Difference between revisions of "ExaltedEssence/HouseRules"
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== Area Attacks On Battle Groups Have Bonuses == | == Area Attacks On Battle Groups Have Bonuses == | ||
− | Battlegroups are vulnerable to area attacks - explosives, sheets of flame, sprays of acid and poison, etc. '''These attacks add 1 to 3 additional attack and damage dice against battlegroups,''' depending on how inescapable they are. | + | Battlegroups are vulnerable to area attacks - explosives, sheets of flame, sprays of acid and poison, etc. '''These attacks add 1 to 3 additional attack and damage dice against battlegroups,''' depending on how inescapable they are. Usually these attacks explicitly describe their benefits against battlegroups, but if you suspect they were overlooked, this might be a handy stand-in. |
'''1 die:''' The group members can personally defend against the attack while holding their ground. ''A torrential rain of arrows against soldiers who can hunker behind reliable shields; a poison gas attack against soldiers with gas masks; a death of obsidian butterflies against soldiers who are already emplaced behind hard cover.'' | '''1 die:''' The group members can personally defend against the attack while holding their ground. ''A torrential rain of arrows against soldiers who can hunker behind reliable shields; a poison gas attack against soldiers with gas masks; a death of obsidian butterflies against soldiers who are already emplaced behind hard cover.'' |
Revision as of 20:23, 2 July 2021
Contents
Fortitude 3 Increases Soak
Chapter 3 says "Without armor, your Soak is 1, plus another 1 if your Fortitude is higher than 3."
Chapter 4 says "A character not wearing any armor has a natural Soak of 1 plus an additional 1 if her Fortitude is rated three or higher."
In general, a value of 3 seems to be the preferred breakpoint for such bonuses. As such, the bonus Soak should be granted at Fortitude 3 (unless / until explicitly clarified)
Suggested by DrewStevens
Personal Milestones
Per the text, Personal Milestones may be spent to "acquire a new Mode or repurchase a Charm. You may also gain, intensify, or change an Intimacy if the story supports it."
However, very few of the published Charms have purchasable modes or repurchases. Due to the way advancement works, this will leave players with a large amount of unused Personal Milestones.
Per developer commentary, this was to allow space for homebrewers to introduce Charm repurchases and Modes which use Personal Milestones. But with so few examples, the amount of homebrew support for using Personal Milestones has been slow.
To that end: Here's a place to capture alternate methods of using Personal Milestones
- Allow Personal Milestones to be spent to raise Abilities, at a cost of (Number of Personal Milestones) x (New Dots) - so, buying the first dot is 1 Milestone, buying the second is 2 Milestones, etc.
- Allow Personal Milestones to be spent to buy Merits that have been acquired in-play, granting them the Sanctity of Merits, at a rate of (Personal Merits) x (Number of Dots).
- Allow Personal Milestones to treat any Charm which can be purchased multiple times and which has been purchased at least once. For example, Ox-Body Technique.
Suggested by DrewStevens
Restore Resources Build Anima
Several Anima effects have strongly out-of-combat uses, and are very difficult to reach, especially Iconic effects. However, casually allowing characters to reach Iconic introduces potentially problematic ramifications.
As a potential solution, add the following to the Restore Resources action under Stunting in Chapter 4:
Alternatively, when outside of combat, characters may gain a point of anima.
Suggested by DrewStevens
Area Attacks On Battle Groups Have Bonuses
Battlegroups are vulnerable to area attacks - explosives, sheets of flame, sprays of acid and poison, etc. These attacks add 1 to 3 additional attack and damage dice against battlegroups, depending on how inescapable they are. Usually these attacks explicitly describe their benefits against battlegroups, but if you suspect they were overlooked, this might be a handy stand-in.
1 die: The group members can personally defend against the attack while holding their ground. A torrential rain of arrows against soldiers who can hunker behind reliable shields; a poison gas attack against soldiers with gas masks; a death of obsidian butterflies against soldiers who are already emplaced behind hard cover.
2 die: The group members can only defend against the attack by repositioning. A death of obsidian butterflies blasts down a hallway, and the palace guard throw themselves behind statuary, their fallen brethren, and in to adjoining rooms; a dragon breathes fire across a blighted crag, and assassins scramble behind boulder and outcrop; a gas attack against soldiers who can retreat to higher ground to escape the poison air.
3 dice: The group members have no respite against the attack save to suffer, or to take cover behind their fellows. A poison gas filling a bunker; a death of obsidian butterflies against ranked soldiers in open field; an Infernal's corrosive light blinding all who look upon them.