Campaign:Forged In Fire

From 1d4chan
Revision as of 02:24, 24 May 2009 by Carcer (talk | contribs)

Exalted campaign run by Raiddx on irc.thisisnotatrueending.com 6667 #exalted-ff .

Meeting at 6:30pm US/Canada Central time 7:30pm Eastern on Sundays.

Premise

Solar/Lunar game set in the South or Southeast.

House rules

Powers

  • Peripheral essence dedicated to artifacts does NOT cause your anima to flare up as soon as you've spent a single mote. Peripheral essence accrues for your anima as normal. No spending 1m for instant anima power.
  • The Twilight anima power reduces damage when the Twilight has been involved in actions related to her caste, such as shaping sorcery, taking a medical action, or studying the geomancy of a manse to figure out where to punch it to make it go BOOM.
  • This limitation only applies once enough peripheral essence has been spent to make the damage reduction automatic. Even if you took an action such as fighting you can still use your anima to reduce the damage you take, it just costs 5 motes as usual.
  • Rather than adding 2 to their DVs the Dawn anima effect adds their Essence to their DVs.

Charms

Solar Resistance
  • Whirlwind Armor-Donning Prana is permanent. It functions as described, for the costs described, but does not count as charm use.
  • Armored Scout's Invigoration has no pre-requisites. Any solar who meets the ability requisites can purchase it. The cost is 1m per reduction in mobility and fatigue.
  • Either of the above two charms can be used as the pre-requisite charm for EITHER of hauberk lightening gesture or glorious solar plate.
  • Battle-Fury Focus is a permanent charm that reduces the total of both natural and artificial wound penalties by 2, and can be purchased up to (Resistance) times. Blood-Thirsty Sword-Dancer spirit doesn't exist until I figure out a suitable home-rule for it.
Solar Craft
  • Wonder Forging Genius may be purchased once at ess 4, and the second time at ess 5. It otherwise works as described in WotLA and Oadenol's Codex.
  • Words as Workshops Method is a permanent charm that enhances Craftsman Needs No Tools. By spending an additional 3m1wp when activating CNNT the Solar may negate the need for mundane materials.
Solar Athletics
  • Unparalleled Acumen Meditation applies to Lightning Speed, even though it's ess 1 instead of 2. If the solar possesses Increasing Strength Exercise they get the first point of strength for free. They may commit to the charm as normal for the rest without counting as charm use.

Combos

  • The first time you add a charm to a combo, it costs its ability requirement in experience. Each following time costs one less, to a minimum of one. For example, second excellency will always cost 1exp, but seven shadow evasion will costs 4exp the first time, 3 exp the second time, 2 the third and 1 every time thereafter.
  • You can add Charms to an existing combo by spending experience equal to what it would take to add them to a new combo. This requires training an equivalent amount of training time.

Characters

If you need a char sheet, copy this; you can also link me anything I can read.

On this page write your name on IRC, your character name, caste/type of exalt, and a quick summary of the character.

Player: Shyft. Name: Iron Silk Sky. Caste/Exalt: Zenith Solar. Concept: Martial Artist/Performer.