Thousand Cities:Rules

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Revision as of 03:47, 19 December 2006 by Morsla (talk | contribs) (System)
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New Rules

This section contains new rules used in the Thousand Cities campaign.

Divine Favour

Every action in the Thousand Cities takes place beneath the gaze of the Gods.
Every action has its consequences.

Concept

Divine Favour serves two purposes: it helps (or hinders) the actions of the heroes, and it gives them access to more potent Charms. Any major action will potentially anger one or more of the Gods - they are quick to anger, and the symbols they hold sacred are not always widely known. At the same time, the actions of the heroes may draw aid from those Gods who oppose the aggrieved deity.

System

Acting for or against the interests of a God will gain (or lose) the character points of Divine Favour. These act like secondary Virtues, and can be drawn on to help the character's actions. Divine Favour has a maximum rating of five.
  • Asking for help
When calling on a God's aid, add a number of dice equal to the character's Divine Favour rating for that God. Unlike channeling a Virtue, this does not require a point of Willpower. However, the dice can only be used on an appropriate roll - defaulting to that God's domain, but a well described stunt can give justification for a character to use the bonus dice elsewhere.
A character can freely call upon each God once per session. Subsequent attempts cost them a point of Favour with that God to do so.
Negative Divine Favour dice can be used to oppose the character, wherever the Storyteller finds it appropriate.
  • Learning Charms
Characters may only learn charms with a Minimum Essence equal or lower than their current Divine Favour rating with the appropriate God. Losing Favour after learning the Charm has no further effect, other than temporarily stalling their advancement in that group of Charms.
  • Starting Play
Characters begin play with enough Divine Favour to have learned all their initial Charms. They may add up to three additional points of Divine Favour, by gaining an equal number of negative Favour points from other Gods. No more than one additional point (positive or negative) may be assigned to each God.

Gods and Domains

Ability Deity
Dawn

Caste

Archery Vergolte the Hunter
Martial Arts Gard, Champion of the Host
Melee Yedan, the Sword
Thrown Tardrace, Wrath of the Storm
War Roane, General of the Host
Zenith

Caste

Integrity Phoebe, the Judge
Performance Emrill the Child
Presence Klesthes, the Golden Queen
Resistance Humber, the Mountain
Survival Beyeate, the Green Mother
Twilight

Caste

Craft Vanar the Blacksmith
Investigation Ergonus, Keeper of the Underworld
Lore Grear, Keeper of the Tome
Medicine Dauvion the Drunkard
Occult Eicentia the Sorceress
Night

Caste

Athletics Parthos the Swift
Awareness Leith, the Three-Faced Oracle
Dodge Absence
Larceny Miris the Trickster
Stealth Cadre, the Messenger
Eclipse

Caste

Bureaucracy Paragon, Keeper of Order
Linguistics Cypher the Wanderer
Ride Farrow, Herald of the Plains
Sail Herneia, Mistress of the Waves
Socialise Seyanne, the Muse

Implications

Taking an extra dot of Essence at Character Creation becomes a little more useful - in the basic system, those bonus points are generally much more valuable elsewhere on the character sheet. In the Thousand Cities, beginning with Essence 3 (and purchasing some Essence 3 Charms) allows a character to begin with a higher Divine Favour rating, drawing greater divine attention to their deeds.


House Rules

This section will contain changes to the Exalted 2nd Edition rules system.


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