*** house rules***
On Sorcery. Many spells have spells of great power later with greater power, counter magic, demon summoning, travel spells. Idea is that there is only one spell and when it is cast using a greater base charm, it has a greater effect, but it uses that same spell each time, with a little greater essence. Demon Summoning is the spell, the Charm base determines the effect.
Obsidian Butterflies is an Emerald Circle base spell, the Sapphire base adds two effects of: greater area, greater damage, armour piercing, more precise targeting, bashing damage or elemental changes. The Adamant version selects four of the previous, which are stackable and two of the following: friend/foe selection, holy/iron/Wyld, heal, ignore armour, caste power.
Spirit messenger is an Emerald Circle base spell, the Sapphire adds two way communication for a scene (through two spirits or one spirit with two bodies and one brain) and the Adamant version allows for the transfer of non living material (transport of documents or objects and such up to essence + occult pounds). Each level is more expensive and requires the greater spell.
When a spell is based in Sapphire Circle it uses that same rules of expansion in Adamant Cirlce, but there is not a lesser Emerald Version. Winged Beast of Transportation could upgrade with two stackable advances: increased speed, increased carrying capacity, free transportation device, involuntary transport.
This means that spell purchases are more efficient and they have greater use over time.
To modify an Emerald Circle spell requires an Occult plus Intelligence roll (three successes) plus 1 xp preferred skill discounts apply and a prerequisite of Sapphire Circle Sorcery. One week study per spell 8 hours a day
To modify a Sapphire Circle Spell requires an Occult plus Intelligence roll (five successes) plus 2xp and Adamant Circle Sorcery and five modified Emerald Circle Spells. One month study per spell modified. Modifying an Emerald Circle spell to Adamant Circle power requires both applications to be completed.
To modify an Adamant Circle spell requires an Occult plus Intelligence roll (ten successes) plus 3xp and Adamant Circle Sorcery and five modified Sapphire Circle spells. One year of study per spell modified.
Any charm that increases the speed of research is permitted, but the time must be spent
***
On Craft. Craft skill is the character's overall skill. Charms are based on the Craft skill level only
As per exalted rules, Craft only allows for a specific area of craft skill, one skill for each elemental direction. This rule is modified as so: Each Craft area is represented by a specialty (Air, Earth, Fire, Water and Wood) and each requires a minimum of one craft skill with the first Specialty gained with the first dot of Craft skill.
The Second dot in a specialty grants the craftsman Expertise in the craft type and the third grants Mastery. Journeyman status allows additional crafting successes to make the item crafted Fine. Expert status allows additional crafting successes to make the crafted item Fine or Exceptional. Master level crafting allows that craftsman the option of crafting Perfect items or attempting Artifacts. The specialty dots do not grant extra dice, but Mastery level reduces the difficulty of the roll by one.
First specialty is free with knowing Craft. Additional craft areas must be purchased after the first.
Cost of Craft Specailties. Exalted uses the standard skill acquisition formula, 3xp for new, 2xp for Expertise and 4xp for Mastery. Mortals it is different. Mortals have two paths, specialized and general. Generalized Craft requires 12xp for a new Journyman Craft Specialty, 8xp for Expert and 16xp for Mastery, but this grants them the full bredth of crafting in the elemental directions. Or they can Specialize in one very narrow direction, like stone masonry, sword smithing or leather working. This costs 4xp, 3xp and 6xp respectively. Craft as a favoured skill drops the experience cost same as usual.
Certain Crafts specialties require a greater craft expertise and prerequisite craft specialties, Magitech would require a Craft skill of 5 and a relevant specialty of 3 plus Lore and Occult.
***
On Linguistics. The skill is what is used for basic knowledge of speaking skill, oratory skill and composition in all language rolls and charm use.
Starting characters have the number of additional languages equal to their Linguistic ability.
In play, each advance in Linguistics does not increase the number of languages that they know, it just affects how well you use the languages you know.
Additional languages can be picked up over a three month period by spending 3xp or over a two month period by spending 2xp if Linguistics is favoured. If you want to increase the role-playing opportunities you can say that the first xp gives you a working framework, 2xp competency and 3xp mastery. But you don't have to.
Nameless, uneducated had a Linguistics of 0, so he had no additional languages. He discovered that he needed to learn Riverspeak, so over a month he learned the basics of Riverspeak and then he went off to do other things. He discovered that he needed to know Airspeak and Firespeak too and spent one month learning the basics of those languages over a two month period. Later he entered a city in the North and had more exposure to Airspeak and spent some more time learning that language and spent another experience point so he could speak it better. He met a woman on his travels who was a native Airspeaker and he spent a lot of time in her presence and soon had full mastery of the language and spent a total of 3xp. Sometime later he picks up the basics of Old Realm, Waterspeak and Woodspeak. Since he already spoke Realm, he now knows all the directional tongues at the basic level plus mastery of Airspeak and basic Old Realm for 9xp and nine months of time. He still has a Linguistics of 0 and this means reading and writing in all those languages really sucks, even if he had a really high Lore.
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