Difference between revisions of "Enchantress/HouseRules"

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=== Heroic Mortals ===
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==== Notes ====
Heroic Mortal character creation in my games usually differs slightly to that seen in the Exalted core rulebook, which clearly regards them and their capabilities as an afterthought. Most Storytellers adopt a common sense approach to designing mortals realistically. For players however, realistic isn't cost effective- specialties are prohibitively expensive compared to extremely high ability scores. <br> 
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All of the rules bellow were introduced during a mixed game, I advise you take this into consideration before you implement any such rules in your own games.  
  
<b> Lower Attributes and Abilities</b> <br>
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==== Heroic Mortals ====
The 5th dot of any attribute or ability reflects the pinnacle of mortal skill, thus when purchasing it at character Creation the cost is doubled. <br>
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As mentioned here I discourage players of Heroic Mortals from obtaining abilities above 5 without a genuine effort instead awarding heroic mortals with more specialty dots than their single favoured ability would normally allow.  
<b>More Specialties</b> <br>
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Many Heroic Mortals specialise to overcome their limitations and still realise their goals. Two specialties may be purchased for one bonus point for all abilities, not just favoured. <br>   
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==== Dragon-Blooded Near Perfects ====
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In the hands of player characters "Unassailable Body of (Element)Defense" can be used to dodge against undodgable attacks. However the other vulnerabilities of the various versions of this charm continue to apply.
=== Gods, Demons and Spirits ===
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I don’t agree with spirits having standardised dice limits for excellencies, as with their other charms the circumstances and extent to which a spirit should be able to increase their dice pool in an ability should be unique to them. An outline of the system I use is bellow- <br>
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==== Alchemicals and Permanent Essence ====
Lesser Spirits (Elementals, Minor Gods, First Circle Demons) - Essence. <br>
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Up to essence 5 increasing the Alchemical Exalted's size is purely optional. Beyond this point they will continue to grow as indicated in Exalted: the Autochthonians and eventually become a city.
Terrestrial Gods (City Fathers etc) - Ability + Specialty. <br>
 
Powerful Gods (Directional War Gods, Celestial Incarna) Attribute + Ability <br>
 
Some spirits associated with the Bureau of Nature have Attribute Excellencies like the Lunar Exalted, while those tied more closely to other traits (such as virtues) would use them. While uncommon some spirits have excellencies tied more directly to their purviews such as a forest spirit being literally stronger when her forest is in good health. <br>
 

Revision as of 16:46, 29 August 2007

Notes

All of the rules bellow were introduced during a mixed game, I advise you take this into consideration before you implement any such rules in your own games.

Heroic Mortals

As mentioned here I discourage players of Heroic Mortals from obtaining abilities above 5 without a genuine effort instead awarding heroic mortals with more specialty dots than their single favoured ability would normally allow.

Dragon-Blooded Near Perfects

In the hands of player characters "Unassailable Body of (Element)Defense" can be used to dodge against undodgable attacks. However the other vulnerabilities of the various versions of this charm continue to apply.

Alchemicals and Permanent Essence

Up to essence 5 increasing the Alchemical Exalted's size is purely optional. Beyond this point they will continue to grow as indicated in Exalted: the Autochthonians and eventually become a city.