Shorlixa/FFHouseRules
Contents
House Rules
Various House Rules.
Character Creation Changes
+5bp for char creation
Familiar 5 is not the end. Familiars can go beyond this rating. But not during character creation.
I'm pretty comfortable with most combinations of Artifacts and Manses, but if you're taking a level 5 artifact and manse, it might be better to ask me first.
I'll like some justifications for your backgrounds. Even a single line explaining them will be helpful.
Essence costs 9bp to raise, even at char creation.
Merits and Flaws must be approved by me. I have my own personal take on some merits/flaws and will disallow some of them, so it's best if you check with me first.
There are no xp costs. Bp costs will be used throughout and bp will be awarded after every session.
You cannot raise backgrounds with BP after character creation. Backgrounds are increased or decreased solely through roleplaying.
Appearance is a function of how much of an impression you make when people first see you. It can be a good or bad impression, but people just notice you depending on how high your appearance is. Appearance 1 is plain or average. Appearance 3 is striking. Appearance 5 leaves a lasting impression long after you leave the room.
Ability Changes
Crafts
You purchase Craft as per normal and select which element you want. To purchase additional Crafts, you select simply purchase them as you would a speciality. Special crafts are bought as seperate craft abilities.
Linguistics
Linguistics becomes solely a function of how well you write something. Languages can be purchased like a speciality. 1bp per language if unfavoured. 2 for 1bp if favoured.
Riverspeak is given free to all characters. Characters with Occult 3 and above learn Old Realm for free.
Martial Arts should now be considered a whole new field, much like sorcery, with its own rules. Simply having dots in Martial Arts is a measure of unarmed combat ability. Charms from Solar Hero style are considered Solar charms and are innate and unlearnable by other types of Exalted. The same applies for the Hero styles of the other Exalted. The other styles with special funky powers will require sifus to learn and advance. Much like spells require research, higher level charms require a teacher. If there is no sifu, there will be no advancement in the learning of charms. Or there must be special training that allows one to transcend his/her teacher. Roleplay is required. Some styles require certain ability minimums beyond those of Martial Arts. Those must be adhered to.
Flaws of Invulnerability
The four flaws of invulnerability are now modified. The result lasts for 2 actions +1 for each additional time a perfect defense is used up to a maximum of 6 actions.
- Compassion - May only attack using bashing damage
- Valor - Must move towards the perceived most dangerous enemy
- Conviction - May only focus on one target at a time
- Temperance - May not use supplemental charms
Charm Changes
Glorious Solar Saber
Revised Description: Choose between Speed 3 and (Melee x 2 + Essence) in points or Speed 5 and ((Melee + Essence) x 2) in points. The Rate of the blade starts at 1 and can be raised by spending points.
Flow Like Blood: Cost 5m, 1wp
Revised Description: With this charm, a Solar has the preternatural ability to avoid being hit. Flow Like Blood negates external penalties on the Dodge DV. These include onslaught and coordinated attacks as well as being surrounded or otherwise unable to move. This includes grappling or being grappled, pinned, or simply in a confined space. Enviromental penalties are likewise negated. Being surprised, wounded, or undertaking other actions besides dodging, such as flurrying, still apply penalties as normal.
Phantom-Conjuring Performance: Cost 5m
Type: Simple
Keywords: Combo-Ok, Obvious, Social
Duration: One Scene
Revised Description: When the Solar uses this charm, he can create strange and sensory effects within (Essence x 10) yards of himself. This adds his Essence in auto-successes to all Performance and Presence rolls for the scene, as long as the effects are used.
Iron Skin Concentration has been removed from the game. Instead, Iron Kettle Body requires Spirit Strengthens the Skin. Adamant Skin Technique only requires Spirit Strengthens the Skin.
Durability of Oak Meditation: Cost 3m
Revised Description: This charm adds 8 to Hardness rather than simply setting it to 8.
Spirit Strengthens the Skin: Cost 3m
Type: Reflexive (Step 7)
Keywords: Combo-Ok, Obvious
Revised Description: The unconquerable flame of the Solar's spirit armours her against attack, She invokes this Charm after an attack hits her but before damage is rolled. The raw damage of the attack is reduced by one per success rolled on a Sta+Res roll, with Essence in automatic successes. This can reduce the damage of an attack to its minimum, but not remove it completely.
Whirlwind Armor-Donning Prana: Cost 1m or 5m, 1wp
Type: Simple
Keywords: Combo-Ok, Obvious
Revised Description: In a flare of golden essence, the Solar is at once armoured and ready to charge into battle. This charm allows the exalt to instantly put on any armour that he touches. The armour cannot already be in use by another person. Through the use of this charm, he will not fumble or be caught unprepared, and instead be armoured in an instant. This charm includes personal worn items. However, to wear large objects like a warstrider, the Solar must instead spend 5m and 1wp to force the object to accomodate him in an instant.
Glorious Solar Plate: Cost 10m, 1wp
Revised Description: With this charm, the Solar can create an armour for pure Essence that is uniquely his own. When the charm is first purchased, the Solar receives (Essencex3) points to spend. The base armour has the following stats -
- 5L/5B soak
- Hardness and Aggravated soak equivalent to half the soak rounded up
- Mobility penalty -2
- Fatigue 2
The points can be spent in the following manner -
- 1 point to add 1L/1B soak (Hardness and Agg soak increases according)
- 1 point to reduce mobility penalty or fatigue by 1
- 3 points for a Shield (+3DV vs ranged, +1 vs hand-to-hand)
- 3 points to glow with a holy light that provides +2DV against creature of darkness
- 3 points for camouflage to give +2 dice to stealth rolls
- 3 points to increase hardness by 2 (to the max of lethal soak)
- 3 points to Increase Appearance by 2
From then on, the armour will always appear as the Solar has designed it, unique to each Solar both in function and design. There are a few limitations to the customisation. The holy light and the stealth function may not be purchased for the same armour. The Appearance bonus can only bring Appearance to a max of 7 or Essence+2 whichever is higher. The shield can only be bought once. Other functions are also possible for the armour. The above is simply a template. (Which basically means ask your ST.) This charm may be bought more than once to have other types of armour.
Sorcery Rule Changes
Each circle of Sorcery comes with its own free spell. Players may choose any spell they wish for their sorcerer to have. Also, on learning Terrestrial Circle Sorcery, the spell Unconquerable Self is immediately learnt, completely free, in addition to the one free spell. Because if you want to go out this way, it's up to you and I won't bother wasting your xp for it.
Spells are now divided into three groups.
General utility spells. These spells have effects that last longer than an instant and usually have some flexibility in its usage. Spell examples include summoning spells, Threefold Binding of the Heart and Curse of Unyielding Mist.
Combat utility spells. These are spells that are basically used in battle. Spell examples include Flying Guillotine, Curtain of Quartz, Geyser of Corrosion and Gaia's Rebuke.
Specific utility spells. These are spells that are supremely narrow in function that is unrelated to combat, to the point that it becomes useless outside of its intended function. Examples include countermagic and banishing spells, Open the Spirit Door, Ivory Orchid Pavillion and Mystic Travel.
During character creation, charms may be traded out for Terrestrial Circle spells. One charm slot gives one general utility spell or two combat spells or four specific utility spells. If favoured, a general utility spell costs 4bp, a combat spell costs 2bp and a specific utility spell costs 1bp. If not favoured, a general utility spell costs 5bp, a combat spell costs 3bp and a specific utility spell costs 2bp.
Favoured: Celestial Circle spells cost 6bp, 3bp and 2bp. Solar Circle spells cost 8bp, 4bp and 3bp.
Unfavoured: Celestial Circle spells cost 7bp, 4bp and 3bp. Solar Circle spells cost 10bp, 5bp, 4bp.
Other Rule Changes
Mass combat will be very simple. The commander rolls (Attribute)+War with a basic difficulty threshold. The attribute is most commonly Intelligence, but may be another attribute depending on the situation. The difficulty varies according to the enemy faced and type of action attempted. The dicepool gains bonuses from the magnitude, might etc. of the unit. The roll decides how well the unit fares against its enemy or in carrying out its action.
Social Combat: http://fixalted.bazzalisk.org/index.php?title=Social_Conflict