Difference between revisions of "Scrollreader/Houserules"
(Added Virtue Channels & Death and Dying House Rules) |
m |
||
Line 3: | Line 3: | ||
These are the house rules I use in my games. | These are the house rules I use in my games. | ||
− | === Character Creation === | + | ==== Character Creation ==== |
The Past Lives Merit is summarily disallowed. All other merits or flaws will be reviewed on a case by case basis. | The Past Lives Merit is summarily disallowed. All other merits or flaws will be reviewed on a case by case basis. | ||
Line 19: | Line 19: | ||
Dusk and Day caste animas work like their solar counterparts, above. | Dusk and Day caste animas work like their solar counterparts, above. | ||
− | === Rules Changes === | + | ==== Rules Changes ==== |
+ | |||
+ | <i>Poison:</i> Mortals test as per the rules in the Core book. Exalts suffer no effect on a sucessfull resistance roll, and only the lesser effect even on a failure. | ||
+ | |||
+ | <i><b>Joy In Adversity Stance</i></b> | ||
+ | :Does not work with non-rolled defenses. | ||
<i>Craft: Courtesan </i> | <i>Craft: Courtesan </i> | ||
Line 52: | Line 57: | ||
<i><b>FINISH HIM!</b></i> | <i><b>FINISH HIM!</b></i> | ||
:No single blow may drop a PC, or important NPC below incapacitated. In order to kill them, you have to stike them again, and intentionally kill them. | :No single blow may drop a PC, or important NPC below incapacitated. In order to kill them, you have to stike them again, and intentionally kill them. | ||
+ | |||
+ | === Setting Changes === | ||
+ | :Half Castes and Mortals can never channel essence (God, Ghost and Demonbloods still can). Mortal thaumaturgy works on WP and sacrifice. It's still possible to raise essence, but you have no access to an essence pool. | ||
+ | |||
+ | :There are a whole lot fewer Mountain Folk. The outpost under the realm has perhaps 10,000 and there may be more, scattered in tiny pockets throughout creation, but their day has passed. | ||
----- | ----- | ||
:<i>Comments Welcomed. </i> | :<i>Comments Welcomed. </i> |
Revision as of 07:08, 21 November 2005
House Rules
These are the house rules I use in my games.
Character Creation
The Past Lives Merit is summarily disallowed. All other merits or flaws will be reviewed on a case by case basis.
Solars
New Background: Fated. This background works like Liege, but the complications involved are ones of chance and circumstance. First Age Lunar spouses, ancient spirit grudges, a past incarnation who used Liger as a flashlight, a 'reputation' among the fair folk, and the deathlord who used to have your essence all fall into this category. Feel free to take this backround, but it /will/ have repercussions. The ST picks what these BP are spent on, and when they are recieved (they are always recieved in play)
Dawn Caste and Night Caste Anima powers all scale with essence. Night caste anima adds difficulty = half their essence, rounded up. Dawn caste anima valor check is at a difficulty equal to half his essence, rounded up.
Abyssals
Leige: The player may /ask/ for these BP to be spent in a certain way, but the ultimate dispersal of them is left to the character's deathlord. (Your friendly ST)
Dusk and Day caste animas work like their solar counterparts, above.
Rules Changes
Poison: Mortals test as per the rules in the Core book. Exalts suffer no effect on a sucessfull resistance roll, and only the lesser effect even on a failure.
Joy In Adversity Stance</i>
- Does not work with non-rolled defenses.
<i>Craft: Courtesan
- This is not a craft. No. Absolutely not. This is appropriate specialties and levels in other abilities.
Craft Skills
- Craft has been revised to the following:
- Mundane Crafts: Your character is assumed to be, as a Prince of the Earth, capable in all mundane crafts. Your Craft score can be rolled for any checks for these, with specialties in appropriate types of craft. Some few crafts (Painting,for instance) may roll no more dice than your performance rating, though specialties and the like apply. If an Exalt is introduced to a craft that is totally new to him, he may spend a week or two learning the ins and outs of the new craft. at which point he may use it without penalty.
- Occult Crafts: Craft:Magical Materials is bought separately from your normal craft skill, at half the price. It cannot be rated any higher than your occult or lore. Craft: First Age Devices and Weapons is bought separately as well, with the same rules and restrictions. One of these two abilities is used to make Artifacts, which makes Craft charms more useful, and thematic.
- Craft:War Is purchased separately, again for half the price of a normal skill. It may not be higher than either your Lore, or your highest rated combat ability. It covers sieges, battle order, and knowledge and use of the wonders of the Age of Sorrows and the vanished First Age, and the tactics and strategies of the past. It will be required to raise and march an army, and for Gateway.
- Craft:Fate may be bought at half the normal cost. It may not be higher than your mundane craft ability.
- Any other specific crafts will be decided upon as needed, but this should answer most crafting questions.
Linguistics
- Characters wishing to purchase additional languages only may pay the cost of a specialization to do so. This means there is no limit on the total number of languages spoken. Barbarian tongues may be learned as a group, by Direction, though a new dialect may require appropriate linguistics rolls and acclimitization to absorb fully.
Dual Wielding
- When weilding matched weapons, you may add half the rate of the off-hand weapon to the rate of the primary weapon. When wielding mis-matched weapons, the benefit is the varying stats of the weapons, and there is no aditional benefit. Without a merit, charm, or other abiliy, the normal penalties from the core book apply.
Stunts
- All stunts gain essence as of Power Combat. And give essence in combat, regardless of if they suceed or fail.
Virtue Channeling
- Like Stunts, virtue channels apply to all applicable described actions in a round.
FINISH HIM!
- No single blow may drop a PC, or important NPC below incapacitated. In order to kill them, you have to stike them again, and intentionally kill them.
Setting Changes
- Half Castes and Mortals can never channel essence (God, Ghost and Demonbloods still can). Mortal thaumaturgy works on WP and sacrifice. It's still possible to raise essence, but you have no access to an essence pool.
- There are a whole lot fewer Mountain Folk. The outpost under the realm has perhaps 10,000 and there may be more, scattered in tiny pockets throughout creation, but their day has passed.
- Comments Welcomed.