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		<title>Thus Spake Zaranephilpal/HalfCaste - Revision history</title>
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	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Thus_Spake_Zaranephilpal/HalfCaste&amp;diff=41929&amp;oldid=prev</id>
		<title>AlecAustin: Half-Caste comments regarding off-type exaltation</title>
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				<updated>2004-04-05T22:51:14Z</updated>
		
		<summary type="html">&lt;p&gt;Half-Caste comments regarding off-type exaltation&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Nephilpal - 04/05/2004 08:51:17 &lt;br /&gt;
&lt;br /&gt;
Two possible (and currently unofficial) fixes for your situation:&lt;br /&gt;
&lt;br /&gt;
1. Assume that a Half-Caste who doesn't have Awakened Essence can &lt;br /&gt;
Exalt as a type other than her ancestor. Such characters remain Half-&lt;br /&gt;
Caste, however, and still carry cosmetic signs of their parentage and &lt;br /&gt;
receive the full compliment of bonus points from their Inheritance. &lt;br /&gt;
Obviously, players may only allocate these bonus points toward non-&lt;br /&gt;
magical Traits. More importantly, Exaltation does not &amp;quot;complete&amp;quot; such &lt;br /&gt;
characters, but instead creates a competing Essence flows like other &lt;br /&gt;
heritages of God-Blooded who receive Exaltation. Consequently, Half-&lt;br /&gt;
Caste who Exalt cross-type suffer the usual Inheritance penalty to &lt;br /&gt;
purchase Charms and advance Essence. &lt;br /&gt;
&lt;br /&gt;
I strongly recommend the above as a rules fix, since Castebook Night &lt;br /&gt;
introduced a Beastman who received Solar Exaltation. I will mention &lt;br /&gt;
this to GCG and get his opinion on the matter. Using this rule, you &lt;br /&gt;
can have a beastman Solar, but you won't have a beastman with three &lt;br /&gt;
levels of Deadly Beastman Transformation running around as a Dawn.&lt;br /&gt;
&lt;br /&gt;
2. Introduce the following new Flaw into your games:&lt;br /&gt;
&lt;br /&gt;
Broken Blood (1- to 3-pt. Social Flaw, mortals only)&lt;br /&gt;
A mortal with this Flaw is a shameful disgrace who has inexplicably &lt;br /&gt;
failed to carry the blessings of his mystical lineage. For the &lt;br /&gt;
children of Dragon-Blooded Dynasts, Broken Blood is worth half the &lt;br /&gt;
highest Breeding rating of either parent (rounded up). Such &lt;br /&gt;
characters are not Dragon-Touched and will never Exalt, suffering a &lt;br /&gt;
penalty of two dice to all Social rolls when interacting with Dragon-&lt;br /&gt;
Blooded of the Realm who know of the mortal's failed birthright. For &lt;br /&gt;
the children of other magical beings capable of breeding God-Blooded &lt;br /&gt;
offspring, this Flaw has a value equal to half the mortal's expected &lt;br /&gt;
Inheritance rating (rounded up). Magical parents may treat mere &lt;br /&gt;
mortal offspring with love and pity or make them slaves, disown them &lt;br /&gt;
outright or even kill them according to temperament. Generally, the &lt;br /&gt;
higher a mortal's expected Inheritance, the more likely he is to &lt;br /&gt;
suffer as a result of Broken Blood. Storytellers should impose 1-3 &lt;br /&gt;
dice of Social penalties as appropriate to situations where Broken &lt;br /&gt;
Blood represents a liability.&lt;br /&gt;
&lt;br /&gt;
--Neph &lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;/div&gt;</summary>
		<author><name>AlecAustin</name></author>	</entry>

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