Some Random House Rules
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(→House Rule # 18: Familiar v 2) |
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== House Rule #2: Health Levels == | == House Rule #2: Health Levels == |
Current revision as of 22:59, 28 September 2011
z3TRsO It`s really useful! Looking through the Internet you can mostly observe watered down information, something like bla bla bla, but not here to my deep surprise. It makes me happy..!
[edit] 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.
[edit] 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.
[edit] 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.
[edit] 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.
[edit] 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.
[edit] 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.
[edit] 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.
[edit] 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.
[edit] 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.
[edit] 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.
[edit] 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.
[edit] House Rule # 13: Savant Background
Contributed by Kon
The Savant Background is available to all Celestial Exalted.
[edit] House Rule # 14: Artillery
Rolls to fire Artillery use Intelligence (if Thrown based Artillery) or Perception (if Archery based Artillery), rather than Dexterity.
[edit] House Rule # 15: Linguistics
Linguistics can be handled in one of two ways. The first is what I call the "polyglot" approach. Under the polyglot approach, each dot of Linguistics buys the character one language per the corebook. Each dot also gives the character the ability to speak in ANY other language they care to with a successful Wits (for spoken) or Intelligence (for written) + Linguistics roll.
The second method adds a new specialty for Linguistics "More Languages". Instead of each dot in the specialty giving you another dot of Linguistics, it gives you instead an additional language. "More Languages" can be taken more than three times, and does not count against the character's total specialties.
[edit] House Rule # 16: Perfects
Perfect Defenses do not automatically trump perfect attacks. Any time that a perfect attack is used (note: perfect attacks are not attacks which render one or more DVs inapplicable. Perfect attacks are attacks which automatically succeed and are specifically described as "perfect") and a perfect defense blocks it, the attack is rolled normally, with the attacker adding his Essence as automatic successes, and the defender adding his Essence as a direct bonus to DV after the calculation.
[edit] House Rule # 17: Armored Scout's Invigoration
Armoured Scout's Invigoration no longer requires Hauberk Lightening Gesture. Now it requires Whirlwind Armour Donning prana, in order to make it compatible with its Abyssal mirror version.
[edit] House Rule # 18: Familiar v 2
Familiar This background represents the deep, abiding connection between an Exalt and an animal companion. Like their Chosen counterparts, these animals are always exceptional – they are capable of rudimentary communication (though not speech), and possess faculties equivalent to a human of their intelligence. Additionally, all Familiar animals possess the Exalted Healing Affliction (per Creatures of the Wyld) and the ability to perceive flows of Essence with a successful Perception + Awareness roll. Quite aside from their naturally enhanced abilities, the connection between a Familiar and its Exalt is a deep one, providing numerous benefits. Exalts can perceive the world through their Familiar's senses at any range by spending a mote of Essence, though while they are “riding” their Familiar's senses, they have limited ability to perceive the world around them, and must make a successful Wits + Awareness (difficulty 2) roll to react to any threats in their immediate area; additionally, Familiars are always considered valid targets for charms such as Tiger Warrior Training Technique and Harmonious Academic Methodology, and any charms – such as Power Awarding Prana or Bestial Traits Technique, or any charm used as part of Worthy Mount Technique or Single Spirit Method – which enhance the natural capabilities of an animal directly find their cost reduced by 2 motes. Further, Familiars with the Enlightened Essence mutation can share their Essence freely with their Exalt, so long as they are in physical contact.
By adding dots to the basic cost of a familiar, that familiar may be made a truly unique specimen. One dot makes a familiar fine, allowing it to add a 1 dot specialty to any one of its skills. Two dots makes a familiar exceptional, allowing it to add – in addition to the benefits for fine familiars, one dot to any one skill or, alternately, to split three +1 bonuses between any of the attributes of its natural weapons or add +2B/+2L to its soak. Three dots makes the familiar a perfect example of its species. In addition to the benefits above, a perfect familiar can opt to add +1 to any one Attribute, or to increase one of the bonuses an exceptional familiar gets to one of its natural weapons by +1 (to a total of +2), or to increase its soak by an additional +2B/+2L. Other traits can be purchased for familiar animals as mutations, but must always be balanced as Familiars do not possess bonus points.
1 dot: A common familiar: this may be a horse, dog, hunting cat, or a small pet of some kind such as a ferret, cat or mouse. Any commonly domesticated animal is appropriate at this level.
2 dots: An uncommon familiar, such as a wolf, bear, raiton or other wild animal is appropriate at this level. Alternately, a fine version of a common familiar – such as a well-bred horse or a keen nosed dog, would be appropriate.
3 dots: A rare familiar, such as a claw strider, a sand swimmer, or a mammoth, even a river dragon or tyrant lizard. Alternately, a fine version of an uncommon familiar or an exceptional common familiar.
4 dots: An extremely rare familiar, usually part of a small clade of Genesis-created beings. A fine version of a rare familiar, an exceptional uncommon familiar or the perfect example of a common familiar are also appropriate.
5 dots: A truly one-of-a-kind familiar, almost always created via Genesis crafts and possibly equivalent to a minor behemoth or some other singularly special creature.