Forgotten Suns: House Rules

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Abilities

Craft

By official rule, “characters who wish to master multiple crafts must take this ability multiple times.” In our campaign, this rule is replaced with the following: Craft uses specializations to represent the various crafts a character knows. Any craft roll within a specialty that a character has is rolled normally including the bonus from the specialty; however, craft rolls in an area in which the character does not specialize have three dice subtracted and their difficulty increased by one. Characters who learn Craft gain one specialty for free. In addition, Craft ignores the usual limitation on three specialities per ability, allowing as many specialities as desired, though no one speciality may be chosen more than three times.

Lunar Shapeshifting

When in animal form, a lunar's own Brawl and Martial Arts abilities are supplanted by the Brawl skill of the animal form when making natural attacks. This reflects the fact that much of the training represented by human Brawl and Martial Arts skill assumes human limbs and hands. Lunars may buy specializations to Brawl skill that will add to fighting when in a specific animal form.

Charms Changes

Lunar Martial Arts

Lunar characters may learn martial arts charms from a style based on their totem animal for eight experience points each. The lunar may do this with one and only one style, selected by the lunar.

Combos

As written, the rules do not set a fixed training time for combos. In this campaign, the base cost for learning a combo when all of the charms in the combo are in a favored ability is equal to the sum of the minimum abilities of all the charms in the combo, plus the highest minimum essence of the charms, in days. If any of the charms in the combo are unfavored, double this time.

The training time assumes a teacher is available. If the exalt is self-training, rather than doubling the training time, take the base time to the nth power, where n is the number of charms in the combo.

Power Combat Changes

Our campaign, having gone on fairly long using the original combat rules, elects not to use the new power combat rules from the Player’s Guide; however, these rules contain a some changes/clarifications to charms that make sense for either rules system. Note that some of them are significant changes. The following are considered official in our campaign:

Archery

Immaculate Golden Bow: Accuracy and rate equal to Essence. Range 300 yards.

Trance of Unhesitating Speed: Costs a flat 3 motes per attack. No more extra attacks than Essence.

Athletics

Feather Foot Style: Cost now 5 motes. Duration one scene. In addition to effects listed in book, also doubles running and sprinting rate (though this does not stack with other speed enhancemnets).

Monkey Leap Technique: Distance measured in yards, not feet.

Spider-Foot Style: Cost now 3 motes, duration one scene.

Brawl

Sledgehammer Fist Punch: Type now supplemental, duration instant.

Endurance

Armored Scout’s Invigoration: Cost now 3 motes per point of mobility and fatigue negated, a max number of times equal to Endurance. Each 3 motes negates a point of each.

Essence-Gathering Temper: Each success on the roll gains a number of motes equal to Essence, though no more successes provide benefit that the character has points of Stamina.

Front-Line Warrior’s Stamina: Cost now 5 motes + 1 Willpower. Cancels all fatigue and mobility until the armor is removed.

Tiger Warrior’s Endurance: Cost now 6 motes + 1 Willpower + 1 lethal health level. While in effect, character regains Essence as if meditating (8 motes/hour) and cannot suffer fatigue checks or penalties. Character does not and cannot sleep. Duration is Essence + Endurance in hours. Health level remains “comitted” while the charm is active.

Martial Arts

A clarification: martial arts styles can be divided into four groups:

  1. Styles that allow use of armor at all times
  2. Styles that allow specific (usually light) armor at all times
  3. Styles that prohibit use of armor with their form charms, but allow it with other charms of the style
  4. Styles that prohibit use of armor with all charms in the style

Most styles are of the last type; however, most of the published solar styles are the second type, including Snake, Tiger and Ebon-Shadow.

Armor-Penetrating Fang Strike: Cost now 4 motes + 1 Willpower.

Essence Venom Strike: Cost now 7 motes + 1 Willpower.

Striking Serpent Speed: Cost now 6 motes only.

Melee

One Weapon, Two Blows: Cost now 2 motes.

Peony Blossom Attack: Costs a flat 3 motes per attack. No more extra attacks than Essence.

Presence

Majestic Radience Presence: The Willpower roll to oppose or attack character made every time attempting to disobey or harm character, but no more than once per turn.

Terrifying Apparition of Glory: The Valor and Confiction rolls to oppose or harm character made every time attempting to disobey or harm character, but no more than once per turn.

Resistance

Durability of Oak Meditation: Cost now 1 mote per 2B added to bashing soak. A roll is no longer needed. May be used with existing armor.

Iron Skin Concentration: Big change: now reflexive and of instant duration, costing 3 motes only. It reduces the damage dice of any attack you are aware of to the attackers Essence.

Spirit Strengthens the Skin: Big change: now reflexive and lasts one scene. For 2 motes and 1 willpower, you may soak lethal damage with your bashing soak until the end of the scene. (Note that this is somewhat similar to what Iron Skin Concentration used to do, but is slightly cheaper with a higher resistance requirement).

Unfailing Toroise Technique: Cost now 2 motes. Character may soak unanticipated attacks with a lethal soak equal to Stamina + Resistance. Charm is compatible with armor.

Iron Kettle Body: Cost is now 3 motes. Character gains +8B/+9L soak to a single attack. In addition, if the number of damage dice rolled for the attack starts at eight or less, the attack does no damage at all.

Thrown

Fiery Solar Chakram: Cost now 4 motes. Accuracy bonus equal to Essence.

Additional Charms

The following charms are legal in this campaign and may be learned like any others:

Leopard Style Martial Arts

This celestial style is legal in this campaign. The page describing this does not say so, but this style does not allow the use of armor at all. When using charms of this style, attacks made with tiger claws (a martial arts weapon) are considered unarmed attacks.

Delay of the Inevitable

This charm can be used to gain more incapacitated health levels, keeping you alive while nearly dead.

Summoning the Steadfast Defense

A charm that allows a solar to banish/summon armor instantly from Elsewhere.

Armor

Clothing of any kind may be used with charms that do not allow armor, even if the clothing provides soak bonuses. Charms that don't allow armor (such as martial arts forms) conceptualize this restriction with the idea that the bulk of armor restrains movement needed for the charm, which is not a factor in clothing (else the charm could only be used naked). Examples of clothing with soak bonuses would be Demon Embracing Robes or the gossamer garments of Fair Folk. Note that such clothing is bypassed by charms that explicitly penetrate or avoid armor (e.g. Armor Penetrating Fang Strike).

Astrology

Officially, a character may not have "two of the same destiny on herself" (side.218). In this campaign, this is purposely misinterpreted to mean that the sidereal cannot have two of the exact same identities at the same time; however, a sidereal may have multiple destinies from the same college on themselves, provides they are distinct identities.