Difference between revisions of "DarkWolff/HouseRules"

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# Flaws do not provide their specified freebie point value unless they are being used to pay for a Merit that would normally coincide with the existence of said Flaw (i.e. a blind character taking the heightened senses merit).  Similar circumstances will be taken into account on a case-by-case basis.
 
# Flaws do not provide their specified freebie point value unless they are being used to pay for a Merit that would normally coincide with the existence of said Flaw (i.e. a blind character taking the heightened senses merit).  Similar circumstances will be taken into account on a case-by-case basis.
  
Also, a multi-paragraph backstory must also be submitted before I will even look at a new character's sheet.  
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Also, a multi-paragraph backstory must also be submitted before I will even look at a new character's sheet.  The backstory should include details on your character's goals, personality, history, & any relevant information about their specific type (i.e. why they were exalted, created, sired, etc).
  
 
=== House Rules: General ===
 
=== House Rules: General ===
  
 
# Combat System:  Normal Combat
 
# Combat System:  Normal Combat
# The Dawn caste anima power works as per the description of [http://www.white-wolf.com/exaltedweb/downloads/Tomb5CornersByConradHubbard.pdf Tomb of 5 Corners] (If they fail the valor roll, they flee.  If they pass, they lose 2 dice to all actions against the character.) for all uses except in large scale battles, where it functions as per the mechanics in the core book.
 
 
# Stats for familiars may be increased if properly trained (usually by their owner), but the experience or bonus point cost is paid by their owner.  Training times are doubled until the familiar reaches intelligence 2 (which is an exception, as the training time is tripled or quadrupled depending on the familiar in question).
 
# Stats for familiars may be increased if properly trained (usually by their owner), but the experience or bonus point cost is paid by their owner.  Training times are doubled until the familiar reaches intelligence 2 (which is an exception, as the training time is tripled or quadrupled depending on the familiar in question).
 
# Stunt dice also add to minimum damage (i.e. With a 1-die stunt, your min damage becomes 2).  If another effect also increases your minimum damage, you must decide which to use.  Defensive stunts MAY reduce or counteract this bonus, depending on the stunt in question.  <br>Note:  This rule replaces Essence ping in shaping combat.
 
# Stunt dice also add to minimum damage (i.e. With a 1-die stunt, your min damage becomes 2).  If another effect also increases your minimum damage, you must decide which to use.  Defensive stunts MAY reduce or counteract this bonus, depending on the stunt in question.  <br>Note:  This rule replaces Essence ping in shaping combat.
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# The Dawn & Dusk caste anima powers work as follows:  By spending 10 motes of Essence, the character can appear huge and terrifying for the remainder of the scene (or until she chooses to let the effect dissipate).  Characters who's Valor does not exceed the Exalt's Essence lose 2 dice on attacks against the Exalt.  Mortals must also pass a Valor roll or flee in terror.  Golems, automata, the walking dead and other creatures that do not know fear cannot be affected by this anima power.  This effect comes into play automatically once the character spends 11-15 motes of Peripheral Essence.
  
  
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=== House Rules: Charms ===
 
=== House Rules: Charms ===
 
# Purchase of any sorcery/necromancy/weaving charm comes with a free spell of the relevant type.
 
# Purchase of any sorcery/necromancy/weaving charm comes with a free spell of the relevant type.
# Lunar charm XP costs reduced to 12/10 from 15/12.
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# Lunar charm XP costs reduced to 11/9 from 15/12.  This change does not apply to Deadly Beastman Transformation.
# It is possible for Alchemicals to swap charms with one another, but this is a bit time consuming. Doing so requires a number of days equal to 3 times the Essence requirement to retool the charm for use by a different Alchemical.
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# It is possible for Alchemical Charms to be retooled for use in another Alchemical. This process requires a number of days equal to 3 times the Essence requirement of the charm in question.
# When attempting to purchase the subsequent (and identical) version of a charm (i.e. Ox-Body), the character is considered to have a teacher whether he does or not.
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# When attempting to purchase the subsequent (and identical) version of a charm (i.e. Ox-Body), the character is always considered to have a teacher.
 
=== Comments ===
 
=== Comments ===

Revision as of 17:33, 8 February 2006

Back to DarkWolff
Back to HouseRules

House Rules: Character Creation

  1. First Age Dragon Kings are disallowed as a character type.
  2. Merits and Flaws in general are somewhat restricted.
  3. Custom artifacts are restricted.
  4. Cross type backgrounds are heavily restricted.
  5. Flaws do not provide their specified freebie point value unless they are being used to pay for a Merit that would normally coincide with the existence of said Flaw (i.e. a blind character taking the heightened senses merit). Similar circumstances will be taken into account on a case-by-case basis.

Also, a multi-paragraph backstory must also be submitted before I will even look at a new character's sheet. The backstory should include details on your character's goals, personality, history, & any relevant information about their specific type (i.e. why they were exalted, created, sired, etc).

House Rules: General

  1. Combat System: Normal Combat
  2. Stats for familiars may be increased if properly trained (usually by their owner), but the experience or bonus point cost is paid by their owner. Training times are doubled until the familiar reaches intelligence 2 (which is an exception, as the training time is tripled or quadrupled depending on the familiar in question).
  3. Stunt dice also add to minimum damage (i.e. With a 1-die stunt, your min damage becomes 2). If another effect also increases your minimum damage, you must decide which to use. Defensive stunts MAY reduce or counteract this bonus, depending on the stunt in question.
    Note: This rule replaces Essence ping in shaping combat.
  4. The Dawn & Dusk caste anima powers work as follows: By spending 10 motes of Essence, the character can appear huge and terrifying for the remainder of the scene (or until she chooses to let the effect dissipate). Characters who's Valor does not exceed the Exalt's Essence lose 2 dice on attacks against the Exalt. Mortals must also pass a Valor roll or flee in terror. Golems, automata, the walking dead and other creatures that do not know fear cannot be affected by this anima power. This effect comes into play automatically once the character spends 11-15 motes of Peripheral Essence.


House Rules: Charms

  1. Purchase of any sorcery/necromancy/weaving charm comes with a free spell of the relevant type.
  2. Lunar charm XP costs reduced to 11/9 from 15/12. This change does not apply to Deadly Beastman Transformation.
  3. It is possible for Alchemical Charms to be retooled for use in another Alchemical. This process requires a number of days equal to 3 times the Essence requirement of the charm in question.
  4. When attempting to purchase the subsequent (and identical) version of a charm (i.e. Ox-Body), the character is always considered to have a teacher.

Comments