Difference between revisions of "SagaciousAscendingHero/HouseRules2"

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* <b>Die Pool Caps Clarification -</b> Animas, artifacts and hearthstones are not affected by die caps. All charms are limited by the caps, not just the excellencies.
 
* <b>Die Pool Caps Clarification -</b> Animas, artifacts and hearthstones are not affected by die caps. All charms are limited by the caps, not just the excellencies.
  
* <b>Extra Successes & Charm Caps Clarification -</b> Only for the Second Excellency, or when adding to a static value do Extra Successes count towards the die adder cap.
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* <b>Successes & Charm Caps Clarification -</b> Only for the Second Excellency, or when adding to a static value do Successes count towards the die adder cap.
  
 
* <b>Overwhelming & High Essence Scores -</b> If an being's Essence score equals or exceeds the minimum damage granted by an Overwhelming weapon, they may add +1 to their Essence when determining ping damage.
 
* <b>Overwhelming & High Essence Scores -</b> If an being's Essence score equals or exceeds the minimum damage granted by an Overwhelming weapon, they may add +1 to their Essence when determining ping damage.
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== Charms ==
 
== Charms ==
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* <b>Reflexive Charms -</b> Charms with the reflexive keyword may be used at any time and do not count against the 1 charm per turn limits.
  
 
* <b>Third Excellency -</b> Instead of rerolling the whole die pool, only reroll any dice that did not come up successes.
 
* <b>Third Excellency -</b> Instead of rerolling the whole die pool, only reroll any dice that did not come up successes.
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== Solars ==
 
== Solars ==
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* <b>Twilight Caste Ability -</b> Ignore normal rules for when this activate and instead you only benefit from it when taking a Shape Sorcery action or a Cast Sorcery action. This applies to similar Daybreak & Defiler Caste abilities.
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* <b>(Ability) Essence Flow -</b> Ignore this charm, as it has been rendered obsolete.
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* <b>Phantom Arrow Technique -</b> Can produce ammo for firewands for a 2 motes cost.
 
* <b>Phantom Arrow Technique -</b> Can produce ammo for firewands for a 2 motes cost.
  
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== Dragon-Blooded ==
 
== Dragon-Blooded ==
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* <b>Charm Combos -</b> Dragon-Bloods may combo freely, paying the Willpower cost as normal. Combo keyword rules must still be followed.
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* <b>Out of Aspect Surcharge -</b> Ignore this rule. It's minor and just causes a lot of book-keeping headaches.
 
* <b>Out of Aspect Surcharge -</b> Ignore this rule. It's minor and just causes a lot of book-keeping headaches.
  
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* <b>Deadly Beastman Transformation & Devastating Ogre Enhancement -</b> You may re-arrange the attribute boost array. The options would be +1 Str/+1 Dex/+1 Sta, +2/+0/+2, +3/+0/+1, or +1/+0/+3. When taking DOE, I disallow any selection of two of the same +3 options. In other words, no taking both Knacks and having a +6/+0/+2 or +2/+0/+6. I would be ok with +5/+0/+3, or +3/+0/+5.
 
* <b>Deadly Beastman Transformation & Devastating Ogre Enhancement -</b> You may re-arrange the attribute boost array. The options would be +1 Str/+1 Dex/+1 Sta, +2/+0/+2, +3/+0/+1, or +1/+0/+3. When taking DOE, I disallow any selection of two of the same +3 options. In other words, no taking both Knacks and having a +6/+0/+2 or +2/+0/+6. I would be ok with +5/+0/+3, or +3/+0/+5.
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== Alchemicals ==
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* <b>Charm Commitment Costs -</b> Alchemical's receive a special third essence pool, which may only be used to commit charms and artifacts out of. It is equal to their personal essence pool. Essence from an Alchemical's personal or peripheral pools may used as normal.
  
 
== Comments ==
 
== Comments ==
 
SagaciousAscendingHero/HouseRules2Comments
 
SagaciousAscendingHero/HouseRules2Comments

Revision as of 17:07, 22 February 2010

Keep in mind that the stuff I put here is what I felt needed changing to suit my games, not necessarily what I felt should have been changed in the core book. Also a number of things here are simply rules clarifications and official errata that I wanted to have on hand for my games.

Basic Rules

  • Die Pool Caps Clarification - Animas, artifacts and hearthstones are not affected by die caps. All charms are limited by the caps, not just the excellencies.
  • Successes & Charm Caps Clarification - Only for the Second Excellency, or when adding to a static value do Successes count towards the die adder cap.
  • Overwhelming & High Essence Scores - If an being's Essence score equals or exceeds the minimum damage granted by an Overwhelming weapon, they may add +1 to their Essence when determining ping damage.
  • Specialty Costs - Buying a specialty in a Caste, Aspect, or Favored ability costs 2 xp, not 3. Having Occult as either a Caste, Aspect, or Favored Ability grants a similar reduction in cost when purchasing Thaumaturgy.

Combat

  • Grappling - On the same turn you successfully grapple an opponent, you may immediately either Crush, Pin, or Throw the victim. On the attackers action, he doesn't need to make a roll to maintain the grapple and suffers no risk of losing control, unless he chooses to release the victim. On the defender's action, he may attempt to break the hold. If successful, he may immediately make another contested roll to initiate another grapple, the winner of this roll has control of the grapple. Defensive charms that eliminate penalties (such as FLB & FfBS) do not affect grapples.

Weapons, Artifacts & Hearthstones

  • Cost Changes - Articulated Plate costs •••, not ••••. Superheavy Plate costs ••••, not •••••. Warstriders and Immaculate Dragon Armors are Artifact N/A.
  • Jade Weapons - Use the new Magic Material Bonuses from BoS, Vol. 3: Oadenol's Codex.
  • Jade Armor Magic Material Bonus - Grants +1B/+1L as well as removing the fatigue penalty.

Charms

  • Reflexive Charms - Charms with the reflexive keyword may be used at any time and do not count against the 1 charm per turn limits.
  • Third Excellency - Instead of rerolling the whole die pool, only reroll any dice that did not come up successes.
  • Terrestrial Circle Sorcery, Celestial Circle Sorcery, Solar Circle Sorcery - Each of these grants knowledge of one spell of that circle, free with the cost of the base charm.

Solars

  • Twilight Caste Ability - Ignore normal rules for when this activate and instead you only benefit from it when taking a Shape Sorcery action or a Cast Sorcery action. This applies to similar Daybreak & Defiler Caste abilities.
  • (Ability) Essence Flow - Ignore this charm, as it has been rendered obsolete.
  • Phantom Arrow Technique - Can produce ammo for firewands for a 2 motes cost.
  • Fivefold Bulwark Stance - The reduction in DV penalties due to actions applies to each action in a flurry.
  • Foe-Vaulting Method - This allows for an immediate roll to regain surprise, no extra cover is needed. Simply by moving fast and getting behind his opponent, the solar may ambush the foe from behind his own back.
  • Flow Like Blood - Has the same effect as FfBS as well as ignoring coordinating attack penalties.

Dragon-Blooded

  • Charm Combos - Dragon-Bloods may combo freely, paying the Willpower cost as normal. Combo keyword rules must still be followed.
  • Out of Aspect Surcharge - Ignore this rule. It's minor and just causes a lot of book-keeping headaches.
  • Water Dragon Graced Charms - Assuming circumstances permit you to attack the same target again with a Dragon-Graced water attack (or something similar) before he can act, then yes, his next action will continually be pushed back 3 ticks. However, the Water Graced attacks are not cumulative within a flurry. Only add +3 once per tick.
  • Wood Dragon Graced Charms - This is considered a poison, but doesn't really follow the mechanical rules for conventional poisons. Instead, it inflicts a -1 environmental penalty whenever the target fails a reflexive Stamina + Resistance roll, difficulty of the Dragon Blood's Essence. The actual effects don't have to be deadly poisons -- an individual DB might infect his target with poison ivy or a choking cloud of pollen allergens.
  • Immaculate Martial Arts Favored Weapon Bonus - The practitioner must either be the same elemental aspect as the Style, or must have mastered at least the Form charm to gain the benefits of the Favored Weapon Bonus.

Lunars

  • Character Generation - Characters start with 2 Knacks & 8 Charms. Also the xp cost for Knacks is reduced to 8.
  • Shapeshifting & Health Levels - A lunar keeps the same number of health levels regardless of form.
  • Shapeshifting Traits - When taking new forms, the following traits are changed: Strength, Stamina, Appearance, natural attacks, natural armor, and special modes of transportation (flight, swim, etc). Everything else remains constant.
  • Casteless Anima Abilities - Casteless Lunars gain access to all five anima abilities over the course of a month, not just the current three. The order is as follows; No Moon - 3 days, Waxing Moon - 4 days, Half Moon - 3 days, Waxing Moon - 4 days, Full Moon - 3 days, Waning Moon - 4 days, Half Moon - 3 days, Waning Moon - 4 days... repeat.
  • Mountainous Spirit Expression - Apply the Large mutation to the spirit form, granting +1 Strength, +1 Stamina, and an additional -0 health level.
  • Deadly Beastman Transformation & Devastating Ogre Enhancement - You may re-arrange the attribute boost array. The options would be +1 Str/+1 Dex/+1 Sta, +2/+0/+2, +3/+0/+1, or +1/+0/+3. When taking DOE, I disallow any selection of two of the same +3 options. In other words, no taking both Knacks and having a +6/+0/+2 or +2/+0/+6. I would be ok with +5/+0/+3, or +3/+0/+5.

Alchemicals

  • Charm Commitment Costs - Alchemical's receive a special third essence pool, which may only be used to commit charms and artifacts out of. It is equal to their personal essence pool. Essence from an Alchemical's personal or peripheral pools may used as normal.

Comments

SagaciousAscendingHero/HouseRules2Comments