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* Abilities - a few changes | * Abilities - a few changes | ||
+ | ** Heroic characters have 50 ability dots at character creation, though the max on any individual ability is 3 before bonus points. Followers should not be more widely capable than the Exalt leading them. | ||
** Craft is condensed to one ability. To make magical items that require levels of Occult or Lore still requires those abilities. | ** 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. | ** 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. |
Revision as of 14:02, 8 April 2008
Contents |
Niz Exalted
[1] Niz Iron Heroes
[2] Niz and Dragons
[3] Niz of Darkness
[4] Niz and Masterminds
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
- Extras
- Extras are defeated by any successful attack, spell, or other effect. An attack that does bashing knocks an extra unconscious, while an attack that does lethal or aggravated slays the extra instantly.
- When Extras attack, their attack successes are equal to (1/2 of their attack pool), round as appropriate (usually down, for non-magical extras).
- If an Extra successfully hits with an attack, the attack does damage equal to (1/3 of the total damage pool), round as appropriate (usually down, for non-magical extras).
- 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. Training time for the new combo does not include the value of copied charms.
- 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.
- A character may spend one (or more) of their ‘anywhere’ charms at character creation to start with a valid combo of any number of charms they possess.
- 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. Training time for the new combo does not include the value of copied charms.
- Abilities - a few changes
- Heroic characters have 50 ability dots at character creation, though the max on any individual ability is 3 before bonus points. Followers should not be more widely capable than the Exalt leading them.
- 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
- Virtues may also be moved, at ST permission (usually requiring a valid in-game reason for the change of heart). A character can lose a dot of a virtue to add one do to another. Exalted cannot circumvent the Great Curse in this manner.
- Sorcery and Necromancy - Three 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.
- Motes and willpower may be committed to “prepare” the tapestry of a spell. So long as the cost remains committed, the character may perform the required shaping actions at no further cost and invoke the spell an unlimited number of times. Ritual spells may not be prepared this way.
- Example: For 15 motes and 1 willpower committed, a character may take a single shape-sorcery action whenever they like to cast Death of Obsidian Butterflies.
- Lunars - Lunars do not pay extra for certain backgrounds. Lunars have 9/7/5 attributes at creation. They may choose two of their three caste attributes to favor, and two other attributes of their choice (which can include the third caste attribute).
- Stunts - Each level of stunt gives a bonus success on rolls (instead of bonus dice), and increases static ratings by the stunt level. Rewards remain the same.
Universal Setting Changes or Events
- Deathlords - The Deathlords are powerful ghosts with Necromancy and can only be permanently destroyed by a specific bane, or being hurled into the void. However, they do not have the equivalent of Abyssal or Solar charms. Though mighty, they are not the equivalent of high-essence Exalted individually.
- Lunars - The No Moons did not fail when they reconstructed the Lunar castes. There have always been three castes of Lunars (Full, Changing, and No Moon).
Stories
Ideas to be developed as time goes on.
Characters
That are made, but not placed in a story yet.
Death Ascendant
The forces of Death and the Underworld are rising in power and influence. More troubling, some of the dead seem to be rising on their own as zombies and hungry ghosts without the aid of a necromancer.
Character Types - All (except Abyssals)
Characters
Anchors of the Sun
Calibration passed this year, and the Sun did not return to the sky. Luna lights the night sky, but by day the heavens are a dim twilight where the stars and Maidens can be faintly made out by normal sight.
Character Types - All
Characters
The Death of Kejak
An event either grand or distressing has occurred. Chejop Kejak, eldest of the Five-Score, was found dead of age in the Tapestry of Fate chamber. He must have watched his own thread end.
Character Types - Sidereal Only