Moxiane/HouseRules
Contents
Moxiane’s House Rules and Interpretations
Abilities
- Maximum Dots
- The maximum number of dots that a character may have in any single Ability is ••••• or 150% of his permanent Essence (rounded down) whichever is higher.
or
- Maximum Specialties
- A character can have any number of specialties for any given Ability, however the total bonus granted by specialties can never exceed +3.
Linguistics
Every dot that a character has in Linguistics represents one language family that the character can understand without too many problems. To gain fluency in a language the character must have a Speciality in that language (characters get fluency in their native language for free). If confronted with a language that they do not understand then the character can make a Wits + Linguistics roll to understand what was said/written. The difficulty for this roll is 1 if the language is Riverspeak, Skytongue, Foresttongue, Flametongue, Seatongue or Low Realm, 2 if High Realm or Tribal Tongues, and 3 if Guild Cant or Old Realm. Successes on this roll determine the degree of understanding (non-fluent characters understand at the 3-4 success level, fluent characters understand at the 5+ success level):
- 1-2 successes
- The character understands the basic intent of the speaker/author.
- 3-4 successes
- The character fully understands the speaker/author’s message and grasps some of the cultural nuances involved.
- 5+ successes
- The character completely understands the speaker/author’s message including all cultural nuances and references.
Attributes
Appearance
Dots in this Attribute do not necessarily rate the character’s attractiveness along some absolute scale of measure. Instead they represent the power of the character’s appearance along one of the following aspects:
- Attractive
- The character is good-looking, garnering attention from those around – for good or ill. She gains bonus dice equal to half her Appearance (round down) to all social tests based on first impressions and to all seduction attempts. However she takes the same amount as a dice-pool penalty for all social rolls involving intimidation, and anyone attempting to describe her gains the bonus to all attempts to provide a useful description.
- •
- Poor
- You are not exactly ugly, but something about your features just puts people off.
- ••
- Average: You are just another face in the crowd, but at least you’re not deformed.
- •••
- Good: Local villagers squabble for your attention.
- ••••
- Exceptional: A celebrated beauty, you are often pursued and propositioned by powerful locals.
- •••••
- Superb: You are often mistaken for an incarnate deity and people are always falling in love or lust with you.
- Hideous
- The character is, quite simply, “ugly as Hell.” He gains bonus dice equal to half his Appearance (round down) to all social rolls that involve intimidation and/or the character threatening a group with horrible consequences. However, the same amount is invoked as a dice-pool penalty for seduction attempts or social rolls involving being nice to people. Finally, people remember the character more easily, gaining the bonus to all attempts at providing a useful description.
- •
- Poor
- You approach ugly, perhaps due to poor features or a nasty scar, without actually attaining it.
- ••
- Average: People cringe when they look at you and make signs to ward off evil.
- •••
- Good: Anyone catching a glimpse of your face shudders and has nightmares about you for days after.
- ••••
- Exceptional: People vomit when you’ve finished talking to them, and children scream at your repulsiveness.
- •••••
- Superb: Ugly to an almost inhuman degree, people run away when they hear about your approach or piss their pants should you talk to them.
- Non-descript
- The character is difficult for others to really remember. People trying to give a useful description of the character suffer a penalty equal to half the character’s Appearance (round down) to all attempts to remember what he looks like beyond useless superficial details. However, the character’s lack looks actually hinders him at public occasions, giving him a penalty to all Performance or Presence rolls used against groups of people.
- •
- Poor
- Meh – unremarkably unremarkable, people remember you, they just don’t know why.
- ••
- Average: Just another face in the crowd, one that won’t be noticed.
- •••
- Good: People remember your existence, they just don’t remember your face.
- ••••
- Exceptional: Commit a crime in public and a hundred witnesses will give a thousand descriptions.
- •••••
- Superb: Who were you again? Old friends will often forget your name and others forget you as soon as they aren’t looking.
Charms
Exalt Rulings
- Lunars and MA
- The ability of Reflexive Charms to be placed in any Combo overrides the EPG ruling that Lunars cannot Combo Ability-based Martial Arts Charms with their own Attribute-based Charms.
General Charm Issues
- Sorcery & Necromancy Charms
- A character learning one of these Charms also gains one free spell of the appropriate type and Circle. This spell must be selected from the limited list(s) given below:
- Terrestrial Circle Sorcery: Spells from the Black Treatise only.
- Celestial Circle Sorcery: To be written
- Solar Circle Sorcery: To be written
- Shadowlands Circle Necromancy: To be written
- Labyrinth Circle Necromancy: To be written
- Void Circle Necromancy: To be written
Specific Charms
- Bulwark Stance
- This Charm is used as written except that its type is changed to Reflexive. This Charm overrides the Rate of the weapon used.
- Fivefold Bulwark Stance
- This Charm is used as written except that its type is changed to Simple. This Charm overrides the Rate of the weapon used.
- Flowing Body Evasion
- This Charm's type is changed to Reflexive. If the Lunar achieves even a single success on a Dexterity + Dodge roll, the attack is dodged, even if it is normally considered undodgeable.
- Golden Essence Block
- This Charm can purchase up to the character’s Dexterity + Melee in dice either to enhance a parry attempt or to build one from 0 dice. The Defence bonus of the weapon used is not included, as the parry is purely Essence-powered.
- Peony Blossom Attack
- The character gets his normal attack in addition to any extra attacks purchased with this Charm. Thus a character spending 3 motes on Peony Blossom Attack gets 2 attacks at his full Melee pool. This Charm cannot be used for “free” (0 motes) to gain the benefit of any other Supplemental or Simple Charms it may be in a Combo with.
- Reed in the Wind
- This Charm can purchase up to the character’s Dexterity + Dodge in dice, either to enhance a dodge attempt or to build one from 0 dice. The permanent Essence of the character is not included with these dice (as per Power Combat), the dodge is purely Essence-powered.
- Trance of Unhesitating Speed
- The character gets his normal attack in addition to any extra attacks purchased with this Charm. Thus a character spending 3 motes on Trance of Unhesitating Speed gets 2 attacks at his full Archery pool. This Charm cannot be used for “free” (0 motes) to gain the benefit of any other Supplemental or Simple Charms it may be in a Combo with.
Combat
- Dual-Wielding
- Characters wielding two weapons at once get a bonus to one of Accuracy, Damage, Defence or Rate to one weapon, called the primary, equal to 50% (rounded up) of the same attribute of her other weapon, the secondary. If the character wishes to switch primary & secondary weapons and/or alter which weapon statistic gets the bonus, she can do this with a non-rolled dice action. (If the character makes a Wits + governing combat Ability check and achieves at least 3 successes then this change can be performed reflexively - multiple attempts at this in a single turn increase the difficulty of the test cumulatively by 1).
- Hardness
- If the base damage of an attack (Strength + Damage bonus of weapon) is equal to or less than the Hardness of the target then the attack is blocked. Hardness is halved by Piercing weapons in the exact way that armour soak is.
- Ranged Attack Initiative
- Ranged weapons are considered to have a Speed equal to the rating of the governing Ability of the character wielding them, i.e.: a character with Archery •••• using his bow has a Speed of +4 with it.
- Sweeping Attacks
- When fighting against large groups of Extras, instead of treating every three dice of post-soak damage as one health level of damage, roll damage caused as if fighting a single opponent with the same soak as the Extra. Every three successes on this roll kill one extra. Sweeping attacks should be performed as part of a Stunt, and have an effective Rate of 1.
- Unarmed Attacks
- The Fist and Kick profiles are subsumed into the single Unarmed profile given below. This assumes that the character is fighting using the dual-wielding rule above with the bonus being applied to Damage from the kick. This profile cannot be used in combination with any other weapon - an explicit exception to the same dual-wielding rule.
- Unarmed - Speed +0, Accuracy +1, Damage +2B, Defence +2, Rate 5
Equipment
- Gem of Perfect Mobility
- The character using this Hearthstone has two Independent Actions, with all the benefits and drawbacks defined in Exalted: the Sidereals.
- Grimcleaver
- The damage bonus of this weapon is switched with that of a reaver daiklave (MRB or EPG).
- Powerbows
- The Rate of both long and short powerbows is increased to 3.
- Reaver Daiklave
- The damage bonus of this weapon is switched with that of a grimcleaver (MRB or EPG).
- Silken Armour
- This artefact is specifically compatible with Charms and effects that say they are incompatible with armour. It is treated as armour in every other respect (i.e.: Aggravated and Piercing damage).
Exalted
The Dragon-Blooded
As written, the Terrestrial Exalted don't begin to show anima effects until they have spent at least seven motes of peripheral Essence, while every other kind of Exalted starts having something visible happen at even one mote of peripheral expenditure.