Once more with feeling/Current House Rules

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Anima Powers:

Solars:

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.

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.
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.

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:

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.


Note: 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.