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(Houserules)
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** Sidereals have 9 Caste/Favored Only, and 12 Anywhere Charms. (21 total)
** Sidereals have 9 Caste/Favored Only, and 12 Anywhere Charms. (21 total)
** Dragon Blooded have 8 Caste/Favored Only, and 7 Anywhere Charms. (15 total)
** Dragon Blooded have 8 Caste/Favored Only, and 7 Anywhere Charms. (15 total)
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* Combos - A character may spend 1xp per charm to copy part of a combo they already possess when building a new combo, instead of paying the normal value.  All charms copied must be part of a single combo the character already knows.
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** Example - A Solar meleeist has a combo of (1st Excellency, Hungry Tiger Technique, Fire and Stones Strike, One-Weapon Two-Blows).  They are creating combo of (1st Excellency, Hungry Tiger Technique, Iron Whirlwind Attack, Dipping Swallow Defense), and may spend 2xp to include the excellency and hungry tiger in the new combo, in addition to the cost of Iron Whirlwind and Dipping Swallow.
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* Abilities - a few changes
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** Craft is condensed to one ability.  To make magical items that require levels of Occult or Lore still requires those abilities.
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** Dodge Mental Defense is calculated as (Appearance + Integrity + Essence)/2, round up or down as appropriate for type.  Appearance no longer adds or subtracts from MDVs.
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** Parry Mental Defense is calculated as ((Attribute) + (Ability) + Linguistics)/2, round up or down as appropriate for type.
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* Virtues - Exalted begin with 6 dots of virtues, and may raise a virtue as high as 5 at creation without requiring bonus points
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* Sorcery and Necromancy - Two changes
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** Each shaping action costs 1 willpower, as opposed to paying the full willpower cost up front.  If a 2nd circle or higher spell is disrupted before it is completed, any unspent willpower is not lost.
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** Divide the total cost of a 2nd or 3rd circle spell by 2 or 3 (respectively), this is the amount paid per shaping action in motes (add any odd remainder to the last shaping action).  If a spell is disrupted before it is completed, the caster need not spend the motes for any actions they hadn’t taken yet.
===Setting Changes or Events===
===Setting Changes or Events===

Revision as of 20:57, 27 January 2008

Contents

Niz Exalted

Houserules

  • Health Levels - Non-extras have Health Levels equal to (5 + stamina). One level is a -0, one is a -4, and one is an incapacitated. The remaining are divided evenly between -1 and -2 levels, with any odds being -2.
    • Example - Stamina 3 has 8 health levels: -0/-1/-1/-2/-2/-2/-4/inc
  • Charms - More charms than normal.
    • Solars and Abyssals have 10 Caste/Favored Only, and 10 Anywhere Charms. (20 total)
    • Lunars have 6 Caste/Favored Only, 7 Anywhere Charms, and 3 Knacks; Anywhere charms may be spent on additional Knacks. (13/3 total)
    • Sidereals have 9 Caste/Favored Only, and 12 Anywhere Charms. (21 total)
    • Dragon Blooded have 8 Caste/Favored Only, and 7 Anywhere Charms. (15 total)
  • Combos - A character may spend 1xp per charm to copy part of a combo they already possess when building a new combo, instead of paying the normal value. All charms copied must be part of a single combo the character already knows.
    • Example - A Solar meleeist has a combo of (1st Excellency, Hungry Tiger Technique, Fire and Stones Strike, One-Weapon Two-Blows). They are creating combo of (1st Excellency, Hungry Tiger Technique, Iron Whirlwind Attack, Dipping Swallow Defense), and may spend 2xp to include the excellency and hungry tiger in the new combo, in addition to the cost of Iron Whirlwind and Dipping Swallow.
  • Abilities - a few changes
    • Craft is condensed to one ability. To make magical items that require levels of Occult or Lore still requires those abilities.
    • Dodge Mental Defense is calculated as (Appearance + Integrity + Essence)/2, round up or down as appropriate for type. Appearance no longer adds or subtracts from MDVs.
    • Parry Mental Defense is calculated as ((Attribute) + (Ability) + Linguistics)/2, round up or down as appropriate for type.
  • Virtues - Exalted begin with 6 dots of virtues, and may raise a virtue as high as 5 at creation without requiring bonus points
  • Sorcery and Necromancy - Two changes
    • Each shaping action costs 1 willpower, as opposed to paying the full willpower cost up front. If a 2nd circle or higher spell is disrupted before it is completed, any unspent willpower is not lost.
    • Divide the total cost of a 2nd or 3rd circle spell by 2 or 3 (respectively), this is the amount paid per shaping action in motes (add any odd remainder to the last shaping action). If a spell is disrupted before it is completed, the caster need not spend the motes for any actions they hadn’t taken yet.

Setting Changes or Events

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