Difference between revisions of "Solve For Ex"

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(Solars)
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==Solars==
 
==Solars==
  
 +
===Dawn Caste===
 
[[Lance|Lance]], played by Silent Wayfarer the Awesome
 
[[Lance|Lance]], played by Silent Wayfarer the Awesome
  
[[Okita_Fallen_Star|Okita Fallen Star]], played by Fatal Harmony
+
[[Mio_Peleps|Mio Peleps]], Played by Shawn Hagen
  
[[Mio_Peleps|Mio Peleps]], Played by Shawn Hagen
+
===Twilight Caste===
  
 
[[Light-weaver|Light-Weaver]], played by Rainbow Trenchcoat
 
[[Light-weaver|Light-Weaver]], played by Rainbow Trenchcoat
 +
 +
===Night Caste===
 +
 +
[[Okita_Fallen_Star|Okita Fallen Star]], played by Fatal Harmony
  
 
==Lunars==
 
==Lunars==
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=House Rules=
 
=House Rules=
 +
 +
==Acceptable Exalts==
 +
Solars, Lunars, Abyssals, and Alchemicals.
 +
 +
==CharGen Rules==
 +
*Use the Errata'd CharGen rules.
 +
*Start at Essence 3 (Max of 4 in CharGen).
 +
*Everyone can have 3 points extra in Attributes and 7 points extra in Abilities over and above CharGen standards.
 +
*You can also have 100 bonus XP to cover previous adventures.
 +
*No Unique Artifacts. If its 5 points and has more than a paragraph of its history or benefits, I'm likely going to give it a thumbs down.
 +
 +
 +
==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

Revision as of 21:25, 26 August 2011

Welcome gentle reader, come and see the repository of information as 9 Exalts try and solve the ills of Creation.

Players

Character Template

Solars

Dawn Caste

Lance, played by Silent Wayfarer the Awesome

Mio Peleps, Played by Shawn Hagen

Twilight Caste

Light-Weaver, played by Rainbow Trenchcoat

Night Caste

Okita Fallen Star, played by Fatal Harmony

Lunars

Annealed Carapace Chirurgeon, played by OldKentuckyShark

Abyssals

Notable NPCs

House Rules

Acceptable Exalts

Solars, Lunars, Abyssals, and Alchemicals.

CharGen Rules

  • Use the Errata'd CharGen rules.
  • Start at Essence 3 (Max of 4 in CharGen).
  • Everyone can have 3 points extra in Attributes and 7 points extra in Abilities over and above CharGen standards.
  • You can also have 100 bonus XP to cover previous adventures.
  • No Unique Artifacts. If its 5 points and has more than a paragraph of its history or benefits, I'm likely going to give it a thumbs down.


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