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== Rules Changes == | == Rules Changes == |
Latest revision as of 16:36, 8 June 2010
Contents
The Gods Themselves
"Against stupidity, the gods themselves contend in vain." --Schiller
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Rules Changes
Character creation
- Characters can be Solar, Lunar or Dragon-blooded (possibly adding Sidereals when the book is out and I've read it). If someone really wants to play a heroic mortal then they can, but they will get no breaks from me, and will probably not last long. If someone wants to start play with a heroic mortal and become exalted during play then that's fine by me, and in fact they may receive bonus xp awards depending on how well they play it.
- Every player will be required to submit a background including details of exaltation, from which a prelude will be run. The prelude may require changing info on your character sheet - live with it, I have my reasons and I'm only doing it because I think it'll make for a better story. The background needn't be detailed but an award of additional freebie points (up to 10 in incredible cases, but more normally 3-5) will be made for good backgrounds - if you improve your background once play has started you can earn the same number of xp.
- All characters use the Solar cost table for freebie points and experience points. Lunars still get reduced costs for favoured attributes as everyone else does for favoured abilitites. This is intended to make other exalt types more viable. I don't see why it wouldn't be fun to have a world in which Solars aren't the absolute best, but are still the best generalists. They'd still be just about best at combat (beaten in certain situations by Lunars, but Lunars still have no scene long defences, and Lunars aren't that good at much else) and it never made much sense to me that Solars get not only the best charms, but also the cheapest.
- Lunars are encouraged to take the background mentor. With all non caste or favoured charms having to be taught, this is the easiest way for a Lunar to learn new charms.
- While Solars can take the background Mentor, the mentor cannot be another Solar. The chronicle assumes that there are no other Solars out and about in the world (or at least none that the party know about, I'm considering making one a big baddy, but probably won't...) This means that Solars are going to have real trouble learning charms that noone in the group has as caste or favoured, encouraging players to diversify. I have no objections to players dividing up the useful abilities amongst themselves before they create characters.
- Dragon-Bloods and No-moon Lunars can buy a new background - although Lunars can take it no higher than their Mentor background:
Sorcery\\ x - No spells at starting except those bought in place of charms or with freebie points\\ 1 - You know Emerald Countermagic in addition \\ 2 - You know Emerald Countermagic and Death of Obsidian Butterflies in addition \\ 3 - You know Emerald Countermagic, Death of Obsidian Butterflies and Stormwind Rider in addition\\ 4 - Lunar no-moons may take one celestial (if they are capable of casting celestial spells) or terrestrial spell as well as the spells they gain from level 3, Dragon bloods can choose an additional terrestrial spell.\\ 5 - Lunar no-moons may take two celestial (if they are capable of casting celestial spells) or terrestrial spells as well as the spells they gain from level 3, Dragon bloods can choose two additional terrestrial spells.\\
Character Development
- Charms that are not caste or favoured must be taught to you. You can teach yourself, but expect it to take a long, long time. Charms that are caste or favoured you can teach yourself. You can teach yourself MA charms only if MA is caste or favoured and you have a dot of specialty in the relevant style. For example, Bob the Solar has MA favoured and one dot of specialty in Snake style, so he can teach himself Snake style charms. If he wanted to learn Ebon Shadow charms he'd have to have someone teach him each charm individually or train him enough so that he can learn a dot of specialty in Ebon Shadow style.
- I will not be using strict training times like in the book, but there will be general training times used. You cannot shoot from 2 in an ability to 5 overnight, and you cannot pick up charms with one afternoon's studying.
- Lunars who gain a renown rank can expect gifts at the big party (I can't remember the proper name, and I'm at work without books) where it is announced. For higher levels of rank, these gifts probably will include moonsilver artifacts (not many, but maybe one or two from people they've helped - yet more reason to help people)
- Dragon-Bloods are the only ones with any real way to buy and sell Artifacts. Lunars may be able to trade them to other Lunars, but the Dragon-Bloods can go to the realm and find the centres for artifact trade. As a result, Dragon Bloods may purchase artifacts with resources, but it is expensive. Exact costs vary with time, but if you absolutely need that particular artifact, your best bet is to ask a Dragon Blood to get it for you. Anyone who isn't a Dragon Blood trying to take part in the sales would likely be arrested for theft (no non-DB should have Jade artifacts) or possesion of illegal materials (Oricalchum and Moonsilver will both be illegal materials within the realm - The Dynastic houses still have some rare pieces or artifacts but the Dynastic houses are largely above the law).