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Militia Soldier 16 miles 1 Day | Militia Soldier 16 miles 1 Day | ||
Infantry Soldier 18 miles 1 Day | Infantry Soldier 18 miles 1 Day |
Latest revision as of 01:17, 6 April 2010
Main Book
Chapter 1
- Abyssal Caste Mark
- This chapter notes abyssal cast marks as eternally visible. (p. 29) This is firmly supported in one section of “Exalted: The Abyssals” in the caste description, and then denied in the anima banner section. As a compromise, Abyssals forever have a scar, as if from a poorly healed wound, in the shape of a caste mark on their forehead.
Chapter 2
- Movement
- During a combat, you may move ½ your running distance (Dex+12) yards and still have your full pool of actions. This is not an action in and of itself, it is considered part of your actions for the turn. If you move any farther than this, then you may not take any other action besides moving.
- If the terrain is especially difficult or dangerous, the ST may require a stunt to allow the character to move their normal maximum distance.
- You may choose to sprint during combat. This counts as your die action, and may be kept up a number of turns equal to your Stamina + Endurance. On the first turn, an on each subsequent turn of sprinting, you incur a -1 die penalty to all actions that are taken, due to charms, hearthstones, artifacts, or other effects. These penalties are cumulative.
- Trait Ratings
- Your max rating in any trait is equal to it’s normal maximum, or your essence rating, whichever is higher. Specialties and background are an exception. Backgrounds can never be raised above 5. Specialties may be raised to your Essence divided by two, round up.
- Other
- A character may spend 1 willpower to ignore all wound penalties for one turn.
- Time is mutable. Scene is defined by the ST, and may not last any set amount of time. A scene long charm that, for instance, increases movement speed, may last a day at a time to benefit overland travel, while a scene long charm that makes a sword out of essence may flicker out as soon as the last man in the battlefield falls. It is the ST’s job to inform the players when a new scene has begun.
Chapter 3
- Virtues
- Base 7 virtues.
Chapter 4
- Dawn Cast Anima Power:
- Difficulty of the anima effect is equal to ½ the exalts essence, round up. Note: does not work on Exalted.
- Zenith Caste Anima Power
- "It is known Deahlords and their deathknight servants can resist this attack." Means that they can soak the damage.
- Night Caste Anima Power:
- Muted Anima reduced to 5 motes.
- Double the upper limits of all anima effect levels for purposes of anima flare.
Abilities:\\ Twilight Caste
- Lore and Occult
- These abilities are now divided as linguistics. Each dot you take in these abilities equals one thing that you have knowledge of.
- Any time you make a roll to see if you know something about a subject you are familiar with, the difficulty should not rise above four.
- Lore Proficiencies:
General Academia First Age Culture First Age Legends First Age Artifacts Geography Science MechanicsArchitecture
- Occult Proficiencies:
The Dead The Underworld Abyssals(includes Deathlords) Spirit Folk Elementals Fey Lunar Exalted Solar Exalted Sidereal Exalted Dragon Blooded Celestial Bureaucracy Occult RitualsSuperstitions.
- Each specialty you take grants you one additional proficiency.
- Sidereal Exalted is the knowledge of Sidereal, what they are, how their charms work, etc. It is most explicitly not knowledge of the Gold or Bronze factions, their influences in the Realm, Immaculate Order, or the Cult of the Illuminated.
Backgrounds:
- Manse
- May be split, as per the errata. Manse may be taken at a rating of more than five dots total. For each additional dot, it costs two additional freebie points, and no manse you purchase can be above level five.
- Artifact
- May be split, as per the errata.
- Artifact may be taken at a rating of more than five dots total. For each additional dot, it costs two additional freebie points, and no artifact you purchase can be above level five.
Chapter 5
- Charms and Pools Subbar:
- Artifact and Hearthstone effects count towards your die adder limit (excluding e.g. weapon bonuses).
- This section specifically references "a bonus that they grant cannot exceed a characters score in something or cannot more than double a characters die pool in an ability".
- This does not cover effects based on an ability that has been enhanced by a charm. If you for instance activate Water Dragon From, which, among other things, adds your essence score to your martial arts, and then use Celestial Tiger Hide, which adds your MA ability to your soak, you use your improved MA ability score.
- You have already used (Essence) of the total (MA) bonus that you can add, so you can only add the remaining diffrence with a Die Adder type charm.
- The previous statement only applies to charm use. If you had a Seven Leaping Dragons Stone, and activated CTH, then you would gain the bonus to your soak equal to your regular MA.
Charms
- Accuracy w/o Distance
- This is a perfect attack, in that it always hits, no matter what, unless someone uses a perfect defense.
- Rain of Feathered Death
- Supplemental charms have to be applied to each duplicate separately. Effectively, treat this charm as an Extra Action type for purposes of combo’s.
- Peony Blossom Attack and Trance of Unhesitating Speed
- These charms are stupid. I’m setting it at 4 motes per extra attack, and you may make no more extra attacks in a turn than your essence score.
- Bulwark Stance
- The duration is changed from "one turn" to "until released". So long as the character that activated it does not move more than half his running speed, and takes no actual action (no dodges or attacks), the charm remains on. This does not disallow him from activating charms such as Solar Counter Attack, or any other reflexive charm. The mote cost of this charm is committed until released.
- Glorious Solar Saber
- This charm has a base damage, of your Strength + Essence. That means, when you hit something, you do your Strength + Strength + Essence + xtra sux for damage. This weapon was errata’d to have a base speed of 3, and an accuracy and defense bonus of +1.
- Seven Shadows Evasion
- This is a perfect effect. Also, there is an alternate version, costing 3 motes and 1 willpower, which will allow the dodging of un-dodgeable attacks. This charm has Shadow Over Water as a prerequisite, and may be used as an alternate prerequisite to Flow Like Blood.
- Sorcery Charms
- You gain one spell when you purchase a sorcery charm. This can be of the current level of sorcery you are purchasing, or any previous level.
- Extra Action Type Charms
- Extra action charms do not prohibit your normal dice action. They do, however, prevent you from splitting your initial die action. You may still declare a full dodge with your normal action, as a full dodge is not a split action. Otherwise you may assign your action as a parry or an attack.
New Charm Type: Extended Charms
- It has come to my attention that, while it is cooler to fight unarmed, there is a serious disadvantage, as many unarmed charms require you to fight unarmored. There is a certain logic to this, but, if an unarmed charcter wants to fight well and survive, they need protection. As is, a melee/thrown/archery specialist can walk around ,attuned to their magic weapons and armor, (which they payed less for than defensive charms), at a lower mote cost than activating defensive charms, and immediately engage in combat, where a unarmed specialist must spend 3-4 turns powering up, preparing for combat, or go in, essentially unprotected.
- To this end, I am creating a separate category of charms for these base, defensive charms.
Extended charms
- These charms are all treated exactly as simple charms, but with the following exceptions
- You may reflexively activate any Extended charm at any point during a round. If you do so, it consumes your normal die action, just as if you had activated a simple charm.
- Extended type charms are explicitly allowed to be in combos with any other extended type charms, despite their non-instant duration, and “simple” nature. They are not allowed to be in combos with any other type of charm.
Extended Charm List
- Main Book
- Snake Form
- Essence Fangs and Scales
- Battle Fury Focus*
- Bloodthirsty Sword-Dancer Spirit*
- Majestic Radiant Presence*
- Terrifying Apparition of Glory*
- Durability of Oak Meditation
- Spirit Strengthens the Skin
- Dragon Blooded
- Whirlwind Shield Form*
- Wind Armor Technique
- Five Dragon Blocking Technique*
- Five Dragon Form
- Impervious Skin of Stone Meditation
- Elemental Protection Form
- Defense from Anathema Method*
- Air Dragon Form*
- Earth Dragon Form
- Perfection of the Earth Body
- Fire Dragon Form*
- Consuming Might of the Fire Dragon*
- Water Dragon Form
- Wood Dragon Form
- Death-Pattern Sensing Attitude*
- Lunars
- Hide Toughening Essence
- Armor Forming Technique
- Scales of the Dragon
- Limb Shielding Growth
- Abyssals:
- Hungry Ghost Form
- Heart Stopping Mien*
- Spirit Hardened Frame
- Ivory Blossom Carapace
- Bone Arsenal Method*
- Crimson Petal Armor
- Caste Books, Dawn through Eclipse
- Tiger Form
- Celestial Tiger Hide
- Armor of Virtue Technique
- Fivefold Armor of Virtue Technique
- Ebon Shadow Form
- Mantis Form
- Distracting Banter Method*
- These charms are not quite thematically appropriate, but are still defensive, simple charms in nature. It is a matter of ST preference whether or not these will be counted as Extended charms or not.
Chapter 6:
Initiative may be rolled each turn, or it may be held, at each player’s option.
Chapter 7:
Experience:
- Base 8 per session.
Custom Charms
- As an incentive to characters to be creative, I run a discount on custom charms. Custom, personalized charms may be purchased for 2 experience less than normal, but do require double the normal training time, as you cannot have a tutor for a charm that doesn’t yet exist, nor can you naturally create a charm that does not yet exist.
Traveling Speeds / Times
People and Horse speeds:Who How Far How Long Average Peasant/Merchant/Extra 13 miles 1 Day Militia Soldier 16 miles 1 Day Infantry Soldier 18 miles 1 Day Elite Soldier 24 miles 1 Day Heroic Mortal 24 miles 1 Day Exalted 28 miles 1 Day Mounted on regular horse 21 miles 1 Day Mounted on warhorse 27 miles 1 Day Mounted on Marukan swift 30 miles 1 Day Mounted on Marukan scout 36 miles 1 Day Mounted on Marukan scout w/2 replacements 72 miles 1 Day Guild Caravan 6 miles 1 DayOcean Travel:
Ship Speed Average Miles Time Period Wind Speed 1 dot 111 Miles 24 hours Gentle Breeze 2 dot 128 Miles 24 hours Gentle Breeze (8 knots) 3 dot 150 Miles 24 hours Gentle Breeze (8 knots) 4 dot 168 Miles 24 hours Gentle Breeze (8 knots) 5 dot 195 Miles 24 hours Gentle Breeze (8 knots) 1 dot 225 Miles 24 hours Gale (32 knots) 2 dot 255 Miles 24 hours Gale (32 knots) 3 dot 300 Miles 24 hours Gale (32 knots) 4 dot 345 Miles 24 hours Gale (32 knots) 5 dot 390 Miles 24 hours Gale (32 knots)
I've updated the format a little, and here are my comments ...
Dawn Anima
- Difficulty of the anima effect is equal to ½ the exalts essence, round up. Note: does not work on Exalted.
There is also the Tomb of Five Corners option
Yea, I'm going to change that right now *sneaks off* ~Sab *sneaks back* Waaah, my Tomb of 5 corners .pdf dissapeared! do you ahve the text of the new dawn anima abilit ne where?
Zenith Anima
- "It is known Deahlords and their deathknight servants can resist this attack." Means that they can soak the damage.
With their rolled Essence, only? I've seen that somewhere ... its an option.
That's waht neph suggested, adn will often result in more damage than just letting them soak it w/ only armor.... i'm debating which level of power i want for an anima ability.... do you have any good reasons for one or the otehr? ~Sab
I didn't think I liked what you had done with Lore and Occult at first, then I realised that I loved it! ^_^
Thanks! I was tired of my players asking me hting like "I have four dots in occult, do i know why lord bonecrusher is all deathlordy 'n stuff?"
Charms and Pools Subbar
- Artifact and Hearthstone effects count towards your die adder limit
I would add "(excluding e.g. weapon bonuses)".
Added ~Sab
- If you however tried to use a die adder to your MA ability, you could still only add up to your normal die adder cap.
You have already used (Essence) of the total (MA) bonus that you can add, so you can only add the difference.
Good idea, changed. =) ~Sab
- The previous statement only applies to charm use. If you had a Seven Leaping Dragons Stone, and activated CTH, then you would gain the bonus to your soak equal to your regular MA.
I disagree ... I think this should be exactly the same as if a Charm had provided the bonus.
The diffrence rests in the fact that Artifacts and HS's add dice to actions, as opposed to things like Water Dragon Form, which actually increases your MA score by a set amount. In the WDF example, you have a MA score of (MA 5, + Essence 4 =) MA 9. With the SLDS example you have a MA of 5, with 5 dice added. To expound, it works jsut like charms. If you have 2 die adders for melee, you can add up to your melee score in dice with one, the otehr, or a combination of both. you cannot add your base melee with 1, adn then add your base plus the dice added with the first one, by using the second one. I'm trying to differentiate between Dots and ability scores, versus dice. ~Sab
- Extra action charms do not prohibit your normal dice action. They do, however, prevent you from splitting your initial die action. You may still declare a full dodge with your normal action, as a full dodge is not a split action. Otherwise you may assign your action as a parry or an attack.
I disagree here too ... a full dodge is indeed a split action, as you are gaining more than one action on your initiative without using a Charm.
Full dodges are specifically not split actions. Check the combat FAQ, on the main white wolf exalted page. You can specifically use a full dodge if even if you cannot split your actions, or it is before your iniative, which also makes your unable to split your actions. If you are using an extra action charm, what you can do with your iniatal action is either 1: Attack, 2:Parry, 3:Dodge, 4:Do a specific action as allowed by the Extra Action charm. ~Sab
A few comments, just on the stuff here. Look at the rest later.
Just out of curiosity, where is the reference in the Abyssal book to them having perma-marks? For the Night anima, does the 'doubled chart' bit replace their current 'spend double the motes' power, or do Nights get both? Is this free? Lastly, I like the Extended Charm idea, and might consider using that for my game. Interesting.
Crowned: Umm, it is mentioned in the table on the left of page 150 in E:TA "1-3: The charcters caste mark becomes prominent, apearing as a black brand on her forhead..." and then in the caste description it says "[type] abyssals have only a [type caste mark] branded on their brow" under the Anima Banner section. The main book, under abyssals says that it is eternally visible... so i made this compromise, since i like the idea of abyssals being more easily found out for their true eviulness 'n such.
The night Anima is in addition to their normal anima abilities. I had felt that the night anima ability was too weak and not versatile enough, so i added this.
I like the extended charm, soneone else suggested something kinda similar on the boards liek a year ago, adn i adapted/bastardized it into this. I jsut really hated the whole "Ok guys, you hold em off for a while, i'll be ready to fight in a bit". On a side ntoe, we haven't run into any balance issues with these in my group, since it is still a (much) higher mote/willpower cost than carrying around attuned armor and weapons.
~Sab