KingsInExile

From Exalted - Unofficial Wiki
Revision as of 00:19, 8 November 2010 by Tanekaha (talk | contribs) (added specific Attribute+Ability houserule)
Jump to: navigation, search

This is the wiki page for Kings in Exile, a retro first edition game played by chat. Game logs, character sheets, house rules and miscellaneous notes can all be posted here.

Logs

KingsInExile/Session1 (15 Oct 2010) KingsInExile/Session2 (5 Nov 2010)

Player Characters

Anthael, played by Nathan

Candida the white blossom, played by Bomb

Burning Cherry, played by Phobos

Supporting Cast

Setting

House Rules

Character Creation

Concept: The theme of this campaign is that the characters are Kings (and Queens) in exile; either a literal king or in/famously known as 'king of thieves' or the like. Ousted from his domains, your character is now in exile; literally driven from home and possessions by powerful enemies or perhaps self-exiled for whatever reason.

Nature: Not used. Pick a motivation instead, be it an epic long-term objective (a la second edition's Motivations) or simply that thing which drives your character day-to-day.

Craft is one single Ability. Pick an area of expertise if you put any dots in Craft. Optionally, you can buy additional areas of expertise for the price of a Specialty.

Linguistics hotfix: At Linguistics 3, additional languages can be bought for the price of a Specialty.

Backgrounds must be portable for this odyssey-style campaign. Allies can be called on, but they are not your permanent companions; that is what the other PCs are for. You can take Manse, but the main benefit will be the hearthstone.

Charms: No custom Charms at character creation. All Solar and Martial Arts Charms in the first edition core book and the Caste books are available (exception: Ebon Shadow Style, a good early example for what I do not want in this game). If you want Charms (or Spells) from other sources, run them by me first.

Willpower: After a good night of sleep, characters recover one WP. Other sources of WP are two and three die stunts, some specialised Charms and Limit Breaks.

Anima Powers: Scene-length anima powers come into effect automatically when the character's anima banner reaches the 11+ mote level. Other anima powers at that point have their mote cost halved (rounded up).

Experience

I ask that experience is mostly spent between sessions and by email. This saves time and cuts down on bad decisions and misunderstandings.

Training time will usually be handwaved beyond the character needing a few days of downtime and some opportunity to practice or study. Increasing Essence above three still takes months. Solars do not need a teacher to learn their native Charms, but learning other Charms requires a teacher. Learning the basics of a new martial arts style requires a teacher, but characters that know at least one Charm in a style can extrapolate the rest on their own in a pinch. Learning a new Spell requires either a teacher or a manual - or a period of research.

Mechanics

No multiple attacks against the same opponent without magic (like an Extra-Action Charm).

Missile attacks can be parried only if the character is wielding a shield, uses a Charm or stunts. (Consider this a minor stylistic choice that will mostly stop Extra's from parrying arrows with sharp sticks.)

Actions can be delayed, but only in response to some expected, concrete event, e.g. waiting for an opponent to move past the character's hiding place before emerging and stabbing him in the back. Characters who attempt to delay indefinitely simply fail to act before the next turn starts.

All Essence-users can use one Charm per instant (instead of one per turn). Most of the time, this means one Charm per attack. You can e.g. use Hungry Tiger Technique to enhance your attack and later in that same turn use Dipping Swallow Defense to parry another attack. If that incoming attack still happens to hit though, you could no longer use Iron Kettle Body to soak the damage. At least, not without a Combo.

Charms that supplement an action with a specific Attribute+Ability combination are compatible with any appropriate Attribute in combination with that Ability. As always, the Attribute must be appropriate to the attempted action as defined by the Charm description and basic game rules. This rule applies to Ability-based Charms only.

Comments