Difference between revisions of "DarkWolff/HouseRules"
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− | Back to | + | Back to DarkWolff<br> |
− | Back to | + | Back to HouseRules<BR> |
=== House Rules: Character Creation === | === House Rules: Character Creation === | ||
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# Flaws do not provide their specified freebie point value unless they are being used to pay for a Merit that would normally coincide with the existence of said Flaw (i.e. a blind character taking the heightened senses merit). Similar circumstances will be taken into account on a case-by-case basis. | # Flaws do not provide their specified freebie point value unless they are being used to pay for a Merit that would normally coincide with the existence of said Flaw (i.e. a blind character taking the heightened senses merit). Similar circumstances will be taken into account on a case-by-case basis. | ||
− | Also, a multi-paragraph backstory must also be submitted before I will even look at a new character's sheet | + | Also, a multi-paragraph backstory must also be submitted before I will even look at a new character's sheet. |
=== House Rules: General === | === House Rules: General === | ||
# Combat System: Normal Combat | # Combat System: Normal Combat | ||
+ | # The Dawn caste anima power works as per the description of [http://www.white-wolf.com/exaltedweb/downloads/Tomb5CornersByConradHubbard.pdf Tomb of 5 Corners] (If they fail the valor roll, they flee. If they pass, they lose 2 dice to all actions against the character.) for all uses except in large scale battles, where it functions as per the mechanics in the core book. | ||
# Stats for familiars may be increased if properly trained (usually by their owner), but the experience or bonus point cost is paid by their owner. Training times are doubled until the familiar reaches intelligence 2 (which is an exception, as the training time is tripled or quadrupled depending on the familiar in question). | # Stats for familiars may be increased if properly trained (usually by their owner), but the experience or bonus point cost is paid by their owner. Training times are doubled until the familiar reaches intelligence 2 (which is an exception, as the training time is tripled or quadrupled depending on the familiar in question). | ||
# Stunt dice also add to minimum damage (i.e. With a 1-die stunt, your min damage becomes 2). If another effect also increases your minimum damage, you must decide which to use. Defensive stunts MAY reduce or counteract this bonus, depending on the stunt in question. <br>Note: This rule replaces Essence ping in shaping combat. | # Stunt dice also add to minimum damage (i.e. With a 1-die stunt, your min damage becomes 2). If another effect also increases your minimum damage, you must decide which to use. Defensive stunts MAY reduce or counteract this bonus, depending on the stunt in question. <br>Note: This rule replaces Essence ping in shaping combat. | ||
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=== House Rules: Charms === | === House Rules: Charms === | ||
# Purchase of any sorcery/necromancy/weaving charm comes with a free spell of the relevant type. | # Purchase of any sorcery/necromancy/weaving charm comes with a free spell of the relevant type. | ||
− | # Lunar charm XP costs reduced to | + | # Lunar charm XP costs reduced to 12/10 from 15/12. |
− | # It is possible for | + | # It is possible for Alchemicals to swap charms with one another, but this is a bit time consuming. Doing so requires a number of days equal to 3 times the Essence requirement to retool the charm for use by a different Alchemical. |
− | # When attempting to purchase the subsequent (and identical) version of a charm (i.e. Ox-Body), the character is | + | # When attempting to purchase the subsequent (and identical) version of a charm (i.e. Ox-Body), the character is considered to have a teacher whether he does or not. |
=== Comments === | === Comments === |
Revision as of 01:25, 17 May 2005
Back to DarkWolff
Back to HouseRules
House Rules: Character Creation
- First Age Dragon Kings are disallowed as a character type.
- Merits and Flaws in general are somewhat restricted.
- Custom artifacts are restricted.
- Cross type backgrounds are heavily restricted.
- Flaws do not provide their specified freebie point value unless they are being used to pay for a Merit that would normally coincide with the existence of said Flaw (i.e. a blind character taking the heightened senses merit). Similar circumstances will be taken into account on a case-by-case basis.
Also, a multi-paragraph backstory must also be submitted before I will even look at a new character's sheet.
House Rules: General
- Combat System: Normal Combat
- The Dawn caste anima power works as per the description of Tomb of 5 Corners (If they fail the valor roll, they flee. If they pass, they lose 2 dice to all actions against the character.) for all uses except in large scale battles, where it functions as per the mechanics in the core book.
- Stats for familiars may be increased if properly trained (usually by their owner), but the experience or bonus point cost is paid by their owner. Training times are doubled until the familiar reaches intelligence 2 (which is an exception, as the training time is tripled or quadrupled depending on the familiar in question).
- Stunt dice also add to minimum damage (i.e. With a 1-die stunt, your min damage becomes 2). If another effect also increases your minimum damage, you must decide which to use. Defensive stunts MAY reduce or counteract this bonus, depending on the stunt in question.
Note: This rule replaces Essence ping in shaping combat.
House Rules: Charms
- Purchase of any sorcery/necromancy/weaving charm comes with a free spell of the relevant type.
- Lunar charm XP costs reduced to 12/10 from 15/12.
- It is possible for Alchemicals to swap charms with one another, but this is a bit time consuming. Doing so requires a number of days equal to 3 times the Essence requirement to retool the charm for use by a different Alchemical.
- When attempting to purchase the subsequent (and identical) version of a charm (i.e. Ox-Body), the character is considered to have a teacher whether he does or not.