Difference between revisions of "Seiraryu/HRMortalMerits"

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Latest revision as of 01:29, 9 June 2010

Seiraryu: Mortals House Rules

I've decided that for my games, the entire dependency on Merits and Flaws is...distasteful. I also don't agree with the amount of Bonus Points that the Merits cost. So I'm tuning them down, basically. It's a pet peeve, really.

Merits and Flaws not mentioned remain the same. I've also changed a little bit of the Backgrounds specific to Thaumaturges.

Merits

Essence Recovery is otherwise unchanged, except for the fact that the prerequisites are either Essence Awareness or Essence Mastery.
Essence Attunement is a 3 point Merit that encompasses both Manse and Magical Attunement.
Essence Mastery is now worth 6 Bonus Points, but you do not need to have Essence Awareness beforehand. Obviously, the difference is for players that want to either play a weak Thaumaturge (if they take Essence Awareness) or those that want to start off weak and make their way into power. The mechanics are really the same, except it's easier to start of with Essence Mastery.
Holy Mien is now a 5 point Merit.

Flaws

Dark Magics remains the same, except that all magics the character performs need to have some sort of dark element (blood sacrifices, death-chants, etc).

Backgrounds

Experience and Knowledge do not add to the limit of Flaws a character may take.