Difference between revisions of "NPCNWO/WushuHouseRules"

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== Wushu House Rules ==
 
== Wushu House Rules ==
  
[[ NPCNWO/RiseOfTheAirKingdoms | Rise of the Air Kingdoms ]] will be using the following Wushu house rules
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[[ NPCNWO/RiseOfTheAirKingdoms|Rise of the Air Kingdoms ]] will be using the following Wushu house rules
  
 
* '''Charms Power the Wire Work''' - The base rules of the world are those set by a Bruce Lee martial arts movie. To get into the realm of supernatural martial arts tricks takes a Charm. Players can have their characters use their charms as often as they like, but once a character uses at least two charms in a scene, anybody may describe anima flares for that character. Charms should build on each other - you need to be able to run up a wall before you can run up smoke. I'll be using the Dragonblooded book for guidance, but as is proper for Wushu, the door's open for player imagination.  
 
* '''Charms Power the Wire Work''' - The base rules of the world are those set by a Bruce Lee martial arts movie. To get into the realm of supernatural martial arts tricks takes a Charm. Players can have their characters use their charms as often as they like, but once a character uses at least two charms in a scene, anybody may describe anima flares for that character. Charms should build on each other - you need to be able to run up a wall before you can run up smoke. I'll be using the Dragonblooded book for guidance, but as is proper for Wushu, the door's open for player imagination.  

Latest revision as of 00:43, 9 June 2010

Wushu House Rules

Rise of the Air Kingdoms will be using the following Wushu house rules

  • Charms Power the Wire Work - The base rules of the world are those set by a Bruce Lee martial arts movie. To get into the realm of supernatural martial arts tricks takes a Charm. Players can have their characters use their charms as often as they like, but once a character uses at least two charms in a scene, anybody may describe anima flares for that character. Charms should build on each other - you need to be able to run up a wall before you can run up smoke. I'll be using the Dragonblooded book for guidance, but as is proper for Wushu, the door's open for player imagination.
  • Dragonblooded Teens Are Still Princes of the Earth - Characters start with 6 points for Traits, a 3 Chi, and one Charm. They may get up to 4 dice per turn for Details. In addition to being able to modify Traits every story, characters will gain a Charm at the completion of every second or third story.
  • Beware Anethema - Solars get a free bonus yin and yang die, Lunars get a free bonus yang die, Siderials get a free bonus yin die, Fair Folk get either a free bonus yin or yang die, and all four (as well as older Dragonblooded) can have much more than 3 Chi. Their Charms can let them do some crazy stuff. Spirits and Gods may be even more powerful still.
  • Nemesis Trumps The Last Mook Standing - If there is a Nemesis leading a bunch of mook troops, the last mook standing must be defeated before the Nemesis can fall. As long as there are mooks around, the Nemesis cannot drop below a Chi of 1.
  • Honor Is Not The Only Virtue - Instead of Honor, a character may be driven by Compassion, Conviction, or Valor
  • Artifacts Are More Than Equipment - They become Traits. Want to hack through a door with your Daiklave? You'll probably be using your Daiklave trait.