Difference between revisions of "All Creation"
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* Celestials are considered to have all Reflexive Charms with the Combo-OK keyword in each of their combos, for free. | * Celestials are considered to have all Reflexive Charms with the Combo-OK keyword in each of their combos, for free. | ||
− | ** This means they also begin with a 'free' combo, where they can spend a willpower to make use of any and all Combo-OK Reflexives known, provided they have only used another Combo-OK Charm | + | ** This means they also begin with a 'free' combo, where they can spend a willpower to make use of any and all Combo-OK Reflexives known, provided they have only used another Combo-OK Reflexive Charm during their action. This 'combo' is updated as more such Charms are purchased, and the result is similar to the free reflexives Dragon-Blooded get, but is more limited. |
** This means (Ability) Essence Flow doesn't exist. See [[Excellencies]] for a list of additional excellencies, and (slight) house rules for them. | ** This means (Ability) Essence Flow doesn't exist. See [[Excellencies]] for a list of additional excellencies, and (slight) house rules for them. | ||
* Characters have incapacitated health levels equal to their Essence. | * Characters have incapacitated health levels equal to their Essence. | ||
* Extras use my [[Fast Extras]] rules. | * Extras use my [[Fast Extras]] rules. | ||
* Mass Combat rules will change. | * Mass Combat rules will change. |
Revision as of 20:10, 24 July 2007
This is an (eventually) Creation-spanning campaign that will consist of multiple STs running chronicles in tandem. They will be high-powered, epic, and world-shaking.
The current ST's are Muse and myself (Xeriar), but any player familiar with the rules can run a Chronicle.
Chronicle
A Chronicle is a given ST's main storyline, consisting of their overall metaplot for a specific region. Others can run their own adventures in the region, of course, but these need to fit within the overall main story. Crossover between Chronicles is possible, but it will be rare - they will usually influence each other through intermediaries - news spreading, and so on.
Chronicles are broken down by weeks. First of Ascending Fire, Second of Ascending Fire, and so on. Calibration occurs after the Fourth week of Descending Fire, making 61 'Weeks' per year.
During a given Week (besides the introductory ones, of course), players of a given Chronicle will declare their main character's goals. Rather than continuous sessions involving too much GM involvement, these will largely be roleplaying exercises with challenges that may even be player-run. The benefits of these will be commensurate with the character's capabilities. Going artifact-hunting in the safer areas of Rathess may reward a minor artifact, for example, and what gets considered 'safer' will expand with the player's capabilities.
For the above reasons, the players are expected to be creative, and willing to develop and document parts of the setting as well. For example, rather than force the poor storyteller to come up with every last detail of a given week, players instead make journals of their goals for said week, the storyteller assigns a background experience value to it (by the 3 xp per one background point rule).
PCs are expected to roleplay relevant scenes during the Week. This doesn't have to be with the ST, but instead can be with NPCs or PCs other players have created. Any respectable amount (at least 30 sentences per player / 30 minutes) of roleplay at all gives the base value of one xp going towards background dots for that week for the participating players' main characters.
- Sentences Per Player or Minutes: Reward
- 30: 1 background-only xp
- 60: 2 background-only xp
- 90: 3 background-only xp
- 120: 1 xp + 1 background-only xp
- 150: 1 xp + 2 background-only xp
- 180: 1 xp + 3 background-only xp
These will be eyeballed, roughly, I'm not too concerned about trusted players cheating on this since it's invitation only.
In the case of spell research, background xp points can go towards the cost of the spell. This is the only form of training that permits this sort of development, however. All background increases and acquisitions require approval of the ST for that chronicle.
- Major characters in a chronicle have an xp total equal to half their player's main character.
Events
Events occur when players or the Storyteller decide to shake up the chronicle a bit. They take the place of normal weekly training, searching, and development, and are much more like traditional gaming sessions. These will ideally be scheduled to complete in a given day.
Character Creation
Merits and Flaws
Merits and Flaws are allowed within reason, with appropriate changes and restrictions:
- Merits and Flaws that force the ST's hand are banned
- Merits and Flaws with 1e-specific mechanics need updating
- Some Merits and Flaws require clarification.
- Banned Merits:
- Destiny is not permitted.
- Legendary Artifact is banned. Not that they won't come into play, but such things need to be agreed upon by all Storytellers.
- Banned Flaws (Major and Main characters only):
- Amputee
- Dark Fate - banned for all
- Disfigured
- Dying
- Sterile
Flaws are 'public' knowledge, so that other players who end up running adventures may react to them normally.
- Clarified / Changed Merits
- Driving Passion applies to your motivation (Duh) - making it stronger.
- Eternal Vow needs to be worked out with another Player.
- Jack of All Trades is already possessed by all Exalted, and they have no need to take it. Non-Exalted must take this merit in order to avoid the -2 die penalty for untrained abilities.
- Mutations use the new Wyld Mutations as their base, naturally. Some of these will not be permitted.
- True Paragon has nothing to do with the Paragon Nature, since they don't exist any longer.
Backgrounds
Backgrounds (see link for the Lieutenant background especially) from the Player's Guide on may be purchased when allowed, with the exception of Inheritance and Experienced.
Minor Characters
Players may make additional characters as Henchmen (heroic mortals), Retainers (normal mortals), or Followers (normal mortal extras). These may be allied with their main or major characters with the appropriate background, or simply built as general antagonists or scenery.
Such characters are expected to be treated appropriately. Those not allied with a main or major character should act that way.
Major Characters
The Lieutenant Backgrounds describes what qualifies as 'major' characters, who actually utilize experience points. Those not allied with a main character are expected to be played appropriately. Players are expected to diversify their free major characters in a chronicle appropriately.
4 and 5 dot characters ought to be unique individuals. Players are not to control more than one of a given type per Chronicle, and no more than five ●●●●● characters that their main characters do not have as lieutenants.
Major character purchases and developments must be approved like any other. They are expected to be played.
Main Characters
Players are initially permitted one Main Character (a Celestial Exalted) per Chronicle. Solar PCs will begin as heroic mortals, and undergo a Celestial Exaltation during their first Event. No two main characters of a player may share a caste, nor may two PC characters within a Chronicle. Diversify!
Essence may only be raised once (to four) at character Creation. Characters may not begin with Sidereal Martial Arts.
- 5 xp will be awarded for a background leading up to the character's appropriate position in the Chronicle.
- 5 xp will be awarded for a character and anima description.
- The above awards count towards your major characters only if you do such descriptions for them.
Solars
- Begin with 30 ability dots, instead of 28
- May select one Favored Attribute (Costing 1 less bonus point or experience point to raise per rank, as Lunars)
- Begin with 5 background dots, instead of 7
- Begin with a twenty-eight (28) Charms instead of 10, fourteen of which must be favored or Caste
- Begin with an Essence of three (3) instead of two
- Begin with 90 bonus points, instead of 15
Lunars
- Begin with 28 ability dots, instead of 25
- Begin with five (5) favored abilities, instead of two, including survival
- Begin with 10 background dots, instead of 7
- Begin with a twenty (20) Charms or Knacks instead of eight, ten of which must be favored or Caste
- Begin with an Essence of three (3) instead of two
- Begin with 90 bonus points, instead of 15
House Rules
I'm trying to keep this list short. What follows are the best and most important ones I've come up with.
- Celestials are considered to have all Reflexive Charms with the Combo-OK keyword in each of their combos, for free.
- This means they also begin with a 'free' combo, where they can spend a willpower to make use of any and all Combo-OK Reflexives known, provided they have only used another Combo-OK Reflexive Charm during their action. This 'combo' is updated as more such Charms are purchased, and the result is similar to the free reflexives Dragon-Blooded get, but is more limited.
- This means (Ability) Essence Flow doesn't exist. See Excellencies for a list of additional excellencies, and (slight) house rules for them.
- Characters have incapacitated health levels equal to their Essence.
- Extras use my Fast Extras rules.
- Mass Combat rules will change.