Difference between revisions of "Scrollreader/Houserules"

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(Added Virtue Channels & Death and Dying House Rules)
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These are the house rules I use in my games.
 
These are the house rules I use in my games.
  
=== Character Creation ===
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==== Character Creation ====
  
 
The Past Lives Merit is summarily disallowed.  All other merits or flaws will be reviewed on a case by case basis.
 
The Past Lives Merit is summarily disallowed.  All other merits or flaws will be reviewed on a case by case basis.
  
<i>Solars</i>
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<i>Lunars</i>
  
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 categoryFeel 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)
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All Lunars pick one Attribute to be Favored, in addition to Caste AttributesCasteless get two, but must subsume one of them in Caste Attributes if ever tattooed.
 
 
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.
 
  
 
<i>Abyssals</i>
 
<i>Abyssals</i>
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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)
 
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.
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==== Rules Changes ====
  
=== Rules Changes ===
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<i>Poison:</i> Mortals test as per the rules in the Core book.  Exalts suffer no effect on a sucessfull resistance roll, and only the lesser effect even on a failure.
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<i><b>Joy In Adversity Stance</i></b>
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:Does not work with non-rolled defenses.
  
<i>Craft: Courtesan </i>
 
:This is not a craft.  No.  Absolutely not.  This is appropriate specialties and levels in other abilities.
 
  
 
<i>Craft Skills</i>
 
<i>Craft Skills</i>
:Craft has been revised to the following:
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:Craft has been revised to work like LinguisticsFor each dot in Craft, pick one of the Crafts belowYou may gain additional crafts for the cost of a Specialty.
 
 
:Mundane Crafts: Your character is assumed to be, as a Prince of the Earth, capable in all mundane craftsYour Craft score can be rolled for any checks for these, with specialties in appropriate types of craftSome 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 <b>either</b> 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.
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:Mundane Crafts: Use the 2E Elemental divisions of Craft. NPCs who aren't important may be more limited,like Craft 1: Fire (Blacksmithing +3).
  
:Craft:Fate may be bought at half the normal costIt may not be higher than your mundane craft ability.
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:Occult Crafts: Craft: Magitech requires Air and Fire.  Craft: Biotech requires Wood and Water.  Craft: Fate requires either Air or Wood.  Craft: Moliation does not require any previous Craft, and may replace one for free if you die and become a GhostCraft: Fire can be used to make Simple Artifacts.
  
:Any other specific crafts will be decided upon as needed, but this should answer most crafting questions.
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:Craft:War does not exist.  Replace any references to it with appropriate Specialties or other abilities.
  
 
<i>Linguistics</i>
 
<i>Linguistics</i>
  
: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.
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: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.  Tribal languages taken in this fashion or by purchasing Linguistics grant a number of tribal tongues equal to your Linguistics.  You may manage a related language for a scene by making a Linguistics check. Old Realm has Tribal languages (or their equivalents) as well: Stonetongue, High Holy Speech, Lintha, etc)
  
 
<i>Dual Wielding</i>
 
<i>Dual Wielding</i>
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<i><b>FINISH HIM!</b></i>   
 
<i><b>FINISH HIM!</b></i>   
 
: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.
 
: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.
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 +
=== Setting Changes ===
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:Half Castes and Mortals can never channel essence (God, Ghost and Demonbloods still can).  Mortal thaumaturgy works on WP and sacrifice.  It's still possible to raise essence, but you have no access to an essence pool.
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:There are a whole lot fewer Mountain Folk.  The outpost under the realm has perhaps 10,000 and there may be more, scattered in tiny pockets throughout creation, but their day has passed.
  
 
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:<i>Comments Welcomed. </i>
 
:<i>Comments Welcomed. </i>

Revision as of 18:04, 1 September 2020

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.

Lunars

All Lunars pick one Attribute to be Favored, in addition to Caste Attributes. Casteless get two, but must subsume one of them in Caste Attributes if ever tattooed.

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)

Rules Changes

Poison: Mortals test as per the rules in the Core book. Exalts suffer no effect on a sucessfull resistance roll, and only the lesser effect even on a failure.

Joy In Adversity Stance</i>

Does not work with non-rolled defenses.


<i>Craft Skills

Craft has been revised to work like Linguistics. For each dot in Craft, pick one of the Crafts below. You may gain additional crafts for the cost of a Specialty.
Mundane Crafts: Use the 2E Elemental divisions of Craft. NPCs who aren't important may be more limited,like Craft 1: Fire (Blacksmithing +3).
Occult Crafts: Craft: Magitech requires Air and Fire. Craft: Biotech requires Wood and Water. Craft: Fate requires either Air or Wood. Craft: Moliation does not require any previous Craft, and may replace one for free if you die and become a Ghost. Craft: Fire can be used to make Simple Artifacts.
Craft:War does not exist. Replace any references to it with appropriate Specialties or other abilities.

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. Tribal languages taken in this fashion or by purchasing Linguistics grant a number of tribal tongues equal to your Linguistics. You may manage a related language for a scene by making a Linguistics check. Old Realm has Tribal languages (or their equivalents) as well: Stonetongue, High Holy Speech, Lintha, etc)

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.

Setting Changes

Half Castes and Mortals can never channel essence (God, Ghost and Demonbloods still can). Mortal thaumaturgy works on WP and sacrifice. It's still possible to raise essence, but you have no access to an essence pool.
There are a whole lot fewer Mountain Folk. The outpost under the realm has perhaps 10,000 and there may be more, scattered in tiny pockets throughout creation, but their day has passed.

Comments Welcomed.