Once more with feeling/Current House Rules

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Revision as of 15:03, 8 June 2009 by 84.65.53.31 (talk) (Other Changes:)
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Character Generation:

   * Attributes: All attributes start with two dots automatically. Otherwise, as per normal. (Lunars receive a total of 2 Favored Attributes.)
   * Abilities:
         o Solars: 42 Dots, with a total of 7 Favored Abilities outside of Caste Abilities.
         o Lunars: 39 Dots, with a total of 2 Favored Abilities outside of the automatic Favored Survival.
   * Advantages - Backgrounds:
         o 10 Dots of Backgrounds.
         o Automatic Background: Solar Bond 5 (Lunars), Lunar Bond 5 (Solars). An automatic and modified version of the merit Eternal Vow from the 1E Players Guide is also in effect. Said modification allows for the communication of thoughts, emotions and sensations over extended distances. At the player's option, the True Love merit can be defined as automatically included in the above backgrounds; such is not required and may not be reciprocated. The majority of NPCs will have this option enabled by default.
         o Lunars: Heart's Blood background is disregarded. Any reasonable forms may be used with or without a flashback scene, as appropriate.
   * Advantages - Charms:
         o Any excellencies that your character qualifies for are considered to be known; any excellencies that your character eventually qualifies for are considered to be automatically known with no required training time. It is the nature of the Exalted to be excellent within their purview.
         o The selection of a Sorcery Charm includes two spell selections of the appropriate circle. Additional charm selections used for spells enables three spell selections instead of the default.
         o Solars: 15 Charms, at least 5 must be from Caste or Favored Abilities.
         o Lunars: 12 Charms and 6 Knacks. A minimum of 4 Charms must be selected from Caste or Favored Attributes. Charm selections may be used to purchase Knacks as per normal.
   * Advantages - Virtues: 7 Dots to assign.
   * Finishing Touches: Starting Essence of 3
   * Bonus Points: 30, +15 for non-magical traits.


Anima Powers:

   * Solars:
         o Dawn Caste: +(Permanent Essence) to DV, regardless of the opponent's Valor. Mortals and normal animals automatically flee in terror if they attempt to oppose the Dawn Caste. Heroic mortals and demons of the first circle (and non-noble fair folk) may avoid fleeing if they succeed at a Valor roll with a difficulty of the Dawn's permanent essence. Otherwise, as per normal.
         o Zenith Caste:
               + Burn the bodies of the fallen for one mote of essence per body, sending the smoke (and soul) to Heaven and preventing the body from rising after death as a zombie or hungry ghost. This ability is usable regardless of the status of the Zenith's Anima Banner. (EDIT: There is no cost to invoke this power when the Zenith's Anima is at the 11+ mote level.)
               + As per normal, but double the permanent essence in additional levels of bashing, lethal and aggravated soak against attacks from the creatures of darkness.
         o Twillight Caste: The absorption of inflicted health levels of damage only applies if the damage was inflicted while the Twillight was performing a Shape Sorcery or Misc action.
         o Night Caste: One mote surcharge, per charm, obvious or not, to prevent the motes spent from counting towards the Night's anima banner. The difficulty of the muting effect is equal to the Night's permanent essence AND cloaks the exalt from the eyes of heaven (Outside of Fate) for the duration.
   * Lunars:
         o Changing Moon: The illusion is not subject to being pierced by the Changing Moon's anima banner until the 11+ mote level, at which point the effects are as per normal.
   * Any Castes not listed above are assumed to be unchanged.


Other Changes:

  • Traits may be of any value, with a maximum of 5 or Permanent Essence, whichever is higher; without requiring the spending of bonus points.
  • Free Reflexive Charms for all Exalts, as per the rules for Terrestrial Exalts. Reflexive Charms do not count as a charm-action, and do not interfere with using other charms or sorceries or combos.
  • Social Combat operates on the same time-scale as Regular Combat; Join Battle does not interrupt Social Combat. For every three (3) successes on your social combat action over and above your opponents MDV, another 'scene' worth of effort is applied towards the consequences of a successful action.
  • Sorcery operates within the normal combat tick system, and does not interfere with using reflexive charms. Shape Sorcery remains the applicable declared action.
  • Merits and Flaws from both the First and Second Edition are allowed. Alternate Backgrounds are allowed. Both are subject to ST approval.
  • Supernaturals do not die when taken below Incapacitated. They are merely disabled. Killing a supernatural character, to explicitly include exalts and select heroic mortals, requires an additional attack action after disabling them to "finish the job". Ending an Exalt is considered bad form, as reoccurring opponents are nice to have. Bonus XP will be rewarded for not killing important characters at the Storyteller's discretion.
  • Craft (X) is considered and treated like a specialty and priced accordingly. There is no non-specialty Craft, and so Craft Specialties have a limit of 5 dots (or Essence, whichever is higher) per specialty.
  • Experience is awarded on a weekly basis; it is expected that the players will track their earned experience total, their spent experience total and what was purchased with said spent experience.
  • Training times are ignored for Favored and Caste attributes, abilities, charms and spells. Essence Training Times are ignored up to Essence 5. Essence 6 and above are attainable via completing your motivation or the normal training times.