Darloth/Old1eHouseRules

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1st Edition Houserules

Archery:

  • Trance of Unhesitating Speed: This charm works identically, but is halved in cost, going 2,3,4 instead of 4,6,8
  • Immaculate Golden Bow: see player's guide, has rate and acc = to essence of creator, and range of 300 yards.

Athletics:

  • Lightning Speed: This charm can explicitly be comboed (with any ability, because it is reflexive)
  • Monkey Leap: The charm now has a duration of instant, and is measured in yards, not feet.
  • Feather-Foot: This charm now costs 5m, and has a duration of one scene. In addition to its listed effects, it also allows the character to stand on things which would not usually hold her weight, and as such the character can fight on a pond, use bamboo shoots as springboards and somersault down onto sheets of crepe paper.

Brawl:

  • Crashing Wave Throw: due to clinch changes in player's guide, this now costs 3 motes and is supplemental. It can be used only when ending a clinch as part of a throw action. You can throw the target (brawl * 5) yards vertically or twice that horizontally.
  • Dragon Coil Tech: This makes clinches do lethal damage and add essence to all clinch-related die pools.
  • Fists of Iron Tech: This also adds 1 to accuracy and 2L damage, in addition to letting you do lethal/parry lethal.
  • Sledge Fist Punch: now supplemental with instant duration.

Endurance:

  • Armoured Scout's Invigoration: now costs 3m per -1/1 penalty reduced. 3m does both a -1 mob and 1 pt of fatigue. Armour with fatigue reduced to 0 means no rolls. Max reduction = endurance, and can't be reduced below 0 obviously.
  • Ess Gathering Temper: each success on the roll gains (perm essence) motes not 1. You can't count more successes than your stamina.
  • Frontline Warrior Stamina: now costs 5motes 1will, and removes all mobility penalties and fatigue penalties. Duration is special (until armour removed)
  • Tiger-Warrior's Endurance: Now costs 6motes, 1will and 1 lethal health level. You regain 8motes per hour as if meditating, whatever you're doing, and cannot suffer fatigue or fatigue penalties while it is in effect. You do not need to and actually cannot sleep, and the charm lasts for essence+endurance hours. The lethal health level remains commited until the charm ends, and thus cannot be healed unless the charm is canceled/runs out.

Lore:

  • The poison minitree is separate, there is no prerequisite charm to Brewing Venom Method.

Martial Arts:

  • Armour Penetrating Fang Strike: now costs 4m and 1w
  • Crushing Claw Tech: does lethal in clinch, doubles net successes after clinchoff for damage only.
  • Essence Fangs and Scales: can't be used with weapons, but -also* makes unarmed attacks piercing, in addition to normal effects.
  • Ess Venom Strike: now costs 7m and 1w
  • Mantis Form: The cascading parry has an infinate rate and does not drop dice.
  • Joint Locking Tech: the autosuccesses only count against the opponent's clinch resist, not for damage

Medicine:

  • There is no link between Anointment of Mirac Health and the disease minitree, so you don't need the minitree to get it.
  • there is a self-heal-instant branching from AoMH
  • Touch of Blissful Relief: this doesn't impose any penalty, and removes all penalties from pain or wound related sources.

Melee:

  • Blazing Solar Bolt: has acc = to Essence and absolute range of (Essence * 10) yards
  • Bulwark Stance: This is now reflexive, not simple. It lasts until next action, but can explicitly be comboed.
  • Fivefold Bulwark Stance: This is now simple, not reflexive.
  • Glorious Solar Saber: divide (melee*2) points between speed, accuracy, damage and defense. points put into speed result in +2 speed on the weapon. The weapon has unlimited rate. Increasing melee gives more points. Taking the charm again gives you a new form. You don't have to take it twice to create two weapons, just pay the costs twice. Also, all weapons using this add perm essence to damage against demons, undead, creatures of darkness etc. This never applies to any form of exalt or the Deathlords, who cheat.
  • One Weapon Two blows: now costs 2 motes.
  • Peony Blossom Attack: now costs half, much like trance of unhesitating speed (2,3,4 not 4,6,8)
  • Steel Devil Style: may not counterattack more than perm essence each turn.
  • Call the blade: This does not exist, move Summoning the Loyal Steel into its place
  • Summoning the Loyal Steel: you may take this charm as many times as you have permanant essence. Each time, you may apply it to a new and equally favoured weapon. However, even if you have several weapons stored, you may only summon as many as you have free hands to hold (usually 2, for 2 motes of essence and two uses of the charm)


Presence:

  • Listener Swaying Argument: The cost for this charm is now only 2m per die, and has no willpower cost.
  • Majestic Radiant Presence: the difficulty of the willpower roll is 2, and is made on every attack although no more than once per turn.
  • Terrifying App of Glory: similarly, the rolls must be made each attempt to disobey/harm, but never more than once per turn.

Resistance:

  • Admant Skin Tech: same, but can be invoked at any time before -damage* is rolled.
  • Durability of Oak Med: This now gives 2B soak per 1m spent automatically, you don't need to roll. The max soak bonus is equal to Stamina+Resistance. It works with armour as normal.
  • Glorious Solar Plate: has a hardness of 5, and for an extra 3 motes, you can conjure a target shield which adds 1 to the difficulty any melee attack and 3 to any ranged attack, with no mob penalty or fatigue. It has a sunburst on it.
  • Iron Kettle Body: This is now instant and reflexive, costing 3 motes. You get +9L/+8B and 8 hardness against one attack. It works with armour
  • Iron Skin Concentration: this is now reflexive and instant as well, costing 3 motes. It drops any attack's damage down to 1 or Essence of attacker, whichever is higher. It can only be used on attacks you are aware of. It is incompatible with armour.
  • Spirit Strengthens the Skin: this now costs 2m and 1w, and is reflexive. For the remainder of the scene the user can soak lethal damage with bashing soak.
  • Unfailing Tortoise Technique * This charm still costs 2 motes and is reflexive, but now allows you to soak -any* attack, even those which normally ignore or alter soak scores with the character's Stamina + Resistance. This charm is compatible with armour. This is a perfect effect. (And counts as a defense, thus it cannot ever be trumped)

Sorcery:

  • Too many to list, ask me, I'm using various versions from various sources.

Thrown:

  • Fiery Solar Chakram: This now costs 4m, and has acc = to essence, so is now usable.

Weapons:

  • weapons have rate equal to the rate they would have if using power combat stats.
  • bashing weapons do bashing damage
  • oneday, i'll totally restat everything... until then, it's a little slapdash.

Minimum Damage:

  • Only on axes, scythes, etc. * Min damage equal to Str min of weapon, or 2xStr min for artifacts, or half the wielder's strength, rounded down. Whichever is lowest

Piercing Damage:

  • Maces and the like do piercing damage, but damage is bashing. Goremauls -still* do bashing damage, artifact or not.

Animas:

  • Dawn caste anima provoked valour rolls have a difficulty of 2
  • The impression masking power of the Night caste costs 5m to invoke.

Stunts:

  • These give twice essence (so 2 for 1die, 4 or 1w for 2die, and 6 or 1w for 3die)

Initiative:

  • You may hold your action to any later init tick with no penalty. However, this will result in you going simultaneously with anyone on that init tick. A simultaneous defense will interact as normal with an attack, but if you attack or do something else, both are resolved before any damage or other things take effect. You may also declare a trigger to act on, in which case, you may interrupt the trigger condition. An example of this (and how detailed they need to be) would be: 'I want to act when any of the monks attack someone' or 'When that guy draws a weapon' You would then be able to act just before the monks or the guy in question. While the number you can interrupt is basically not an issue, the condition must be the same for all of them. You may not declare you want to act: 'When that monk attacks someone or that guy draws his sword' as this includes two conditions.

Disarming:

  • after the disarm-roll has resolved, the target of the disarm must make his wits + weapon against a difficulty equal to the weaponskill of the attacker, plus the attacker's specialities in disarming. If you have an action to sacrifice, then you may use that action to lower the difficulty by your own weaponskill, plus -any* applicable specialities.

Ambush: Most of these will use camoflague rules, found in savant and sorcerer in the warstrider section of all places. These rules apply to all people, so ask about them if you're going to use them.

Familiar: