Igani

The tales of a princess, an explosive little girl, and a chargeless bodyguard.

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rules:start

Rules

Op deze pagina staat meta-informatie betreffende de Igani campaign.

Basisregels

De spelers kunnen kiezen uit het spelen van Solar of Lunar Exalted.

  • Solar Exalted worden gebouwd aan de hand van het Core rulebook.
  • Lunar Exalted worden gebouwd aan de hand van de Manual of Exalted Power: Lunars.
  • Alle charms in deze boeken zijn toegestaan, met enkele wijzigingen in de huisregels.
  • Errata voor alle boeken worden gebruikt zoals deze zijn gepresenteerd in de Scroll of Errata.

Alle boeken behalve de Dreams of the First Age serie mogen worden gebruikt voor character creation. De volgende boeken/bronnen zijn voor character creation interessant:

  • Scroll of the Monk (Martial Arts Charms)
  • Scroll of Heroes (Merits en Flaws)
  • Wonders of the Lost Age (Artifacts)
  • Black and White Treatises (Sorcery en Necromancy)
  • Oadeanol's Codex (Thaumaturgy, Manses, Artifacts)
  • Manual of Exalted Power: Abyssals (Solar mirror charms)
  • Glories of the Most High: the Unconquered Sun (Solar Charms)
  • Glories of the Most High: Luna (Lunar Charms)

Charms uit het fan-supplement Hundredfold Facets of Enlightenment mogen worden gebruikt met toestemming van de DM. De meeste Charms in dit supplement zijn wel gebalanceerd, maar er zijn een paar uitzonderingen.

Character Creation

We use an experience based character creation process. Characters start out with 450xp, their attributes at 1, their virtues at 1, and no abilities or charms. XP is then spent to satisfy all normal character creation requirements and minima.

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Experience

  • CR stands for Current Rating
  • NR stands for New Rating
  • MA stands for Minimum Ability (see charm)
  • ME stands for Minimum Essence (see charm)
  • SC stands for Spell Circle
Trait Cost Training time Tutor
Attribute CR x 4 CR months Double time without tutor
Ability (first dot) 3 3 weeks Double time without tutor
Favored or Caste Ability (increase) (CR x 2) - 1 immediate No tutor
Out-of-Caste Ability (increase) CR x 2 CR weeks Double time without tutor
Favored or Caste Specialty 2 2 weeks Double time without tutor
Out-of-Caste Specialty 3 3 weeks Double time without tutor
Essence (to 3) CR x 8 immediate No tutor
Essence (above 3) CR x 8 CR months No tutor
Virtue (does not increase Willpower) CR x 3 immediate No tutor
Willpower CR x 2 immediate No tutor
Favored/Caste Charm 8 MA days Double time without tutor (1, 3)
Out-of-Caste Charm 10 MA + ME days Double time without tutor (1, 3)
Terrestrial Martial Arts Charm (Favored/Caste) 6 MA Double time without tutor, required up to form (1)
Terrestrial Martial Arts Charm (Out-of-Caste) 8 MA + ME days Double time without tutor, required up to form (1)
Non-Solar Charms (Eclipse only) 16 MA + ME weeks Tutor required
Spell (Occult Favored/Caste) 8 SC weeks Tutor or instructions required (2)
Spell (Occult Out-of-Caste) 10 SC weeks Tutor or instructions required (2)
Thaumaturgic ritual (Occult Favored/Caste) 1 One day Tutor required (2)
Thaumaturgic ritual (Occult Out-of-Caste) 1 One week Tutor required (2)
Thaumaturgic degree (Occult Favored/Caste) 8 (Degree) weeks Tutor required (2)
Thaumaturgic degree (Occult Out-of-Caste) 10 (Degree) months Tutor required (2)
Background (increase) NR + 1 Circumstances only

(1): Martial Arts are traditionally taught from sifu to student. Being initiated into a Martial Art requires a sifu to teach you. When you've learned the style up to the form charm it is possible to advance in the style on your own strength as well with double the training time, as with normal Charms (but only for a single martial arts style at the time.) It is possible to self-initiate into a Martial Art with the help of a manual or memory crystal, but this is much harder. Training times become weeks instead of days.

(2): Sorcery and thaumaturgy can be researched as well. Without a tutor or spell instructions, the time required to learn a spell turns to months instead, and this is assuming the sorcerer has a stocked library with plenty of magic theory in it. Without this, the time required turns to years instead. Learning thaumaturgy without a tutor turns the interval to years and requires Occult 5. Thaumaturgic rituals can only be researched with the proper degree and takes one month with a library, and a year without.

(3): When installing a new charm, Alchemicals have to spend Min. Essence + Min. Attribute in their vat. When the charm has been installed at least once, the Alchemical can install it in one hour.

Training Standards

Lunar Exalted of the Silver Faction have deduced that the Cult of the Illuminated trains their Solar Exalted to at least the following skill level (choose one):

Set 1 Rating Set 2 Rating Set 3 Rating
Essence ●●●○○ Essence ●●●○○ Essence ●●●○○
Survival ●●●○○ Presence/Performance ●●●○○ Occult ●●●○○
Melee/Martial Arts ●●○○○ Melee/Martial Arts ●●○○○ Any combat ability ●●○○○
Resistance ●●○○○ Integrity ●●○○○ Investigation ●●○○○
Archery/Thrown ●○○○○ Lore ●○○○○ Lore ●○○○○
Presence ●○○○○ Occult ●○○○○ Integrity ●○○○○
Medicine ●○○○○ Socialize ●○○○○ Linguistics [Old Realm] ●○○○○

Additionally, Cult of the Illuminated Solars possess a number of Ability dots no less than 33 and have no less than 12 Charms.

Three Lunar Exalted trainers, with the backing of the Silver Faction, can provide training in any Attribute or Ability. It is possible to train Sorcery, Thaumaturgy and Martial Arts under their supervision as well. They typically cannot train Solar Charms, unless the Lunars themselves have an equivalent Charm. The following Charms can be trained:

  • Any Excellency
  • Infinite (Ability) Mastery
  • Ox-Body Technique
  • Invincible Essence Reinforcement
  • Graceful Crane Stance
  • Immanent Solar Glory
  • Spirit Detecting Glance
  • All-Encompassing Sorcerer's Sight
  • Durability of Oak Meditation

Travel speed

Mode Speed
Caravan 6 miles/day
Mortal/Cart 15 miles/day
Soldier (march) 25 miles/day
Exalted 28 miles/day
Horse 20 miles/day
Horse (no luggage) 30 miles/day
Warhorse 30 miles/day
Marukan horse 35 miles/day
Marukan swift 40 miles/day
Boat (upstream) 40 miles/day
Boat (downstream) 70 miles/day

Huisregels

We gebruiken de volgende huisregels:

Clinch

Je mag verdedigen tijdens een oplossend clinch rol met Athletics.

Health levels

Characters krijgen meer health levels naarmate hun stamina stijgt.

  • Stamina 1: -0/-1/-1/-2/-2/-4/incap (dyingx2)
  • Stamina 2: -0/-1/-1/-2/-2/-2/-4/incap (dyingx4)
  • Stamina 3: -0/-1/-1/-1/-2/-2/-2/-4/incap (dyingx6)
  • Stamina 4: -0/-1/-1/-1/-2/-2/-2/-2/-4/incap (dyingx8)
  • Stamina 5: -0/-1/-1/-1/-1/-2/-2/-2/-2/-4/incap (dyingx10)

De charm Ox-Body Technique werkt anders dan in het boek. Het character krijgt 7 punten te verdelen per keer dat Ox-Body Technique gekocht wordt:

  • -0 health level: 4 punten
  • -1 health level: 3 punten
  • -2 health level: 2 punten
  • -4 health level: 1 punt (max. 1 over alle Ox-Body Techniques)
  • upgrade health level uit een vorige Ox-Body Technique: 1 punt

Tevens krijg je 2 extra dying health levels per aankoop van Ox-Body Technique

Speed

Geen enkele combinatie van factoren kan een speed van minder dan 3 opleveren tenzij dat specifiek in het effect vermeldt staat.

Stunts en virtue channels

De bonussen voor stunts en virtue channels worden automatische successen op de rol ipv. extra dice.

Anima powers

  • De automatische power van de Twilight Anima reduceert alle damage met 1. De geactiveerde versie blijft onveranderd.
  • De automatische power van de Zenith verhoogt alle damage tegen Creatures of Darkness met de Essence rating van het karakter. De minimum dicepools die in het boek worden vermeld omvatten geen damage pools.

Specialties

  • Je mag meer dan 3 punten aan specialties trainen
    • Je mag geen tegenstrijdige specialties leren
  • Er kunnen maximaal 3 punten tegelijk geclaimed worden in een willekeurige situatie

Wapens en harnassen

Voor wapens gebruiken we het supplement het Armorium. Deze wapens zijn beter gebalanceerd dan de wapens in de Exalted boeken zelf. Bijna elk wapen uit de Exalted serie staat ook in het Armorium.

Voor harnas worden de volgende regels gebruikt:

Name Cost Soak Category Mobility Fatigue Tags
Buff Jacket (leather) 1 +3L/4B Light -1 2 J
Breastplate 2 +5L/3B Light -1 1 J
Chain Shirt 2 +3L/1B Light -0 1 C
Reinforced Buff Jacket 2 +4L/7B Medium -2 2
Lamellar 3 +7L/8B Medium -2 1 J
Reinforced Breastplate 3 +9L/8B Medium -3 2
Plate and Chain 3 +9L/11B Heavy -4 3
Articulated Plate 4 +10L/12B Heavy -3 2
Chain Swathing 4 +12L/14B Superheavy -5 4
Superheavy Plate 4 +12L/12B Superheavy -4 3
  • J: Can be hidden under a jacket
  • C: Can be hidden under clothing
  • Poor quality: -1 Cost, -1L/1B, mobility penalty 1 punt slechter.
  • Voor betere quality regels: Zie Core Rulebook p.365 (fine equipment niet toegestaan).
Name Artifact rating Soak Hardness Mobility Fatigue Attune Tags
Breastplate 1 +7L/5B 3L/3B -0 0 2 J
Chain Shirt 1 +6L/4B 3L/3B -0 0 2 C
Reinforced Buff Jacket 1 +6L/9B 4L/4B -1 0 3
Silken Armor 2 +6L/4B - -0 0 2 S
Discreet Essence Armor 2 +9L/10B 2L/2B -0 0 5 E(3) R(2)
Lamellar 2 +9L/10B 5L/5B -1 0 3 J
Reinforced Breastplate 2 +11L/10B 6L/6B -1 1 5 H(1)
Articulated Plate 3 +12L/14B 7L/7B -2 1 6 H(2)
Superheavy Plate 3 +15L/15B 9L/9B -3 2 8 H(2)
  • S: Silk. The armor looks like normal clothing and does not count as armor for the purpose of Charms. It stacks with other armor as well. No magical material bonuses.
  • E(x): Essence force. The armor generates an essence force that protects the character, which is activated by paying x motes. Night caste Solar Exalted can activate it for double this cost, making it invisible. The forcefield does not count as armor for the purpose of Charms, but does not stack with other armor. The armor is built very small at its base and can therefore be easily concealed with the right clothing.
  • H(x): x heartstone settings
  • R(x): Has a repair rating. The item needs regular maintenance and is not indestructible. R(2): Maintenance needed once a month (2 weeks if used in combat, 1 week if frequent combat). Maintenance takes 1 hour and resources 2 worth of material. Maintenance is automatically successful with Lore 2 or higher.
  • Orichalcum/Soulsteel bonus: +2 soak, +2 hardness.
  • Moonsilver bonus: Reduces mobility penalty with 3 points. Remaining 2 points are added to soak, 3rd to hardness.
  • Jade bonus: Reduces fatigue with 2 points. First remaining point is added to soak, second to hardness.
  • Starmetal: Ongewijzigd, zo zeldzaam dat het niet is toegestaan bij character creation.

Charm trees

Lore

  • 'Harmonious Academic Methodology' heeft als prerequisite 'Power-Awarding Prana' (in plaats van 'Any Two Lore Excellencies')

War

  • 'Tiger Warrior Training Technique' heeft als prerequisite 'Rout-Stemming Gesture' (in plaats van 'Heroism-Encouraging Presence')

Martial Arts

Dreaming Pearl Courtesan Style
  • 'Lethal Paper Fan Attack': De optie om speed te verlagen is niet beschikbaar.

Awareness

  • 'Keen senses [x]': Deze charm haalt tegenwoordig de external penalties weg voor de relevante zintuigen.
  • 'Unsurpassed [x] Discipline': Deze charm verdubbeld niet meer het aantal successen van je awareness roll. In plaats daarvan laat het de gebruiker dingen waarnemen die buiten het menselijk waarnemingsvermogen liggen.

Artifacts

Some artifacts require special rules to deal with either 2.5, or with the campaign setting itself.

Hearthstone Bracers

Instead of the 3-die bonus to dodge, Hearthstone Bracers give a 20% mote discount on activation of Anima powers.

Teamwork

When performing teamwork, characters who grant a die in assistance grant an additional die for each Excellency they have that applies to the roll.

Limits on Attributes and Abilities

The upper limit for buying Attributes is 5 or (Permanent Essence)+1, whichever is higher. Lunar Exalted and Alchemical Exalted can buy up to 5 or (Permanent Essence)+2.

The upper limit for buying Abilities is 5 or (Permanent Essence)+2, whichever is higher. Lunar Exalted and Alchemical Exalted can buy up to 5 or (Permanent Essence)+1.

rules/start.txt · Last modified: 2018/07/20 20:44 by Brend