Tag: House Rules

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  • House Rules

    * [[Alternate Character Advancement]] * [[Alternate Character Creation]] * [[Consolidated Craft Abilities]] * [[DV Negation Changes]] * [[Easy Virtue Channeling]] * [[Heroic Wounds System]] * [[Languages and Literacy]] * [[More Generous Sorcery]] …

  • Consolidated Craft Abilities

    In this variation on the standard rules, there is only one Craft ability, which confers broad understanding of all creative pursuits. All standard Craft types may be taken as Craft specialties, and a character may have any number of specialties for the …

  • Heroic Wounds System

    In this variation of the standard rules, heroic characters - all Exalted and most other serious players, but not extras, as the Storyteller sees fit - are never subject to being felled by a single powerful blow. No single attack can reduce a heroic …

  • Languages and Literacy

    In this variation of the standard rules, characters speak their native language fluently, and speak one additional language per dot of Linguistics, per usual. Characters may learn additional languages as Linguistics Specialties however. Characters …

  • DV Negation Changes

    In this variation of the standard rules, a character's DV is reduced by half - rounding up or down as appropriate to the character type - rather than reduced to zero when he is subjected to an unexpected attack, or held inactive in a grapple. Other …

  • More Generous Sorcery

    In this variation of the standard rules, characters who learn sorcerous initiation charms automatically learn a selection of spells to use with them. Additionally, the cost of learning new spells is significantly reduced for less powerful magic. The same …

  • Safer Sorcery

    In this variation of the standard rules, characters may activate reflexive charms during the course of performing a Shape Sorcery action. h3. Design Impact This rule has two key effects - first and least important, it allows sorcerers to use their …

  • Unlimited Specialties

    Under this variation of the standard rules, characters may have any number of specialities for a given Ability. They are still limited to a maximum of three specialty dice per roll. h3. Design Impact This changes nothing at all about the statistical …

  • Virtue Limited Perfect Defenses

    In this variation on the standard rules, perfect defense charms use their pre-errata essence costs, but players must also spend a Virtue channel, with an appropriate stunt, in order to activate their perfect defense to negate an attack. h3. Design …

  • Virtue Recovery Stunts

    This rule expands upon the standard rules for stunt rewards. Once per scene, when a player successfully performs a two- or three-die stunt which would clearly qualify for the use of a Virtue channel, but chooses not to channel that Virtue, he may recover …

  • Easy Virtue Channeling

    In this variation of the standard rules, characters do not need to spend a point of Willpower in order to channel a Virtue. h3. Design Impact Virtue channels are already a scarce enough resource that changing another semi-scarce resource to use them …

  • Alternate Character Advancement

    In this variation on the standard character development system, the concept of experience points is eliminated in favor of awarding players specific benefits after each game session. * *Session 01:* 2 Charms (Combat) * *Session 02:* 1 Charm (Dramatic …

  • Alternate Character Creation

    This system replaces the process of character creation with an entirely different set of rules, designed to make sure starting characters are well balanced with each other, have plenty of interesting options, and clear directions in which to grow. A …

  • Terrestrials In Celestial Games

    To enable a Dragon Blooded player character to participate on a more equal footing in a party of Celestial exalted, the following changes may be applied: * The dice cap from charms is expanded from (Ability) to (Ability x 2) * Element type surcharges …

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