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==Personal Game Rules== *1. “Rule of Cool” supersedes anything written in a book. If a game plot is 'Impossible!', An Essence Channeler Did It. *2. The Damage Track only goes to Incapacitated and No Further. Exalted is a game where you might catch a 40 die unexpected attack when you don't have your personal surprise negation charm up and active. That's not fun. So, if an Attack would kill a PC or Named Exalt NPC, they're simply Incapacitated. You might still want to have a Paranoid Combo or two, but you don't have to worry about a character dying without express Player/GM communication prior. *3. Free Ox-Bodies per point of Resistance. While Rule 2 means that Death is rare, a tough Exalt still has far more of a damage track than a bookish Twilight. *4. Celestial Exalts get all the Elemental Crafting skills as a single skill. Mortals have to suffer and toil learning an art for 20+ years to get Craft (Fire) 3, whereas a Solar baked out of his mind, suffering a head wound, and wrestling a Tyrant Lizard should be able to extrude a sword of infinite beauty using their bare hands... *5. Excellencies are purchased at Caste level, covering the respective Attributes/Abilties for the respective Caste. E.G. "First Dawn Excellency" would grant the first Excellency to Archery, Melee, Martial Arts, War and Thrown. *6. Merits and Flaws are allowed. *7. Everyone receives 2 free combos at CharGen. Otherwise standard book cost applies. You can add new charms to Combos for the price of 1 XP per 2 "Charm Slots" which you can split up and apply to whatever Combo you choose. *8. Fuck Heart's Blood. *9. All official Errata is open and available. *10. XP costs for any Exalt is the same as Solars, unless your specific Exalt type has a discount. Use whatever is cheaper. *11. 2 free spells with every Sorcery Circle Initiation
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