lt;/b&amp;gt; You may re-arrange the attribute boost array. The options would be +1 Str/+1 Dex/+1 Sta, +2/+0/+2, +3/+0/+1, or +1/+0/+3. When taking DOE, any selection of two of the same +3 options is disallowed. In other words, you may not take both Knacks and gain a +6/+0/+2 or +2/+0/+6. Combinations of +5/+0/+3 or +3/+0/+5 are fine.&lt;br /&gt;
&lt;br /&gt;
== Alchemicals ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Installment Costs -&amp;lt;/b&amp;gt; Ignore these rules.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Slots -&amp;lt;/b&amp;gt; You may have no more charm slots than equal to your maximum Personal Essence Pool. Charms that may be taken multiple times are counted only once. Charms that are specifically described as being an upgrade to a prerequisite also do not count toward charm slots.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Artifact Background -&amp;lt;/b&amp;gt; The rating of artifacts purchased with this background are limited by the number of dots the character has in it. So you must have 3 dots in Artifact before purchasing a 3 dot item.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Elemental Cores -&amp;lt;/b&amp;gt; Like hearthstones, these do not grant powers, but double the usual mote regeneration.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
[[SagaciousAscendingHero/HouseRules2Comments]]&lt;/div&gt;</summary>
		<author><name>SagaciousAscendingHero</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SagaciousAscendingHero/HouseRules2&amp;diff=86037</id>
		<title>SagaciousAscendingHero/HouseRules2</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SagaciousAscendingHero/HouseRules2&amp;diff=86037"/>
				<updated>2011-06-12T16:47:34Z</updated>
		
		<summary type="html">&lt;p&gt;SagaciousAscendingHero: /* Charms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Keep in mind that the stuff I put here is what I felt needed changing to suit my games, not necessarily what I felt should have been changed in the core book. Also a number of things here are simply rules clarifications and official errata that I wanted to have on hand for my games.&lt;br /&gt;
&lt;br /&gt;
== Basic Rules ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Die Pool Caps Clarification -&amp;lt;/b&amp;gt; All charms are limited by the caps, not just the excellencies.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Successes &amp;amp; Charm Caps Clarification -&amp;lt;/b&amp;gt; Only for the Second Excellency, or when adding to a static value do Successes count towards the die adder cap.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Specialty Costs -&amp;lt;/b&amp;gt; Buying a specialty in a Caste, Aspect, or Favored ability costs 2 xp, not 3. Having Occult as either a Caste, Aspect, or Favored Ability grants a similar reduction in cost when purchasing Thaumaturgy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Essence -&amp;lt;/b&amp;gt; The cost for raising Essence for any type of Exalted is always 7 bonus points and CR x 8 experience points.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Speed Limit -&amp;lt;/b&amp;gt; No effect or combination of effect may reduce the Speed of an action below 3 unless it explicitly states that it does so.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Ping Damage &amp;amp; Flurries -&amp;lt;/b&amp;gt; Flurry die penalties apply to ping damage as well as the attack die pool. Ping may not be reduced to less than 1.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Grappling -&amp;lt;/b&amp;gt; On the same turn you successfully grapple an opponent, you may immediately either Crush, Pin, or Throw the victim. On the attackers action, he only needs to make a roll to take one of the above actions and suffers no risk of losing control. On the defender's action, he may attempt to break the hold. If successful, he may take control of the grapple or move up to his speed away from his opponent. Defensive charms that eliminate penalties &amp;lt;i&amp;gt;(such as FLB &amp;amp; FfBS)&amp;lt;/i&amp;gt; do not affect grapples.&lt;br /&gt;
&lt;br /&gt;
== Social Combat ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Intimacies &amp;amp; Virtues -&amp;lt;/b&amp;gt; Need to be linked to a virtue that matches how you feel about that Intimacy. You must fail a that virtue roll in order to act against your Intimacy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Short Ticks -&amp;lt;/b&amp;gt; Social combat may be done quickly using short ticks by applying a -2 external penalty to all rolls. This applies to all participants.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;During Physical Combat -&amp;lt;/b&amp;gt; When attempting to participate in social combat during a fight, a combatant must split his attention between the two, or flurry to do both at the same time. DV penalties from either type of action apply to both types of combat.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Starting Intimacies -&amp;lt;/b&amp;gt; Characters must select at least one Intimacy for each virtue, but a player may exchange one for an additional Intimacy of his Primary Virtue.&lt;br /&gt;
&lt;br /&gt;
== Weapons, Artifacts &amp;amp; Hearthstones ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Mundane &amp;amp; Artifact Weapons -&amp;lt;/b&amp;gt; Use the stats from the &amp;quot;Armorium&amp;quot; supplement for mundane weapons, artifact versions have the same stats, except for Magic Material bonuses and the benefit of being unbreakable. &lt;br /&gt;
** Artifact weapons cost the a number of dots in Artifact based on their size. Small weapons, such as a knife, cost &amp;amp;bull;; large two handed ones, or complex ones, such as firearms, cost &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;; everything else costs &amp;amp;bull;&amp;amp;bull;. &lt;br /&gt;
** Essence commitment costs are twice the dot rating.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Artifact Armors -&amp;lt;/b&amp;gt; Use the same stats as mundane armors, except for Magic Material bonuses and the benefit of being unbreakable. &lt;br /&gt;
** Artifact Armors cost the a number of dots in Artifact based on their size. Light armors cost &amp;amp;bull;, medium armors cost &amp;amp;bull;&amp;amp;bull;, heavy armors cost &amp;amp;bull;&amp;amp;bull;&amp;amp;bull; and superheavy armors cost &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;.&lt;br /&gt;
** Essence commitment costs are twice the dot rating.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Hardness -&amp;lt;/b&amp;gt; Artifact armors gain a hardness of twice their dot rating. Compare hardness to base damage (usually Str + Weapon), not raw (which includes successes too). Charms that add to damage are counted as well.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Piercing -&amp;lt;/b&amp;gt; Ignores Hardness instead of halving armor soak.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Overwhelming -&amp;lt;/b&amp;gt; Adds a flat +1 to ping damage, after taking flurry penalties into effect.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Rate -&amp;lt;/b&amp;gt; The maximum number of attacks in a flurry is limited to the highest rate of the weapons being used. Each weapon is limited by it's own rate as well. &amp;lt;i&amp;gt;IE. if you are attacking with one weapon with a rate of 3 and another with a rate of 1, you may only attack 3 times, and no more than once with the second weapon.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Shields -&amp;lt;/b&amp;gt; These grant bonuses to parry only, but may be stacked with the defense bonus of a wielder's primary weapon.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Jade Weapons -&amp;lt;/b&amp;gt; Use the new Magic Material Bonuses from BoS, Vol. 3: Oadenol's Codex.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Jade Armor Magic Material Bonus -&amp;lt;/b&amp;gt; Grants +1B/+1L as well as removing the fatigue penalty.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Removed Items -&amp;lt;/b&amp;gt; Certain items have been disallowed and removed from my games; Hearthstone bracers, unique armors &amp;amp; weapons that grant random powers, any artifact that grants a charm-like benefit, or any artifacts that affect sorcery/necromancy/protocols. Any artifact that has weapon traits must be ok'd by me before taking and only those that are not covered by the &amp;quot;Armorium&amp;quot; will be considered.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Power Armors -&amp;lt;/b&amp;gt; Armors such as Celestial Battle Armor, Armor of the Immaculate Dragons, and Warstriders are considered Artifact N/A unless I am specifically running a campaign around them, such as a unit of Warstrider pilots. Discreet Essence Armor is an exemption to this rule.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Hearthstones -&amp;lt;/b&amp;gt; Rather than granting a power, these give out twice the normal mote regeneration.&lt;br /&gt;
&lt;br /&gt;
== Charms ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Use -&amp;lt;/b&amp;gt; Charms are limited to 1 per tick rather than 1 per action.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Third Excellency -&amp;lt;/b&amp;gt; Instead of rerolling the whole die pool, only reroll any dice that did not come up successes.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Terrestrial Circle Sorcery, Celestial Circle Sorcery, Solar Circle Sorcery -&amp;lt;/b&amp;gt; Each of these grants knowledge of one spell of that circle, free with the cost of the base charm. Same goes for equivalent charms for Necromancy, Infernal Sorcery, &amp;amp; Protocols.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Perfect Attacks &amp;amp; Defenses -&amp;lt;/b&amp;gt; As these require no die roll, they may not be stunted.&lt;br /&gt;
&lt;br /&gt;
== Solars ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Fivefold Bulwark Stance -&amp;lt;/b&amp;gt; The reduction in DV penalties due to actions applies to each action in a flurry.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Foe-Vaulting Method -&amp;lt;/b&amp;gt; This allows for an immediate roll to regain surprise, no extra cover is needed. Simply by moving fast and getting behind his opponent, the solar may ambush the foe from behind his own back.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Flow Like Blood -&amp;lt;/b&amp;gt; Has the same effect as FfBS as well as ignoring coordinating attack penalties.&lt;br /&gt;
&lt;br /&gt;
== Dragon-Blooded ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Out of Aspect Surcharge -&amp;lt;/b&amp;gt; Ignore this rule. I find that it just causes a lot of book-keeping headaches.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Immaculate Martial Arts Favored Weapon Bonus -&amp;lt;/b&amp;gt; The practitioner must either be the same elemental aspect as the Style, or must have mastered at least the Form charm to gain the benefits of the Favored Weapon Bonus.&lt;br /&gt;
&lt;br /&gt;
== Lunars ==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Character Generation -&amp;lt;/b&amp;gt; Characters start with 2 Knacks &amp;amp; 8 Charms. Also the xp cost for Knacks is reduced to 8.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Shapeshifting &amp;amp; Health Levels -&amp;lt;/b&amp;gt; A lunar keeps the same number of health levels regardless of form.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Shapeshifting Traits -&amp;lt;/b&amp;gt; When taking new forms, the following traits are changed: Strength, Stamina, Appearance, natural attacks, natural armor, and special modes of transportation (flight, swim, etc). Everything else remains constant.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Casteless Anima Abilities -&amp;lt;/b&amp;gt; Casteless Lunars gain access to all five anima abilities over the course of a month, not just the current three. The order is as follows; No Moon - 3 days, Waxing Moon - 4 days, Half Moon - 3 days, Waxing Moon - 4 days, Full Moon - 3 days, Waning Moon - 4 days, Half Moon - 3 days, Waning Moon - 4 days... repeat.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Mountainous Spirit Expression -&amp;lt;/b&amp;gt; Apply the Large mutation to the spirit form, granting +1 Strength, +1 Stamina, and an additional -0 health level.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Deadly Beastman Transformation &amp;amp; Devastating Ogre Enhancement -&amp;lt;/b&amp;gt; You may re-arrange the attribute boost array. The options would be +1 Str/+1 Dex/+1 Sta, +2/+0/+2, +3/+0/+1, or +1/+0/+3. When taking DOE, any selection of two of the same +3 options is disallowed. In other words, you may not take both Knacks and gain a +6/+0/+2 or +2/+0/+6. Combinations of +5/+0/+3 or +3/+0/+5 are fine.&lt;br /&gt;
&lt;br /&gt;
== Alchemicals ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Installment Costs -&amp;lt;/b&amp;gt; Ignore these rules.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Slots -&amp;lt;/b&amp;gt; You may have no more charm slots than equal to your maximum Personal Essence Pool. Charms that may be taken multiple times are counted only once. Charms that are specifically described as being an upgrade to a prerequisite also do not count toward charm slots.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Artifact Background -&amp;lt;/b&amp;gt; The rating of artifacts purchased with this background are limited by the number of dots the character has in it. So you must have 3 dots in Artifact before purchasing a 3 dot item.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Elemental Cores -&amp;lt;/b&amp;gt; Like hearthstones, these do not grant powers, but double the usual mote regeneration.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
[[SagaciousAscendingHero/HouseRules2Comments]]&lt;/div&gt;</summary>
		<author><name>SagaciousAscendingHero</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SagaciousAscendingHero/HouseRules2&amp;diff=83583</id>
		<title>SagaciousAscendingHero/HouseRules2</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SagaciousAscendingHero/HouseRules2&amp;diff=83583"/>
				<updated>2010-10-19T16:25:08Z</updated>
		
		<summary type="html">&lt;p&gt;SagaciousAscendingHero: /* Social Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Keep in mind that the stuff I put here is what I felt needed changing to suit my games, not necessarily what I felt should have been changed in the core book. Also a number of things here are simply rules clarifications and official errata that I wanted to have on hand for my games.&lt;br /&gt;
&lt;br /&gt;
== Basic Rules ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Die Pool Caps Clarification -&amp;lt;/b&amp;gt; All charms are limited by the caps, not just the excellencies.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Successes &amp;amp; Charm Caps Clarification -&amp;lt;/b&amp;gt; Only for the Second Excellency, or when adding to a static value do Successes count towards the die adder cap.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Specialty Costs -&amp;lt;/b&amp;gt; Buying a specialty in a Caste, Aspect, or Favored ability costs 2 xp, not 3. Having Occult as either a Caste, Aspect, or Favored Ability grants a similar reduction in cost when purchasing Thaumaturgy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Essence -&amp;lt;/b&amp;gt; The cost for raising Essence for any type of Exalted is always 7 bonus points and CR x 8 experience points.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Speed Limit -&amp;lt;/b&amp;gt; No effect or combination of effect may reduce the Speed of an action below 3 unless it explicitly states that it does so.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Overwhelming &amp;amp; High Essence Scores -&amp;lt;/b&amp;gt; If a being's Essence score equals or exceeds the minimum damage granted by an Overwhelming weapon, they may add +1 to their Essence when determining ping damage.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Ping Damage &amp;amp; Flurries -&amp;lt;/b&amp;gt; Reduce ping damage by one for each attack after the first in a given flurry, to a minimum of 1. Extra action charms do not suffer this penalty.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Grappling -&amp;lt;/b&amp;gt; On the same turn you successfully grapple an opponent, you may immediately either Crush, Pin, or Throw the victim. On the attackers action, he only needs to make a roll to take one of the above actions and suffers no risk of losing control. On the defender's action, he may attempt to break the hold. If successful, he may take control of the grapple or move up to his speed away from his opponent. Defensive charms that eliminate penalties &amp;lt;i&amp;gt;(such as FLB &amp;amp; FfBS)&amp;lt;/i&amp;gt; do not affect grapples.&lt;br /&gt;
&lt;br /&gt;
== Social Combat ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Intimacies &amp;amp; Virtues -&amp;lt;/b&amp;gt; Need to be linked to a virtue that matches how you feel about that Intimacy. You must fail a that virtue roll in order to act against your Intimacy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Short Ticks -&amp;lt;/b&amp;gt; Social combat may be done quickly using short ticks by applying a -2 external penalty to all rolls. This applies to all participants.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;During Physical Combat -&amp;lt;/b&amp;gt; When attempting to participate in social combat during a fight, a combatant must split his attention between the two, or flurry to do both at the same time. DV penalties from either type of action apply to both types of combat.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Starting Intimacies -&amp;lt;/b&amp;gt; Characters begin with one Intimacy for each virtue, but a player may exchange one for an additional Intimacy of his Primary Virtue.&lt;br /&gt;
&lt;br /&gt;
== Weapons, Artifacts &amp;amp; Hearthstones ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Mundane &amp;amp; Artifact Weapons -&amp;lt;/b&amp;gt; Use the stats from the &amp;quot;Armorium&amp;quot; supplement for mundane weapons, artifact versions have the same stats, except for Magic Material bonuses and the benefit of being unbreakable. &lt;br /&gt;
** Artifact weapons cost the a number of dots in Artifact based on their size. Small weapons, such as a knife, cost &amp;amp;bull;; large two handed ones, or complex ones, such as firearms, cost &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;; everything else costs &amp;amp;bull;&amp;amp;bull;. &lt;br /&gt;
** Essence commitment costs are twice the dot rating.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Artifact Armors -&amp;lt;/b&amp;gt; Use the same stats as mundane armors, except for Magic Material bonuses and the benefit of being unbreakable. &lt;br /&gt;
** Artifact Armors cost the a number of dots in Artifact based on their size. Light armors cost &amp;amp;bull;, medium armors cost &amp;amp;bull;&amp;amp;bull;, heavy armors cost &amp;amp;bull;&amp;amp;bull;&amp;amp;bull; and superheavy armors cost &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;.&lt;br /&gt;
** Essence commitment costs are twice the dot rating.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Hardness -&amp;lt;/b&amp;gt; Halve and then apply post-soak, not before.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Piercing -&amp;lt;/b&amp;gt; Ignores Hardness instead of halving armor soak.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Shields -&amp;lt;/b&amp;gt; These grant bonuses to parry only, but may be stacked with the defense bonus of a wielder's primary weapon.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Jade Weapons -&amp;lt;/b&amp;gt; Use the new Magic Material Bonuses from BoS, Vol. 3: Oadenol's Codex.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Jade Armor Magic Material Bonus -&amp;lt;/b&amp;gt; Grants +1B/+1L as well as removing the fatigue penalty.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Removed Items -&amp;lt;/b&amp;gt; Certain items have been disallowed and removed from my games; Hearthstone bracers, unique armors &amp;amp; weapons that grant random powers, any artifact that grants a charm-like benefit, or any artifacts that affect sorcery/necromancy/protocols. Any artifact that has weapon traits must be ok'd by me before taking and only those that are not covered by the &amp;quot;Armorium&amp;quot; will be considered.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Power Armors -&amp;lt;/b&amp;gt; Armors such as Celestial Battle Armor, Armor of the Immaculate Dragons, and Warstriders are considered Artifact N/A unless I am specifically running a campaign around them, such as a unit of Warstrider pilots. Discreet Essence Armor is an exemption to this rule.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Hearthstones -&amp;lt;/b&amp;gt; Rather than granting a power, these give out twice the normal mote regeneration.&lt;br /&gt;
&lt;br /&gt;
== Charms ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Use -&amp;lt;/b&amp;gt; Charms are limited to 1 per tick rather than 1 per action.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Third Excellency -&amp;lt;/b&amp;gt; Instead of rerolling the whole die pool, only reroll any dice that did not come up successes.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Terrestrial Circle Sorcery, Celestial Circle Sorcery, Solar Circle Sorcery -&amp;lt;/b&amp;gt; Each of these grants knowledge of one spell of that circle, free with the cost of the base charm. Same goes for equivalent charms for Necromancy, Infernal Sorcery, &amp;amp; Protocols.&lt;br /&gt;
&lt;br /&gt;
== Solars ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Twilight Caste Ability -&amp;lt;/b&amp;gt; Ignore normal rules for when this activate and instead you only benefit from it when taking a Shape Sorcery action or a Cast Sorcery action. This applies to similar Daybreak &amp;amp; Defiler Caste abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Fivefold Bulwark Stance -&amp;lt;/b&amp;gt; The reduction in DV penalties due to actions applies to each action in a flurry.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Foe-Vaulting Method -&amp;lt;/b&amp;gt; This allows for an immediate roll to regain surprise, no extra cover is needed. Simply by moving fast and getting behind his opponent, the solar may ambush the foe from behind his own back.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Flow Like Blood -&amp;lt;/b&amp;gt; Has the same effect as FfBS as well as ignoring coordinating attack penalties.&lt;br /&gt;
&lt;br /&gt;
== Dragon-Blooded ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Out of Aspect Surcharge -&amp;lt;/b&amp;gt; Ignore this rule. I find that it just causes a lot of book-keeping headaches.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Immaculate Martial Arts Favored Weapon Bonus -&amp;lt;/b&amp;gt; The practitioner must either be the same elemental aspect as the Style, or must have mastered at least the Form charm to gain the benefits of the Favored Weapon Bonus.&lt;br /&gt;
&lt;br /&gt;
== Lunars ==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Character Generation -&amp;lt;/b&amp;gt; Characters start with 2 Knacks &amp;amp; 8 Charms. Also the xp cost for Knacks is reduced to 8.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Shapeshifting &amp;amp; Health Levels -&amp;lt;/b&amp;gt; A lunar keeps the same number of health levels regardless of form.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Shapeshifting Traits -&amp;lt;/b&amp;gt; When taking new forms, the following traits are changed: Strength, Stamina, Appearance, natural attacks, natural armor, and special modes of transportation (flight, swim, etc). Everything else remains constant.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Casteless Anima Abilities -&amp;lt;/b&amp;gt; Casteless Lunars gain access to all five anima abilities over the course of a month, not just the current three. The order is as follows; No Moon - 3 days, Waxing Moon - 4 days, Half Moon - 3 days, Waxing Moon - 4 days, Full Moon - 3 days, Waning Moon - 4 days, Half Moon - 3 days, Waning Moon - 4 days... repeat.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Mountainous Spirit Expression -&amp;lt;/b&amp;gt; Apply the Large mutation to the spirit form, granting +1 Strength, +1 Stamina, and an additional -0 health level.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Deadly Beastman Transformation &amp;amp; Devastating Ogre Enhancement -&amp;lt;/b&amp;gt; You may re-arrange the attribute boost array. The options would be +1 Str/+1 Dex/+1 Sta, +2/+0/+2, +3/+0/+1, or +1/+0/+3. When taking DOE, any selection of two of the same +3 options is disallowed. In other words, you may not take both Knacks and gain a +6/+0/+2 or +2/+0/+6. Combinations of +5/+0/+3 or +3/+0/+5 are fine.&lt;br /&gt;
&lt;br /&gt;
== Alchemicals ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Installment Costs -&amp;lt;/b&amp;gt; Ignore these rules.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Slots -&amp;lt;/b&amp;gt; You may have no more charm slots than equal to your maximum Personal Essence Pool. Charms that may be taken multiple times are counted only once. Charms that are specifically described as being an upgrade to a prerequisite also do not count toward charm slots.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Artifact Background -&amp;lt;/b&amp;gt; The rating of artifacts purchased with this background are limited by the number of dots the character has in it. So you must have 3 dots in Artifact before purchasing a 3 dot item.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Elemental Cores -&amp;lt;/b&amp;gt; Like hearthstones, these do not grant powers, but double the usual mote regeneration.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
[[SagaciousAscendingHero/HouseRules2Comments]]&lt;/div&gt;</summary>
		<author><name>SagaciousAscendingHero</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SagaciousAscendingHero/HouseRules2&amp;diff=83581</id>
		<title>SagaciousAscendingHero/HouseRules2</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SagaciousAscendingHero/HouseRules2&amp;diff=83581"/>
				<updated>2010-10-19T16:05:56Z</updated>
		
		<summary type="html">&lt;p&gt;SagaciousAscendingHero: /* Social Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Keep in mind that the stuff I put here is what I felt needed changing to suit my games, not necessarily what I felt should have been changed in the core book. Also a number of things here are simply rules clarifications and official errata that I wanted to have on hand for my games.&lt;br /&gt;
&lt;br /&gt;
== Basic Rules ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Die Pool Caps Clarification -&amp;lt;/b&amp;gt; All charms are limited by the caps, not just the excellencies.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Successes &amp;amp; Charm Caps Clarification -&amp;lt;/b&amp;gt; Only for the Second Excellency, or when adding to a static value do Successes count towards the die adder cap.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Specialty Costs -&amp;lt;/b&amp;gt; Buying a specialty in a Caste, Aspect, or Favored ability costs 2 xp, not 3. Having Occult as either a Caste, Aspect, or Favored Ability grants a similar reduction in cost when purchasing Thaumaturgy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Essence -&amp;lt;/b&amp;gt; The cost for raising Essence for any type of Exalted is always 7 bonus points and CR x 8 experience points.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Speed Limit -&amp;lt;/b&amp;gt; No effect or combination of effect may reduce the Speed of an action below 3 unless it explicitly states that it does so.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Overwhelming &amp;amp; High Essence Scores -&amp;lt;/b&amp;gt; If a being's Essence score equals or exceeds the minimum damage granted by an Overwhelming weapon, they may add +1 to their Essence when determining ping damage.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Ping Damage &amp;amp; Flurries -&amp;lt;/b&amp;gt; Reduce ping damage by one for each attack after the first in a given flurry, to a minimum of 1. Extra action charms do not suffer this penalty.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Grappling -&amp;lt;/b&amp;gt; On the same turn you successfully grapple an opponent, you may immediately either Crush, Pin, or Throw the victim. On the attackers action, he only needs to make a roll to take one of the above actions and suffers no risk of losing control. On the defender's action, he may attempt to break the hold. If successful, he may take control of the grapple or move up to his speed away from his opponent. Defensive charms that eliminate penalties &amp;lt;i&amp;gt;(such as FLB &amp;amp; FfBS)&amp;lt;/i&amp;gt; do not affect grapples.&lt;br /&gt;
&lt;br /&gt;
== Social Combat ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Intimacies &amp;amp; Virtues -&amp;lt;/b&amp;gt; Need to be linked to a virtue that matches how you feel about that Intimacy. You must fail a that virtue roll in order to act against your Intimacy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Short Ticks -&amp;lt;/b&amp;gt; Social combat may be done quickly using short ticks by applying a -2 external penalty to all rolls. This applies to all participants.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;During Physical Combat -&amp;lt;/b&amp;gt; When attempting to participate in social combat during a fight, a combatant must split his attention between the two, or flurry to do both at the same time.&lt;br /&gt;
&lt;br /&gt;
== Weapons, Artifacts &amp;amp; Hearthstones ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Mundane &amp;amp; Artifact Weapons -&amp;lt;/b&amp;gt; Use the stats from the &amp;quot;Armorium&amp;quot; supplement for mundane weapons, artifact versions have the same stats, except for Magic Material bonuses and the benefit of being unbreakable. &lt;br /&gt;
** Artifact weapons cost the a number of dots in Artifact based on their size. Small weapons, such as a knife, cost &amp;amp;bull;; large two handed ones, or complex ones, such as firearms, cost &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;; everything else costs &amp;amp;bull;&amp;amp;bull;. &lt;br /&gt;
** Essence commitment costs are twice the dot rating.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Artifact Armors -&amp;lt;/b&amp;gt; Use the same stats as mundane armors, except for Magic Material bonuses and the benefit of being unbreakable. &lt;br /&gt;
** Artifact Armors cost the a number of dots in Artifact based on their size. Light armors cost &amp;amp;bull;, medium armors cost &amp;amp;bull;&amp;amp;bull;, heavy armors cost &amp;amp;bull;&amp;amp;bull;&amp;amp;bull; and superheavy armors cost &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;.&lt;br /&gt;
** Essence commitment costs are twice the dot rating.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Hardness -&amp;lt;/b&amp;gt; Halve and then apply post-soak, not before.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Piercing -&amp;lt;/b&amp;gt; Ignores Hardness instead of halving armor soak.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Shields -&amp;lt;/b&amp;gt; These grant bonuses to parry only, but may be stacked with the defense bonus of a wielder's primary weapon.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Jade Weapons -&amp;lt;/b&amp;gt; Use the new Magic Material Bonuses from BoS, Vol. 3: Oadenol's Codex.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Jade Armor Magic Material Bonus -&amp;lt;/b&amp;gt; Grants +1B/+1L as well as removing the fatigue penalty.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Removed Items -&amp;lt;/b&amp;gt; Certain items have been disallowed and removed from my games; Hearthstone bracers, unique armors &amp;amp; weapons that grant random powers, any artifact that grants a charm-like benefit, or any artifacts that affect sorcery/necromancy/protocols. Any artifact that has weapon traits must be ok'd by me before taking and only those that are not covered by the &amp;quot;Armorium&amp;quot; will be considered.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Power Armors -&amp;lt;/b&amp;gt; Armors such as Celestial Battle Armor, Armor of the Immaculate Dragons, and Warstriders are considered Artifact N/A unless I am specifically running a campaign around them, such as a unit of Warstrider pilots. Discreet Essence Armor is an exemption to this rule.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Hearthstones -&amp;lt;/b&amp;gt; Rather than granting a power, these give out twice the normal mote regeneration.&lt;br /&gt;
&lt;br /&gt;
== Charms ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Use -&amp;lt;/b&amp;gt; Charms are limited to 1 per tick rather than 1 per action.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Third Excellency -&amp;lt;/b&amp;gt; Instead of rerolling the whole die pool, only reroll any dice that did not come up successes.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Terrestrial Circle Sorcery, Celestial Circle Sorcery, Solar Circle Sorcery -&amp;lt;/b&amp;gt; Each of these grants knowledge of one spell of that circle, free with the cost of the base charm. Same goes for equivalent charms for Necromancy, Infernal Sorcery, &amp;amp; Protocols.&lt;br /&gt;
&lt;br /&gt;
== Solars ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Twilight Caste Ability -&amp;lt;/b&amp;gt; Ignore normal rules for when this activate and instead you only benefit from it when taking a Shape Sorcery action or a Cast Sorcery action. This applies to similar Daybreak &amp;amp; Defiler Caste abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Fivefold Bulwark Stance -&amp;lt;/b&amp;gt; The reduction in DV penalties due to actions applies to each action in a flurry.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Foe-Vaulting Method -&amp;lt;/b&amp;gt; This allows for an immediate roll to regain surprise, no extra cover is needed. Simply by moving fast and getting behind his opponent, the solar may ambush the foe from behind his own back.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Flow Like Blood -&amp;lt;/b&amp;gt; Has the same effect as FfBS as well as ignoring coordinating attack penalties.&lt;br /&gt;
&lt;br /&gt;
== Dragon-Blooded ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Out of Aspect Surcharge -&amp;lt;/b&amp;gt; Ignore this rule. I find that it just causes a lot of book-keeping headaches.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Immaculate Martial Arts Favored Weapon Bonus -&amp;lt;/b&amp;gt; The practitioner must either be the same elemental aspect as the Style, or must have mastered at least the Form charm to gain the benefits of the Favored Weapon Bonus.&lt;br /&gt;
&lt;br /&gt;
== Lunars ==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Character Generation -&amp;lt;/b&amp;gt; Characters start with 2 Knacks &amp;amp; 8 Charms. Also the xp cost for Knacks is reduced to 8.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Shapeshifting &amp;amp; Health Levels -&amp;lt;/b&amp;gt; A lunar keeps the same number of health levels regardless of form.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Shapeshifting Traits -&amp;lt;/b&amp;gt; When taking new forms, the following traits are changed: Strength, Stamina, Appearance, natural attacks, natural armor, and special modes of transportation (flight, swim, etc). Everything else remains constant.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Casteless Anima Abilities -&amp;lt;/b&amp;gt; Casteless Lunars gain access to all five anima abilities over the course of a month, not just the current three. The order is as follows; No Moon - 3 days, Waxing Moon - 4 days, Half Moon - 3 days, Waxing Moon - 4 days, Full Moon - 3 days, Waning Moon - 4 days, Half Moon - 3 days, Waning Moon - 4 days... repeat.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Mountainous Spirit Expression -&amp;lt;/b&amp;gt; Apply the Large mutation to the spirit form, granting +1 Strength, +1 Stamina, and an additional -0 health level.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Deadly Beastman Transformation &amp;amp; Devastating Ogre Enhancement -&amp;lt;/b&amp;gt; You may re-arrange the attribute boost array. The options would be +1 Str/+1 Dex/+1 Sta, +2/+0/+2, +3/+0/+1, or +1/+0/+3. When taking DOE, any selection of two of the same +3 options is disallowed. In other words, you may not take both Knacks and gain a +6/+0/+2 or +2/+0/+6. Combinations of +5/+0/+3 or +3/+0/+5 are fine.&lt;br /&gt;
&lt;br /&gt;
== Alchemicals ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Installment Costs -&amp;lt;/b&amp;gt; Ignore these rules.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Slots -&amp;lt;/b&amp;gt; You may have no more charm slots than equal to your maximum Personal Essence Pool. Charms that may be taken multiple times are counted only once. Charms that are specifically described as being an upgrade to a prerequisite also do not count toward charm slots.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Artifact Background -&amp;lt;/b&amp;gt; The rating of artifacts purchased with this background are limited by the number of dots the character has in it. So you must have 3 dots in Artifact before purchasing a 3 dot item.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Elemental Cores -&amp;lt;/b&amp;gt; Like hearthstones, these do not grant powers, but double the usual mote regeneration.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
[[SagaciousAscendingHero/HouseRules2Comments]]&lt;/div&gt;</summary>
		<author><name>SagaciousAscendingHero</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SagaciousAscendingHero/HouseRules2&amp;diff=83579</id>
		<title>SagaciousAscendingHero/HouseRules2</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SagaciousAscendingHero/HouseRules2&amp;diff=83579"/>
				<updated>2010-10-19T15:54:27Z</updated>
		
		<summary type="html">&lt;p&gt;SagaciousAscendingHero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Keep in mind that the stuff I put here is what I felt needed changing to suit my games, not necessarily what I felt should have been changed in the core book. Also a number of things here are simply rules clarifications and official errata that I wanted to have on hand for my games.&lt;br /&gt;
&lt;br /&gt;
== Basic Rules ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Die Pool Caps Clarification -&amp;lt;/b&amp;gt; All charms are limited by the caps, not just the excellencies.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Successes &amp;amp; Charm Caps Clarification -&amp;lt;/b&amp;gt; Only for the Second Excellency, or when adding to a static value do Successes count towards the die adder cap.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Specialty Costs -&amp;lt;/b&amp;gt; Buying a specialty in a Caste, Aspect, or Favored ability costs 2 xp, not 3. Having Occult as either a Caste, Aspect, or Favored Ability grants a similar reduction in cost when purchasing Thaumaturgy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Essence -&amp;lt;/b&amp;gt; The cost for raising Essence for any type of Exalted is always 7 bonus points and CR x 8 experience points.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Speed Limit -&amp;lt;/b&amp;gt; No effect or combination of effect may reduce the Speed of an action below 3 unless it explicitly states that it does so.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Overwhelming &amp;amp; High Essence Scores -&amp;lt;/b&amp;gt; If a being's Essence score equals or exceeds the minimum damage granted by an Overwhelming weapon, they may add +1 to their Essence when determining ping damage.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Ping Damage &amp;amp; Flurries -&amp;lt;/b&amp;gt; Reduce ping damage by one for each attack after the first in a given flurry, to a minimum of 1. Extra action charms do not suffer this penalty.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Grappling -&amp;lt;/b&amp;gt; On the same turn you successfully grapple an opponent, you may immediately either Crush, Pin, or Throw the victim. On the attackers action, he only needs to make a roll to take one of the above actions and suffers no risk of losing control. On the defender's action, he may attempt to break the hold. If successful, he may take control of the grapple or move up to his speed away from his opponent. Defensive charms that eliminate penalties &amp;lt;i&amp;gt;(such as FLB &amp;amp; FfBS)&amp;lt;/i&amp;gt; do not affect grapples.&lt;br /&gt;
&lt;br /&gt;
== Social Combat ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Intimacies &amp;amp; Virtues -&amp;lt;/b&amp;gt; Need to be linked to a virtue that matches how you feel about that Intimacy. You must fail a that virtue roll in order to act against your Intimacy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Weapons, Artifacts &amp;amp; Hearthstones ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Mundane &amp;amp; Artifact Weapons -&amp;lt;/b&amp;gt; Use the stats from the &amp;quot;Armorium&amp;quot; supplement for mundane weapons, artifact versions have the same stats, except for Magic Material bonuses and the benefit of being unbreakable. &lt;br /&gt;
** Artifact weapons cost the a number of dots in Artifact based on their size. Small weapons, such as a knife, cost &amp;amp;bull;; large two handed ones, or complex ones, such as firearms, cost &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;; everything else costs &amp;amp;bull;&amp;amp;bull;. &lt;br /&gt;
** Essence commitment costs are twice the dot rating.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Artifact Armors -&amp;lt;/b&amp;gt; Use the same stats as mundane armors, except for Magic Material bonuses and the benefit of being unbreakable. &lt;br /&gt;
** Artifact Armors cost the a number of dots in Artifact based on their size. Light armors cost &amp;amp;bull;, medium armors cost &amp;amp;bull;&amp;amp;bull;, heavy armors cost &amp;amp;bull;&amp;amp;bull;&amp;amp;bull; and superheavy armors cost &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;.&lt;br /&gt;
** Essence commitment costs are twice the dot rating.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Hardness -&amp;lt;/b&amp;gt; Halve and then apply post-soak, not before.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Piercing -&amp;lt;/b&amp;gt; Ignores Hardness instead of halving armor soak.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Shields -&amp;lt;/b&amp;gt; These grant bonuses to parry only, but may be stacked with the defense bonus of a wielder's primary weapon.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Jade Weapons -&amp;lt;/b&amp;gt; Use the new Magic Material Bonuses from BoS, Vol. 3: Oadenol's Codex.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Jade Armor Magic Material Bonus -&amp;lt;/b&amp;gt; Grants +1B/+1L as well as removing the fatigue penalty.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Removed Items -&amp;lt;/b&amp;gt; Certain items have been disallowed and removed from my games; Hearthstone bracers, unique armors &amp;amp; weapons that grant random powers, any artifact that grants a charm-like benefit, or any artifacts that affect sorcery/necromancy/protocols. Any artifact that has weapon traits must be ok'd by me before taking and only those that are not covered by the &amp;quot;Armorium&amp;quot; will be considered.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Power Armors -&amp;lt;/b&amp;gt; Armors such as Celestial Battle Armor, Armor of the Immaculate Dragons, and Warstriders are considered Artifact N/A unless I am specifically running a campaign around them, such as a unit of Warstrider pilots. Discreet Essence Armor is an exemption to this rule.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Hearthstones -&amp;lt;/b&amp;gt; Rather than granting a power, these give out twice the normal mote regeneration.&lt;br /&gt;
&lt;br /&gt;
== Charms ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Use -&amp;lt;/b&amp;gt; Charms are limited to 1 per tick rather than 1 per action.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Third Excellency -&amp;lt;/b&amp;gt; Instead of rerolling the whole die pool, only reroll any dice that did not come up successes.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Terrestrial Circle Sorcery, Celestial Circle Sorcery, Solar Circle Sorcery -&amp;lt;/b&amp;gt; Each of these grants knowledge of one spell of that circle, free with the cost of the base charm. Same goes for equivalent charms for Necromancy, Infernal Sorcery, &amp;amp; Protocols.&lt;br /&gt;
&lt;br /&gt;
== Solars ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Twilight Caste Ability -&amp;lt;/b&amp;gt; Ignore normal rules for when this activate and instead you only benefit from it when taking a Shape Sorcery action or a Cast Sorcery action. This applies to similar Daybreak &amp;amp; Defiler Caste abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Fivefold Bulwark Stance -&amp;lt;/b&amp;gt; The reduction in DV penalties due to actions applies to each action in a flurry.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Foe-Vaulting Method -&amp;lt;/b&amp;gt; This allows for an immediate roll to regain surprise, no extra cover is needed. Simply by moving fast and getting behind his opponent, the solar may ambush the foe from behind his own back.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Flow Like Blood -&amp;lt;/b&amp;gt; Has the same effect as FfBS as well as ignoring coordinating attack penalties.&lt;br /&gt;
&lt;br /&gt;
== Dragon-Blooded ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Out of Aspect Surcharge -&amp;lt;/b&amp;gt; Ignore this rule. I find that it just causes a lot of book-keeping headaches.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Immaculate Martial Arts Favored Weapon Bonus -&amp;lt;/b&amp;gt; The practitioner must either be the same elemental aspect as the Style, or must have mastered at least the Form charm to gain the benefits of the Favored Weapon Bonus.&lt;br /&gt;
&lt;br /&gt;
== Lunars ==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Character Generation -&amp;lt;/b&amp;gt; Characters start with 2 Knacks &amp;amp; 8 Charms. Also the xp cost for Knacks is reduced to 8.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Shapeshifting &amp;amp; Health Levels -&amp;lt;/b&amp;gt; A lunar keeps the same number of health levels regardless of form.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Shapeshifting Traits -&amp;lt;/b&amp;gt; When taking new forms, the following traits are changed: Strength, Stamina, Appearance, natural attacks, natural armor, and special modes of transportation (flight, swim, etc). Everything else remains constant.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Casteless Anima Abilities -&amp;lt;/b&amp;gt; Casteless Lunars gain access to all five anima abilities over the course of a month, not just the current three. The order is as follows; No Moon - 3 days, Waxing Moon - 4 days, Half Moon - 3 days, Waxing Moon - 4 days, Full Moon - 3 days, Waning Moon - 4 days, Half Moon - 3 days, Waning Moon - 4 days... repeat.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Mountainous Spirit Expression -&amp;lt;/b&amp;gt; Apply the Large mutation to the spirit form, granting +1 Strength, +1 Stamina, and an additional -0 health level.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Deadly Beastman Transformation &amp;amp; Devastating Ogre Enhancement -&amp;lt;/b&amp;gt; You may re-arrange the attribute boost array. The options would be +1 Str/+1 Dex/+1 Sta, +2/+0/+2, +3/+0/+1, or +1/+0/+3. When taking DOE, any selection of two of the same +3 options is disallowed. In other words, you may not take both Knacks and gain a +6/+0/+2 or +2/+0/+6. Combinations of +5/+0/+3 or +3/+0/+5 are fine.&lt;br /&gt;
&lt;br /&gt;
== Alchemicals ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Installment Costs -&amp;lt;/b&amp;gt; Ignore these rules.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Charm Slots -&amp;lt;/b&amp;gt; You may have no more charm slots than equal to your maximum Personal Essence Pool. Charms that may be taken multiple times are counted only once. Charms that are specifically described as being an upgrade to a prerequisite also do not count toward charm slots.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Artifact Background -&amp;lt;/b&amp;gt; The rating of artifacts purchased with this background are limited by the number of dots the character has in it. So you must have 3 dots in Artifact before purchasing a 3 dot item.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Elemental Cores -&amp;lt;/b&amp;gt; Like hearthstones, these do not grant powers, but double the usual mote regeneration.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
[[SagaciousAscendingHero/HouseRules2Comments]]&lt;/div&gt;</summary>
		<author><name>SagaciousAscendingHero</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Dragon_of_the_Dawn&amp;diff=83037</id>
		<title>Dragon of the Dawn</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Dragon_of_the_Dawn&amp;diff=83037"/>
				<updated>2010-08-13T16:14:12Z</updated>
		
		<summary type="html">&lt;p&gt;SagaciousAscendingHero: minor gramatically fixes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm a lover of exalted and all things fantasy. I tend to think I could have done it better than them (publisher/writer/so on..) and then usually die under a mountain of work trying to do so.&lt;br /&gt;
&lt;br /&gt;
[[Dragon_of_the_Dawn/ChampionExalted|ChampionExalted]]&lt;br /&gt;
&lt;br /&gt;
[[Dragon_of_the_Dawn/EtherealExalted|EtherealExalted]]&lt;/div&gt;</summary>
		<author><name>SagaciousAscendingHero</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Dragon_of_the_Dawn&amp;diff=83035</id>
		<title>Dragon of the Dawn</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Dragon_of_the_Dawn&amp;diff=83035"/>
				<updated>2010-08-13T16:13:35Z</updated>
		
		<summary type="html">&lt;p&gt;SagaciousAscendingHero: added links from main page to your works&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm A lover of exalted and all things fantasy. I tend to think he could have done it better than them (publisher/writer/so on..) and then usually die under a mountain of work trying to do so.&lt;br /&gt;
&lt;br /&gt;
[[Dragon_of_the_Dawn/ChampionExalted|ChampionExalted]]&lt;br /&gt;
&lt;br /&gt;
[[Dragon_of_the_Dawn/EtherealExalted|EtherealExalted]]&lt;/div&gt;</summary>
		<author><name>SagaciousAscendingHero</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=WelcomeToExaltedWiki&amp;diff=83033</id>
		<title>WelcomeToExaltedWiki</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=WelcomeToExaltedWiki&amp;diff=83033"/>
				<updated>2010-08-13T16:10:23Z</updated>
		
		<summary type="html">&lt;p&gt;SagaciousAscendingHero: /* Featuring a Featured Feature OR Self-Important Ramblings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===== Quick Links: [[WikiContent]] | [[Special:RecentChanges|RecentChanges]] | Discussions | [[UserPages]] | [[ExaltedLinks]] =====&lt;br /&gt;
&lt;br /&gt;
= Welcome! =&lt;br /&gt;
New here? Check out our [[QuickStartGuide]] for a short tutorial to get you started! You might also be interested in some wikizen's [[Favorites|favorite pages]].&lt;br /&gt;
&lt;br /&gt;
[[WelcomeToExaltedWiki]]! This is a [[WikiWikiWebsite]] devoted to [[WhiteWolf]] Games' excellent game, Exalted. (Don't know what Exalted is? Check out [[WhatIsExalted]]). It's easy to walk around the site and read, but the real fun of a wiki comes when you contribute. If you need help, [[QuickStartGuide]] and [[WhatIsAWiki]] both have valuable information and links to get you on the right track, and [[BestPractices]] will tell you how best to observe Wikiquette. Once you feel comfortable and have a [[UserPage]], feel free to contribute! If you see an unwritten link, write it! If you have some material or a cool campaign to publish, hang it off your [[UserPage]]! Heck, if you catch a spelling mistake, fix it! Everything is fair game, that's the beauty of wiki. &lt;br /&gt;
&lt;br /&gt;
Most importantly, have fun.&lt;br /&gt;
&lt;br /&gt;
== Wiki News ==&lt;br /&gt;
&lt;br /&gt;
* 9 Jun 2010: The automatic link-correction of [[Wordman/ProjectGezlak|Project Gezlak]] has been completed. - [[Wordman]]&lt;br /&gt;
* 6 Apr 2010: Conversion complete! Let me know if you see any weirdnesses on the below page or by email. - [[Xyphoid]]&lt;br /&gt;
* 3 Apr 2010: Looking at a Mediawiki conversion - [[Xyphoid/MediawikiConversion]] (!) - [[Xyphoid]]&lt;br /&gt;
* 1 Apr 2010: Some downtime in the near future - looking at new hosting options. [[Xyphoid]]&lt;br /&gt;
* 7/1/2010: Some downtime this week due to a hardware outage. - [[Xyphoid]]&lt;br /&gt;
* 28/04/2008: No news - [[Xyphoid]]&lt;br /&gt;
&lt;br /&gt;
== General Links ==&lt;br /&gt;
&lt;br /&gt;
* An index to much of the game content on this site can be found at [[WikiContent]]. &lt;br /&gt;
&lt;br /&gt;
* If you have no idea what this thing is, visit [[WhatIsAWiki]] and [[QuickStartGuide]]. Then check out [[TextFormattingRules]] and play about in the [[SandBox]]. Before you make your page, visit [[BestPractices]] to get a feel for how best to do so. If you still have questions, visit [[WikiQuestions]] for [[WikiAnswers]].&lt;br /&gt;
* View our ever-growing roster of contributors at [[UserPages]], and add your own to the list!&lt;br /&gt;
* Visit Discussions to talk about ships, shoes, sealing wax and all that good stuff. &lt;br /&gt;
* If you want to create new pages, but aren't sure what to call them, post a question about it to [[NamingAdvice]]&lt;br /&gt;
* [[ExaltedLinks]] contains the URLs of various Exalted sites. So far the categories are: forums, character sheets, misc resources and campaign sites. Got any more to add?&lt;br /&gt;
* Here's two features that you may not have known about:&lt;br /&gt;
** [Random] -- Random Page!&lt;br /&gt;
** [Maintain] -- can only be clicked twice a day. Maintains the wiki and keeps it running at top speed. Also gives you a full list of all wiki pages!&lt;br /&gt;
&lt;br /&gt;
I hope you all enjoy this site!&lt;br /&gt;
&lt;br /&gt;
== User Updates ==&lt;br /&gt;
&lt;br /&gt;
Anyone is allowed to mention a cool wiki node they find here, or a new one they are making. However, in the interests of page loading and server load, let's not have more than 30, okay?&lt;br /&gt;
&lt;br /&gt;
=== Featuring a Featured Feature OR Self-Important Ramblings ===&lt;br /&gt;
*08-13-10: Updated house rule section for 2nd Edition. Comments welcome. [[SagaciousAscendingHero/HouseRules2]]&lt;br /&gt;
&lt;br /&gt;
*04-18-10: Posted my first two &amp;quot;completed&amp;quot; works; The [[Dragon of the Dawn/EtherealExalted|Ethereal Exalts]] and The [[Dragon of the Dawn/ChampionExalted|Champion Exalts]]. [[Dragon of the Dawn]].&lt;br /&gt;
&lt;br /&gt;
*10-26-07: Created [[FirstToSecond]], a page to help transition from [[FirstEdition]] to [[SecondEdition]]. Please, help. -- [[Nabeshin]]&lt;br /&gt;
&lt;br /&gt;
*06-29-07: A rambling idea that grew from an idle discussion about games, to full-on organized sport.  Exalted meets football in [[BStyles/BreakthroughAndConquer|BreakthroughAndConquer]]&lt;br /&gt;
&lt;br /&gt;
*04-28-07: Changed the Children of the Shifting Moon with some 2nd Edition assumptions and some new ideas, into [[SilverMasks]]!&lt;br /&gt;
&lt;br /&gt;
*02-23-07: Trying to condense, neatly, some thoughts into a [[Grypph/Backgrounds|background]] and some new takes on [[Grypph/Crafts|Crafts]] -[[grypph]]&lt;br /&gt;
&lt;br /&gt;
*02-22-07: Trying to COMPLETE a [[WoD]] to Exalted crossover (would love help) and a heartfelt apology to RPGers everywhere. - [[PurifiedinMoonlight|Purified in Moonlight]] &lt;br /&gt;
&lt;br /&gt;
*02-22-07: Created [[DragonBloodedCharms/Correlation]] to show how the canon [[FirstEdition]] and [[SecondEdition]] [[DragonBloodedCharms]] relate to each other. It's mostly complete, but anyone is welcome to help finish it and check my work for errors. &lt;br /&gt;
&lt;br /&gt;
*02-10-07: Started [[TenThousandMotivations]], which is going to be HUGE, MAN! It's a list of motivations for characters. - [[Stanoje]]&lt;br /&gt;
&lt;br /&gt;
*11-30-06: A 2nd Edition rewrite of a MA style I did way back when the Original Exalted Compendium was still alive (and then it died and took a fair bit of my stuff with it)... In any event, I give you [[MartialArts/2eSpiritedSteelHurricane|2nd Edition Spirited Steel Hurricane]]! Now looking for C&amp;amp;C&lt;br /&gt;
&lt;br /&gt;
*11-13-06: A Lunar revision meant to make Lunars more mystical, wondrous, and able to fight on the level of Sidereals and Sol Invictus-using Solars nearly finished! Behold the [[GoldenCat/Lunars|Children of the Shifting Moon]]!&lt;br /&gt;
&lt;br /&gt;
*11-10-06: I decided to stat up the sword from Advent Children as an Exalted artifact and I think I got carried away... [[http:/FirstTsurugiReforged The First Tsurugi Reforged]] - [[MelWong]]&lt;br /&gt;
&lt;br /&gt;
*10-16-06: Added some new Wyld-friendly items to my page.  Feel free to check 'em out. - [[Caelene]]&lt;br /&gt;
&lt;br /&gt;
*10-10-06: A 2E rewrite of an MA I wrote a while ago, looking for c&amp;amp;c [[InfiniteVelocityEd2]] - [[DiamondMX]]&lt;br /&gt;
&lt;br /&gt;
*10-06-06: A write-up on an Alchemical AU setting with Stargate influence. Comments appreciated. [[Shorlixa/IntoNewWorlds]]&lt;br /&gt;
&lt;br /&gt;
*09-13-06: I began writing a text detailing the corruption of solar shards (and their eventual recovery). Comments welcome, too. =) [[Nabeshin/MonstrancesAndShards|Monstrances And Shards]]&lt;br /&gt;
&lt;br /&gt;
*07-30-06: Some of the finest Exalted fan fiction ever written now available at: [[MunificentPerception/SaltLotus|Salt Lotus]] –[[MunificentPerception|Munificent Perception]] &lt;br /&gt;
&lt;br /&gt;
*07-03-06: Whats this? A Lunar Patch? Blasphemy! Well not really, Check it out [[LiberiLunaris|Liberi Lunaris]] an attempt at a Lunar compliment to Sol Invictus. The Insanity! - [[ArabianNinja]]&lt;br /&gt;
&lt;br /&gt;
:(If you wish to feature a node in this space, please move the existing nodes to the next section first.)&lt;br /&gt;
&lt;br /&gt;
=== Pages of Note ===&lt;br /&gt;
*06-05-06: Back again with a vengence!  This time I've got the basics for an Exalted twist on The 4400, which can be found at [[Caelene/The4400Exalted]]&lt;br /&gt;
*05-19-06: Added a bit of backstory for a conversion of Fera to Lunars, the next part of the [[WoD]] to Exalted conversion I'm working on.  Check it out at [[Caelene/WoDLunars]]&lt;br /&gt;
*03-26-06: Like your hi-tech fantasy? [[TheThirdAge]] is always glad for more ideas and contributions! ...[[DeathBySurfeit]]&lt;br /&gt;
*02-17-06: Communal project request: [[Abilities/Knowledges]] -[[Ialdabaoth]]&lt;br /&gt;
*02-17-06: All the cool kids are working on [[BoXPInfernals]]. Are ''you'' cool? --[[MUrielw]]&lt;br /&gt;
*02-17-06: Any help or comments with my [[MartialArts/KataSystem]] would be most appreciated -[[Ialdabaoth]]&lt;br /&gt;
*02-07-06: I'm working on a futuristic setting [[SagaciousAscendingHero/NeoExalted|NeoExalted]] so any opinions or help would be nice. - [[SagaciousAscendingHero]]&lt;br /&gt;
*01-30-06: For those who do not already know, my rather extensive Solar high Essence fansupplement Sol Invictus is now in public release. Get [Sol Invictus] right here. Discussion is at Charlequin/[[SolInvictusDiscussion]]. -- Charlequin&lt;br /&gt;
*01-26-06: [[FrivYeti/SteelAndGlass|A World of Steel And Glass]], my Exalted Modern setting, is now fluff-complete. Come over, take a look, point out gaping errors, that sort of thing. Be warned, though - there are over 30,000 words in it. ;) - [[FrivYeti]] &lt;br /&gt;
*01-12-06: Character Sheets added to my page. Hosted by the very excellent Mr.Gone - [[SagaciousAscendingHero]]&lt;br /&gt;
*Feb 17, 2006: The Brass Redoubt is actually detailed (mostly) and will just have to be linked to the Manse and Hearthstone pages, and formatted properly -- [[JadeSerpent]]&lt;br /&gt;
*12-27-05: New (partial) Martial Art Style. [[SagaciousAscendingHero/SavageCorpseStyle|SavageCorpseStyle]], an Abyssal style with a zombie-esque feel. - [[SagaciousAscendingHero]]&lt;br /&gt;
*12-17-05: Happy dies natalis Solis Invicti! Thats the Birthday of the Unconquered Sun, 25th december! - Molikai&lt;br /&gt;
*12-15-05: I've done a whole bunch of changes and new house rules to my page, including some gun rules, and Wushu Exalted stuff. Oh yeah, and my name changed.. (I used to be Griffon) - [[SagaciousAscendingHero]]&lt;br /&gt;
*12-5-05: Just put up a bunch of new stuff and revised some of the old on my page. Please stop by and let me know what you think! [[HandofOmega]]&lt;br /&gt;
*21Nov05 - Coridan/[[RevisedMentorBackground]] is up. I'll move it to Backgrounds once I get enough feedback to shape it up nicely. Born of a debate of Abyssal vs COI training methods at RPG.net.&lt;br /&gt;
*11Nov05 - Five Bureau Styles is finally finished! Now your Sidereals aren't stuck with [[VBoS]] anymore! Come over and check them out, and feel free to comment. Now with 500% of the prayer strips of [[VBoS]] alone!&lt;br /&gt;
*11-08-05 - Posted the first part of a [[WoD]] to Exalted conversion at [[Caelene/WoDRaksha]]. Come check it out and let me know whatcha think.&lt;br /&gt;
* 03 October 2005 - I now have Stomping Ghost-Boot Style and Whirling Sun and Moon Style posted. Again, I'm new to martial arts. Comments, especially those relating to balance, would be VERY MUCH appreciated.&lt;br /&gt;
*2005-September-29 - Any C&amp;amp;C on Divine She-wolf Style would be appreciated. It's a risque and humourous style that should not be used by immature players or storytellers. You've been given fair warning.&lt;br /&gt;
*09-29-05 - Dawn Fist is 99.9% done, I need your help with the last .01%! My Userpage will lead you to it, and will also lead you to the best / worst idea ever... Exalted - [[NarutoMod]]&lt;br /&gt;
*2005-September-22 - Any comments and such about my revision of Lunars as true terresterial exalted would be appreciated. This is still a work in progress, as such C&amp;amp;C is welcomed. Terresterial Lunars. ~ haku&lt;br /&gt;
*20-Sep-05 - Comments rabidly solicited for my first attempt at a Sidereal Martial Art, the Vermilion Cavalcade of Moments. - Kurulham&lt;br /&gt;
*September 19th be [[Like A Pirate Day]], so 't is, and shiver me timbers, says I! All ye scurvy sprogs best be towin' the line n' writin' like a proper gentleman o' fortune for as long's the day's through in yer own waters, else [[DeathByScurvy]] will be keel-haulin' ye sorry lot afore it be through, so's he will. Yarr! ...[[DeathByScurvy]]&lt;br /&gt;
*Sept 12 - Please stop by my place at [[HandofOmega]] and let me know what you think of my Raksha Warstriders and my concept of the Cult of the Illuminated's Third Training Camp, the College Hidden By the Leaves!&lt;br /&gt;
*1st September: I'd like to drum up some comments for my new Sidereal style, the Cinereous Weave of Lies. Features customary rules-breaking effects, mind alteration, and The Smashing Pumpkins. - [[DeadManSeven]]&lt;br /&gt;
* 07-Sep-05 - Something I think is handy, a Healing Times Chart. -[[StarHawk]]&lt;br /&gt;
* 07-Sep-05 - By popular acclaim -- well, one guy suggested I pimp this on the front page -- revised Solar Limit rules. - Hong&lt;br /&gt;
* 06-Sep-05 - A Power Combat Tutorial for Combat Sorcery. Power Combat 300: Combat Sorcery&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
**Pages of Note Archives&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
The best way to become acquainted with a subject is to write a book about it. -Benjamin Disraeli (1804 - 1881)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Exalted and the Exalted Logo are [© 1990-2008 White Wolf Publishing, Inc. All rights reserved.]&lt;br /&gt;
&lt;br /&gt;
All original content contributed by fans is owned by those fans to the full extent of the law. Content created by fans related to Exalted is derivative work and therefore considered derivative material created without permission of White Wolf Publishing. Unclaimed content is assumed to be public domain unless explicitly marked otherwise. It is illegal to distribute material printed in the Exalted books themselves.&lt;/div&gt;</summary>
		<author><name>SagaciousAscendingHero</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SagaciousAscendingHero&amp;diff=83031</id>
		<title>SagaciousAscendingHero</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SagaciousAscendingHero&amp;diff=83031"/>
				<updated>2010-08-13T16:08:47Z</updated>
		
		<summary type="html">&lt;p&gt;SagaciousAscendingHero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I used to go by Griffon, but due to the switch over from the Exalted Compendium to the new Exalted Redux, I've changed my wiki page to suit my new user name. &amp;lt;i&amp;gt;(that.. and SAH sounds so much better than just Griffon.)&amp;lt;/i&amp;gt; You can also find me on the RPG.net Forums as CrackedMan_SAH &lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SagaciousAscendingHero/HouseRules2|HouseRules]] - My house rules and collected errata for my Ex2 games.&lt;br /&gt;
&lt;br /&gt;
[[SagaciousAscendingHero/CharacterSheets2|CharacterSheets]] - My sheets, edited from PBMonkey's sheets, and hosted by the  magnanimous Mr. Gone. Though ironically I've been primarily using Lookshy's sheets these days, but I'll leave these up for anyone who likes them.&lt;br /&gt;
&lt;br /&gt;
[[SagaciousAscendingHero/CampaignNotes|CampaignNotes]] - I'll get to this.. I swear... =[[V_V]]=&lt;br /&gt;
&lt;br /&gt;
[[SagaciousAscendingHero/FirstEditionStuff]] - anything I've done for first edition stuff.&lt;br /&gt;
&lt;br /&gt;
=== Friends ===&lt;br /&gt;
&lt;br /&gt;
[[ForsakenRapture]]&lt;br /&gt;
&lt;br /&gt;
[[Sabis]]&lt;/div&gt;</summary>
		<author><name>SagaciousAscendingHero</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SagaciousAscendingHero&amp;diff=83029</id>
		<title>SagaciousAscendingHero</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SagaciousAscendingHero&amp;diff=83029"/>
				<updated>2010-08-13T16:07:06Z</updated>
		
		<summary type="html">&lt;p&gt;SagaciousAscendingHero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I used to go by Griffon, but due to the switch over from the Exalted Compendium to the new Exalted Redux, I've changed my wiki page to suit my new user name. &amp;lt;i&amp;gt;(that.. and SAH sounds so much better than just Griffon.)&amp;lt;/i&amp;gt; You can also find me on the RPG.net Forums as CrackedMan_SAH &lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SagaciousAscendingHero/HouseRules2|HouseRules]] - My house rules and collected errata for my Ex2 games.&lt;br /&gt;
&lt;br /&gt;
[[SagaciousAscendingHero/CharacterSheets2|CharacterSheets]] - My sheets, edited from PBMonkey's sheets, and hosted by the  magnanimous Mr. Gone. Though ironically I've been primarily using Lookshy's sheets these days, but I'll leave these up for anyone who like them.&lt;br /&gt;
&lt;br /&gt;
[[SagaciousAscendingHero/CampaignNotes|CampaignNotes]] - I'll get to this.. I swear... =[[V_V]]=&lt;br /&gt;
&lt;br /&gt;
[[SagaciousAscendingHero/FirstEditionStuff]] - anything I've done for first edition stuff.&lt;br /&gt;
&lt;br /&gt;
=== Friends ===&lt;br /&gt;
&lt;br /&gt;
[[ForsakenRapture]]&lt;br /&gt;
&lt;br /&gt;
[[Sabis]]&lt;/div&gt;</summary>
		<author><name>SagaciousAscendingHero</name></author>	</entry>

	</feed>