Exalted: Obsidian Requiem - House Rules
The following describes a set of house rules I am using.
Backgrounds - Ratings and When to pay
Backgrounds
that you pay for are generally considered "part of your character".
Usually this means that I won't take those things away from you, or if
I do, then you'll get recompensated with the opportunity to obtain some
other background of equivalent total rating later (may not necessarily
be the SAME background ... in other words, loss of a manse doesn't mean
you'll automatically get a new manse later). However, poor player
decisions can lead to loss of backgrounds without recompensation, such
as sending your best ally on a suicide mission, or treating the ally
shoddily. Otherwise, such decisions would carry less consequences, and
thus lose their meaning.
The way I deal with when to buy (or not buy) backgrounds is as follows:
- If you are taking a background at character creation, obviously you will have to pay for it.
- If
you take an object that qualifies as a background, but do not pay for
it, then it simply has no plot immunity. Easy come, easy go.
- The
Storyteller does not have to allow you to purchase a background simply
because you have points or just because you've found something that you
want. Don't assume he will.
- If you are deciding to add a background to your character on
your own initiative, then you have to buy it. You also have to explain
the history surrounding it, and probably why it has never been
mentioned in the game before.
- If I give you the option of
taking something that has cropped up in the story as a background, or
you ask me if you can claim it and I let you, then you have to pay for
it.
- If I simply tell you to take something background-ish as the result of what you've done in the story, then you do not have to pay for it. But, you should,
if you want that item to have the same degree of "part of the
character"-ness as those you've bought. Otherwise I will feel no
qualms about taking it right back as a result of the story.
- The cost of the first dot of a new background is "2 exp". Each artifact, manse, or familiar should be purchased separately.
- The cost for dots beyond that is "current rating x 2".
I
also allow the use of Adversarial backgrounds (Enemy instead of Ally,
etc.) if they make sense. Adversarial backgrounds can normally only be
taken by players at character creation or by special request, as they
must be worked into the story.
Armor and Martial Arts
There
are various Martial Arts form charms, such as Mantis Form (Castebook
Eclipse) that don't normally allow the use of armor. But artifacts
like Silken Armor and charms like Glorious Solar Plate call into
question what constitutes armor.
My ruling is that such
charms are hampered by the rigidity and weight of armor, not its mere
presence. Therefore, if a character is wearing armor with a total
mobility penalty of -1 or better, and a total fatigue value of 0 or 1,
he can still use these charms. Note that this is total armor on the
character, not the total on each individual piece of armor. Jade and
moonsilver adjustments to fatigue value and mobility penalty
(respectively) can help. Charms that reduce or eliminate the fatigue
or mobility of armor can help, but unless they have a long duration,
they'd have to be comboed normally.
This rule does NOT
apply to charms that appear to be incompatible with armor for some
reason unrelated to its weight and flexibility (i.e., as a mystic side
effect).
Below, I've listed for easy reference the armor
by background cost, the modifications for magical materials to artifact
armor, and a few non-canon pieces of artifact armor.
| Armor (by Background cost) |
|---|
| Type | Soak | Mobility Penalty | Fatigue Value | Cost | Commit |
| Buff Jacket | 4B/3L | -1 | 2 | Resources 1 |
|
| Breastplate (Artifact) | 4B/6L | 0 | 0 | Artifact 1 | 2 motes |
| Breastplate | 2B/4L | -1 | 1 | Resources 2 |
|
| Chain Shirt | 1B/3L | -0 | 1 | Resources 2 |
|
| Reinforced Buff Jacket | 6B/5L | -2 | 2 | Resources 2 |
|
| Reinforced Buff Jacket (Artifact) | 10B/7L | -1 | 0 | Artifact 2 | 3 motes |
| Chain Hauberk | 7B/6L | -3 | 2 | Resources 3 |
|
| Lamellar Armor | 8B/6L | -2 | 1 | Resources 3 |
|
| Reinforced Breastplate (Artifact) | 9B/10L | -1 | 1 | Artifact 3 | 4 motes |
| Articulated Plate (Artifact) | 14B/12L | -2 | 1 | Artifact 4 | 6 motes |
| Chain Swathing | 14B/11L | -6 | 5 | Resources 4 |
|
| Plate-and-Chain | 10B/8L | -4 | 3 | Resources 4 |
|
| Reinforced Breastplate | 6B/7L | -2 | 1 | Resources 4 |
|
| Articulated Plate | 9B/9L | -3 | 2 | Resources 5 |
|
| Superheavy Plate | 12B/12L | -4 | 3 | Resources 5 |
|
| Superheavy Plate (Artifact) | 15B/15L | -2 | 2 | Artifact 5 | 8 motes |
| |
| Non-canon Artifact Armor |
|---|
| Chain Shirt (Artifact) | 2B/5L | +1 | 0 | Artifact 1 | 2 motes |
| Lamellar (Artifact) | 9B/8L | -1 | 1 | Artifact 2 | 3 motes |
| Chain Hauberk (Artifact) | 7B/7L | -1 | 2 | Artifact 2 | 4 motes |
| Plate-and-Chain (Artifact) | 13B/11L | -2 | 2 | Artifact 4 | 5 motes |
| Chain Swathing (Artifact) | 17B/14L | -4 | 3 | Artifact 5 | 10 motes |
| |
| Effects of Magical Materials on Artifact Armor |
|---|
| Orichalcum | +2B/+2L | - | - | - | - |
| Soulsteel | +2B/+2L | - | - | - | - |
| Moonsilver | - | No Penalty | - | - | - |
| Jade | - | - | No penalty | - | - |
| Starmetal (-1 success after soak) | - | - | - | - | - |
Damage Dice - Taking the Average
Normally
in the storyteller system, combat looks something like this: Hero rolls
initiative. Hero rolls to hit his target. The enemy rolls to dodge or
parry if desired, which opposes the to-hit roll. If any successes are
left from this opposed roll, the attack hits. The enemy's soak is
subtracted from the raw damage (usually strength + weapon + extra
successes on the to-hit roll) that the hero's attack would do. If any
dice are left after this, then the hero rolls them. Successes are
Health-levels of damage
I don't like rolling damage
dice; it seems to either foreshorten combat (when one person get a lot
of successes) or prolong it (when nobody gets many successes, leading
to the "slap fight" phenomenon). Instead, I apply the Exalted Extras
rules to all characters by default. This rule was recently
discussed on RPG.net.
(I call the rule "Taking the Average", similar to "taking 10" or
"taking 20" in D20.) Characters may choose whether to roll their
damage, but I'll be applying this rule by default.
- Against non-extras: For every three
full dice of damage that you would have rolled, you do one health level
of damage. (Roll anything left over, which will be at most two dice.)
In other words, if you've got 13 dice after soak, you do four automatic
health levels and have the possibility of a fifth. If you've got 14
dice, you do four levels and the possibility of a fifth and a sixth.
(I don't have a problem with that, even though with 15 dice, you'll
only do 5 levels. After all, you could roll them all and potentially do up to 14 levels of damage...)
- Against extras: For every two
full dice of damage that you would have rolled, you do one health level
of damage. (Roll anything left over, which will be at most one die.)
If you've got 12 damage dice after soak, you do 6 health levels. Note
that extras also have only three health levels. It will therefore take
only 6 damage dice (after soak) to kill an extra under this system.
- Certain
charms, like Fire and Stones Strike, use motes of essence to convert
damage dice into auto-successes. This works fine in this system: You
pay your motes to convert some of your dice to auto successes normally
(in other words, they are full health levels). Anything left over is
what is divided by two or three, as described above.
- Other
Charms, like Tiger Claw Swat, let you pay motes of essence to get extra
dice of damage. This makes perfect sense: if you have 10 dice of
damage after soak, you can pay for two extra dice to make it an even
12. That way, you automatically do 4 health levels, rather than doing
3 and rolling the leftover die that you would've had. (You can, of
course, pay for 5 extra dice and make it 15 dice / 3 = 5
Training Times
When
learning charms for caste or favored abilities, if those charms have
minimum ability scores of 3 or less, you do not need to have
instruction in their use (they come to you naturally). However, you
still need to practice for the amount of time listed in the book.
Abyssal essence drain
All abyssals do not feed (drain essence) in the same way, although the mechanics are similar. I encourage my players to come up with a style that fits their Abyssal and/or their Deathlord and Stygian superiors. Some alternate examples: stealing the breath, drinking the tears. Avoid the blood drinking if at all possible; I prefer my deathknights to be as distant as they can from Vampire.
Appearance Attribute, general
The Appearance attribute is treated as it is in Adventure. Specifically, the lower your score, the more forgettable and bland you look, and the higher your score, the more memorable and shocking you look (whether inhumanly beautiful or incredibly hideous). This applies to Abyssals particularly, since it means that ALL of them must raise their appearance as their Essence goes up (see abyssal-specific rule below).
The precise nature of how you can apply the attribute depends on the way the character is described: The Angsty Hawtness of the Ossified Brassiere will have an easier time with seduction, while his ooglyness, Mein of Twenty Children's Distilled Nightmares, will have an easier time with intimidation.
Appearance Attribute, Abyssal specific
I am applying the following rule to all Abyssals equally, including those below Essence 3: Your appearance rating must be greater than or equal to your desired Essence, minus 1."
Thus, an Essence 3 Abyssal must have an Appearance of 2 or higher. To go up
to Essence 4, he'd need to buy his appearance up to 3 or higher.
Original material copyright © 1995-2002, Jimmy "Gregor" McKinney