NPCNWO/WushuHouseRules

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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.