Scrollreader/Houserules

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Revision as of 23:24, 5 July 2005 by Scrollreader (talk) (Added Virtue Channels & Death and Dying House Rules)
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House Rules

These are the house rules I use in my games.

Character Creation

The Past Lives Merit is summarily disallowed. All other merits or flaws will be reviewed on a case by case basis.

Solars

New Background: Fated. This background works like Liege, but the complications involved are ones of chance and circumstance. First Age Lunar spouses, ancient spirit grudges, a past incarnation who used Liger as a flashlight, a 'reputation' among the fair folk, and the deathlord who used to have your essence all fall into this category. Feel free to take this backround, but it /will/ have repercussions. The ST picks what these BP are spent on, and when they are recieved (they are always recieved in play)

Dawn Caste and Night Caste Anima powers all scale with essence. Night caste anima adds difficulty = half their essence, rounded up. Dawn caste anima valor check is at a difficulty equal to half his essence, rounded up.

Abyssals

Leige: The player may /ask/ for these BP to be spent in a certain way, but the ultimate dispersal of them is left to the character's deathlord. (Your friendly ST)

Dusk and Day caste animas work like their solar counterparts, above.

Rules Changes

Craft: Courtesan

This is not a craft. No. Absolutely not. This is appropriate specialties and levels in other abilities.

Craft Skills

Craft has been revised to the following:
Mundane Crafts: Your character is assumed to be, as a Prince of the Earth, capable in all mundane crafts. Your Craft score can be rolled for any checks for these, with specialties in appropriate types of craft. Some few crafts (Painting,for instance) may roll no more dice than your performance rating, though specialties and the like apply. If an Exalt is introduced to a craft that is totally new to him, he may spend a week or two learning the ins and outs of the new craft. at which point he may use it without penalty.
Occult Crafts: Craft:Magical Materials is bought separately from your normal craft skill, at half the price. It cannot be rated any higher than your occult or lore. Craft: First Age Devices and Weapons is bought separately as well, with the same rules and restrictions. One of these two abilities is used to make Artifacts, which makes Craft charms more useful, and thematic.
Craft:War Is purchased separately, again for half the price of a normal skill. It may not be higher than either your Lore, or your highest rated combat ability. It covers sieges, battle order, and knowledge and use of the wonders of the Age of Sorrows and the vanished First Age, and the tactics and strategies of the past. It will be required to raise and march an army, and for Gateway.
Craft:Fate may be bought at half the normal cost. It may not be higher than your mundane craft ability.
Any other specific crafts will be decided upon as needed, but this should answer most crafting questions.

Linguistics

Characters wishing to purchase additional languages only may pay the cost of a specialization to do so. This means there is no limit on the total number of languages spoken. Barbarian tongues may be learned as a group, by Direction, though a new dialect may require appropriate linguistics rolls and acclimitization to absorb fully.

Dual Wielding

When weilding matched weapons, you may add half the rate of the off-hand weapon to the rate of the primary weapon. When wielding mis-matched weapons, the benefit is the varying stats of the weapons, and there is no aditional benefit. Without a merit, charm, or other abiliy, the normal penalties from the core book apply.

Stunts

All stunts gain essence as of Power Combat. And give essence in combat, regardless of if they suceed or fail.

Virtue Channeling

Like Stunts, virtue channels apply to all applicable described actions in a round.

FINISH HIM!

No single blow may drop a PC, or important NPC below incapacitated. In order to kill them, you have to stike them again, and intentionally kill them.

Comments Welcomed.