Some Random House Rules

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(House Rule # 5: Soak and Hardness)
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== House Rule # 5: Soak and Hardness ==
== House Rule # 5: Soak and Hardness ==
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The purpose of this house rule is to moderately increase the usefulness of armour in Exalted, adding to the effectiveness of the "tank" character. Under this house rule, all mortal armours have Bashing Hardness equal to 1/2 of their Bashing soak Value, and no Lethal hardness. All Artifact armours have Bashing Hardness equal to 3/4 of their Bashing soak Value, and Lethal hardness equal to 1/2 their Lethal soak.<br>
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The purpose of this house rule is to moderately increase the usefulness of armour in Exalted, adding to the effectiveness of the "tank" character. Under this house rule, all mortal armours have Bashing Hardness equal to 1/2 of their Bashing soak Value, and 1/4 of their Lethal soak as Lethal hardness. All Artifact armours have Bashing Hardness equal to 3/4 of their Bashing soak Value, and Lethal hardness equal to 1/2 their Lethal soak.<br>

Revision as of 00:53, 22 October 2007

Contents

House Rule #1: Ping

Under the normal rules, Ping damage (the minimum damage roll for an attack) is equal to one's Essence. Under this house rule, it is instead (Essence + Strength)/2.

House Rule #2: Health Levels

Instead of everyone having seven health levels, health levels are determined based on the character's natural (not Charm-enhanced) Stamina.

Every character receives -0 level Health levels equal to (Stamina/2)
Every character receives -1 level Health levels equal to (Stamina)
Every character receives -2 level Health levels equal to (Stamina)
Every character receives one (1) -4 level Health level.
Every character receives one (1) Incapacitated Health level.

Dying health levels are determined normally.

House Rule #3: Solar Ox-Body

Under this house rule, each purchase of the Solar version of the Charm Ox-Body Technique provides an additional one (1) Dying health level.

House Rule #4: Removing Appearance From Exalted

Rem. Appearance From Exalted

- Appearance becomes Composure, which represents the character's ability to remain calm and composed and resist social-influence.

- Characters with a higher Composure than the character that they're engaged in Social combat with add the difference to all rolls and DVs involved in social combat, this is an internal bonus.

- New Background: Exceptional Appearance
Each dot in the Exceptional Appearance Background adds 1 to all rolls made in social combat with someone who would find the character's gender attractive. Each level also adds 1 to all rolls made to remember the character.

- MPDVs are now calculated as (Charisma or Manipulation + appropriate skill + Composure)/2. MDDV is now calculated as (Composure + Integrity + Essence)/2.

Appearance-based Lunar charms
- Appearance-based Disguise charms (Hide of the Cunning Hunter, One of the Herd, and Clover Can't Be FOund) are considered Manipulation charms, and - where appropriate - replace "Appearance Excellency" with "Manipulation Excellency" in the requirements.

- Perfect Symmetry is considered a Charisma-based Charm with a "Charisma Excellency" requirement instead of an "Appearance Excellency" requirement.

It's text now reads "Calling on her Essence, the Lunar gives herself an air of impossible perfection, adding her Essence to her 'Exceptional Appearance' background for the remainder of the scene."

- New Friend Aroma, and Irresistable Silver Spirit are considered Charisma charms, and where appropriate use a Charisma Excellency.

- Glance Oration Technique and Observed Predator Instinct are both considered Composure Charms. Additionally, Lunars get a version of Mastery of Small Manners called "Herd Observation Mastery", which requires Composure 2, Essence 2. Rather than adding to Composure (see below), Herd Observation Mastery adds 1 dice to all Social Stealth attempts, but otherwise works in a manner identical to Mastery of Small Manners in terms of cost and other effects.

Mastery of Small Manners
Rather than adding to Appearance, Mastery of Small Manners now instead adds 1 to the character's Composure.

House Rule # 5: Soak and Hardness

The purpose of this house rule is to moderately increase the usefulness of armour in Exalted, adding to the effectiveness of the "tank" character. Under this house rule, all mortal armours have Bashing Hardness equal to 1/2 of their Bashing soak Value, and 1/4 of their Lethal soak as Lethal hardness. All Artifact armours have Bashing Hardness equal to 3/4 of their Bashing soak Value, and Lethal hardness equal to 1/2 their Lethal soak.

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