Some Random House Rules
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Mantis Style considers hooked swords and sais, and artifact equivalents, form weapons.<br> | Mantis Style considers hooked swords and sais, and artifact equivalents, form weapons.<br> | ||
Solar Hero Style includes iron boots and artifact equivalents as form weapons.<br> | Solar Hero Style includes iron boots and artifact equivalents as form weapons.<br> | ||
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+ | == House Rule # 13: Savant Background == | ||
+ | ''Contributed by Kon''<br> | ||
+ | The Savant Background is available to all Celestial Exalted.<br> |
Revision as of 06:24, 8 November 2007
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. Weapons with the Overwhelming tag add their Overwhelming rating directly to the Ping calculation.
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.
Alternate to this, one could set the lethal soak of mortal armours at 0. Also, to make allowances for the relative power of artifacts - artifact weapons ignore the Hardness of mortal armours, but treat artifact armours as normal.
House Rule # 6: Crafts
According to the core rules, Crafts rolls to create an object use the lowest of your Dexterity, Perception or Intelligence. Under this house rule, Crafts works like any other roll, using the Attribute that best applies to the task.
House Rule # 7: Eternal Vow
Eternal Vow replaces the Lunar background: Solar Bond. It can be purchased by any character. The character's level in Eternal Vow is added to any roll or DV used in a situation that involves protecting or assisting the person to whom the vow was sworn. The person to whom the vow was sworn must also possess Eternal Vow at the same level. The vow is subtracted from both parties' rolls and DVs when they are in conflict.
Alternately, it is possible to introduce Lunar Bond. Lunar Bond works just as Solar Bond does in MoEP: Lunars, but represents the bond of Solar to Lunar. Lunars instead use a modified version of Solar Bond, which adds the levels of Solar Bond to their DVs to resist any form of mental influence, but subtracts it when the mental influence is applied by the Solar to whom they are bonded.
House Rule # 8: Sorcery and Necromancy Background
The Sorcery and Necromancy Backgrounds are two separate backgrounds representing intense training in the fundamentals of the sorcerous arts. The effects of the Background are below:
1 Add one die to all rolls to recognize or learn a sorcery (or necromancy) spell.
2 Add two dice to all rolls to recognize or learn a sorcery (or necromancy) spell.
3 Add three dice to all rolls to recognize or learn a sorcery (or necromancy) spell. Add one dice to all rolls to create new sorcery or necromancy spells.
4 Add four dice to all rolls to recognize or learn a sorcery (or necromancy) spell. Start with one Emerald Circle Sorcery or Labyrinth Circle Necromancy spell for free. Add two dice to all rolls to create new sorcery or necromancy spells.
5 Add five dice to all rolls to recognize or learn a sorcery (or Necromancy) spell. Start with two Emerald Circle Sorcery or Labyrinth Circle Necromancy spell for free. Add three dice to all rolls to create new sorcery or necromancy spells.
House Rule # 9: Thaumaturgy
Under this house-rule, Exalts purchase thaumaturgy degrees as normal Occult specialties in terms of cost, rather than the increased cost at which mortals must purchase it.
House Rule # 10: Sorcery and Necromancy Spells
When purchasing a Sorcery or Necromancy access charm, you receive - at no additional point-cost, the Countermagic for that level of sorcery or necromancy.
House Rule # 11: Dawn Caste Anima Banner
The Dawn Caste anima banner now requires that anyone confronting the Dawn in a duel or other single combat make a Valor roll against the Dawn's Essence as difficulty. If the roll is successful, the target subtracts 2 from the Defense and Accuracy of all of his attacks while fighting the Dawn. If the roll fails, the target cannot attack the Dawn at all. If the roll botches, the target flees in terror. When the Dawn's anima banner reaches the 11-15 range, this ability applies automatically, and affects Mass Combat units with a Magnitude equal to or less than the Dawn's Valor + Essence, who must make a morale check with the above stipulations.
House Rule # 12: Martial Arts Weapons
Mantis Style considers hooked swords and sais, and artifact equivalents, form weapons.
Solar Hero Style includes iron boots and artifact equivalents as form weapons.
House Rule # 13: Savant Background
Contributed by Kon
The Savant Background is available to all Celestial Exalted.