Difference between revisions of "Widening Gyre: House Rules"

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*Be courteous one to another. Take your turns, and be patient. Also, have fun.
 
*Be courteous one to another. Take your turns, and be patient. Also, have fun.
 
*No player killing unless it's a plot point (and both discussed with and approved of by both the DM and the player of the character in question). No exceptions.
 
*No player killing unless it's a plot point (and both discussed with and approved of by both the DM and the player of the character in question). No exceptions.
*The Great Curse works differently than in a standard game of Exalted. The DM believes that his players are fully capable of achieving previously unheard of heights of hubris and abuse of power without any need for a rules-enforced system to make them do so. Limit is not gained, nor are there limit breaks. Each player is encouraged to incorporate their virtue flaw into the way their character responds to specific forms of stress, and will receive rewards for good roleplaying of such.
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*The Great Curse works differently than in a standard game of Exalted. The DM believes that his players are fully capable of achieving previously unheard of heights of hubris and abuse of power without any need for a rules-enforced system to make them do so. Rather, the rules will *encourage* them to do so. Limit therefore works as follows: a player may choose for his or her character to act in a manner which plays into his or her expression of the Great Curse, and will gain bonus dice to his or her action in proportion to the severity of this act. Minor offenses are worth one die. Significant offenses are worth two. Acts of pure hubris are worth three. These dice stack with stunt bonuses, and offer the same potential benefits. Regardless of the severity of the offense, the act of invoking the Curse for your benefit raises your limit by one, with limit break functioning as normal at ten. On the other hand, those who consistently choose to take the high road will be rewarded at the end of each story arc (NOT chapter) with a significant xp reward. Choose, but choose wisely.
 
*Training time works as follows: you put in the training time first, and then you are eligible to spend the XP. Training may take many forms, depending on the stat in question, and there are as many ways to train as you can think of. Raising your strength might be represented by long months of weight lifting, but it might also be represented by working for months as a miner, or engaging in some other long activity that requires strength. Raising your dexterity might involve months of doing nothing but learning how to juggle, or it could involve working as an acrobat or other circus performer for a few months, and so on. All that to say, there are many ways to justify raising attributes in character. Be creative. Obviously, it will be easier to justify raising attributes that your character makes extensive use of in his or her every day life, on screen and in character, as it requires less 'downtime.'
 
*Training time works as follows: you put in the training time first, and then you are eligible to spend the XP. Training may take many forms, depending on the stat in question, and there are as many ways to train as you can think of. Raising your strength might be represented by long months of weight lifting, but it might also be represented by working for months as a miner, or engaging in some other long activity that requires strength. Raising your dexterity might involve months of doing nothing but learning how to juggle, or it could involve working as an acrobat or other circus performer for a few months, and so on. All that to say, there are many ways to justify raising attributes in character. Be creative. Obviously, it will be easier to justify raising attributes that your character makes extensive use of in his or her every day life, on screen and in character, as it requires less 'downtime.'
  

Revision as of 02:57, 14 February 2010

The Widening Gyre: House Rules

Widening Gyre - Main Page

Abyssal Rules

  • The Abyssal Charm, 'Void Avatar Prana' does not exist.

General Rules

  • Be courteous one to another. Take your turns, and be patient. Also, have fun.
  • No player killing unless it's a plot point (and both discussed with and approved of by both the DM and the player of the character in question). No exceptions.
  • The Great Curse works differently than in a standard game of Exalted. The DM believes that his players are fully capable of achieving previously unheard of heights of hubris and abuse of power without any need for a rules-enforced system to make them do so. Rather, the rules will *encourage* them to do so. Limit therefore works as follows: a player may choose for his or her character to act in a manner which plays into his or her expression of the Great Curse, and will gain bonus dice to his or her action in proportion to the severity of this act. Minor offenses are worth one die. Significant offenses are worth two. Acts of pure hubris are worth three. These dice stack with stunt bonuses, and offer the same potential benefits. Regardless of the severity of the offense, the act of invoking the Curse for your benefit raises your limit by one, with limit break functioning as normal at ten. On the other hand, those who consistently choose to take the high road will be rewarded at the end of each story arc (NOT chapter) with a significant xp reward. Choose, but choose wisely.
  • Training time works as follows: you put in the training time first, and then you are eligible to spend the XP. Training may take many forms, depending on the stat in question, and there are as many ways to train as you can think of. Raising your strength might be represented by long months of weight lifting, but it might also be represented by working for months as a miner, or engaging in some other long activity that requires strength. Raising your dexterity might involve months of doing nothing but learning how to juggle, or it could involve working as an acrobat or other circus performer for a few months, and so on. All that to say, there are many ways to justify raising attributes in character. Be creative. Obviously, it will be easier to justify raising attributes that your character makes extensive use of in his or her every day life, on screen and in character, as it requires less 'downtime.'

Lunar Rules

  • The Lunar knack, 'Twin-Faced Hero' does not exist. Its effects are fully subsumed into the 'Changing Plumage Mastery' knack: if you have 'Changing Plumage Mastery,' you can do anything that 'Twin-Faced Hero' would have otherwise let you do.

Skill Related Rules

  • 'High Realm' and 'Low Realm' work differently than they do in the base setting. Rather than being two separate languages, they are within this game two dialects of the same language.