Campaign:Enfolding Ice

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Exalted campaign run by ResplendentDestiny on irc.thisisnotatrueending.com 6667 #exalted (suptg). Playing in #exalted-ei because I feel like it.

  • Now meeting Wednesday evenings 7pm Eastern, 6pm Central, 4pm Pacific, 3pm Alaska.
  • If you're not going to show up, please send a privmsg my way or leave a note with Memoserv or something.

Designated Fallout Shelter is irc.rizon.net 6667 #Exalted, since suptg crashes whenever somebody is playing Exalted.

Premise

It's the end of the season of Wood and it's still snowing. The North is cold, but this isn't that far north. If this goes on, the cold will kill crops and cause famine. The East can ship grain, and the Guild would be greatly pleased by this, but the long-term prospects are not good...

Currently based in Whitewall. Campaign-specific custom stuff, if anybody cares.

House rules

0. DON'T BE A DICK
1. HAVE FUN
2. BE AWESOME
3. A HUMOR IS FINE TOO

And now, a longer-winded version of the above. Also advice, because I love you all so very much.

Yes, this is a lot of house rules; I've been writing down the answers to questions my players have asked me over the last several months.

Character creation

  1. You can have 1 free BP to apply to one of the backgrounds Backing, Contacts, Familiar, Influence, or Mentor. If you use this free BP, you must explain what these backgrounds mean to your character and how these they tie your character into the world.
  2. You can have 1 other free BP to apply to starting Resources. (Note: these are BP, not dots. You need a second BP to get a fourth or fifth dot.)
  3. If you want a Manse, talk to me about what you want first. At the very least I need to know where the building is located.
  4. A Familiar X is equivalent to or weaker than a core Familiar X+2. Under the new pricing scheme, Familiar 4 and 5 require prior approval and will most likely be supernatural in some way. Players with existing Familiars receive refunds for the two dots of the same type that they paid, BP for BP and XP for XP.
  5. A character can start play with one item that has a Cost rating equal to their Resources rating. Such a purchase after creation would lower the Resources rating as normal.
  6. Now that we have some established characters, new players start 100xp behind the group and will be ramped up to some kind of balance (double xp or more until rough equality).
  7. Backgrounds can be bought with XP, 3xp per dot. Be reasonable, please. I expect players to be able to provide some kind of in-game explanation for their traits.

Powers

  1. The Twilight anima power automatically reduces damage at the 11+ mote level only when the Twilight has been involved in caste-related or defensive actions such as Shape Sorcery or Guard actions, not sword-swinging front-line combat. The damage-reduction effect can be activated at any time for 5m per attack.
  2. The Dawn anima power is strengthened as follows: (Warning: subject to change as the game progresses)
    • The Dawn gains +2 DV for each point by which her Essence is greater than that of her attacker's Valor.
    • Non-exalted humans and certain other Essence 1 beings in combat against the Dawn must roll their Valor at a difficulty of half the Dawn's Essence (round up) or flee until they cannot see the Dawn. Innocent bystanders may cower in fear instead of running if they wish.
    These effects only come into play when the Dawn's anima is at the 11+ levels, or the Dawn spends 10m to activate them.
  3. The act of spending or committing Peripheral essence is what adds to anima flare levels; keeping essence committed does not result in instant 16+ anima flare upon spending 1m.
  4. Combo creation is modified as follows:
    • You can create any combo by spending a number of XP equal to the sum of the Ability requirements of the Charms in the combo, as normal.
    • You can add one Charm to an existing combo by spending a number of XP equal to the Ability requirement of the Charm. You can repeat this step.
  5. Certain training times are reduced:
    • Increase Attribute: (rating) weeks
    • Increase caste/favored Attribute: (rating) days
    • Increase out-of-caste/unfavored Ability: (rating * 3) days
    • Increase Essence to 4 or 5: (rating - 1) months without story-based reason; instant with acceptable reason
    • Increase Essence above 5: This requires everybody to be over 100 years old first...
    • Add Specialty dot: 5 days favored, 2 weeks unfavored
    • New Ability: 1 week
    • New Spell: first circle, 3 days; second circle, 9 days; third circle, 15 days
    • New Knack: 1 week
    • Alchemical "minor refit" times (changing Charms etc) are cut in half. Minor refits may include raising Ability scores for no additional training time.
    • Create/modify combo: 1 day per XP spent.
    These times assume the character works full-time without a trainer; trainers will decrease the time needed. Relevant events during a play session will cut these times noticeably; talk to me if you feel you are eligible for a discount.

Charms

There are some broken Charms out there; if it seems too powerful, it probably is and I'll fix it.

  1. Charms in Scroll of the Monk, MoEP Dragon-blooded, and Dreams of the First Age are considered suspect and subject to revision; please check with me before taking any charms from these sources.
  2. Solar Hero Style comprises the nine (9) charms in Core pages 242-244. Other follow-on Charms are native Solar Martial Arts charms, not Celestial Martal Arts charms in the Solar Hero Style.
  3. Essence Disruption Attack gets the keyword Shaping so that Integrity Protecting Prana blocks it.
  4. Adamant Skin Technique's prerequisites are Iron Skin Concentration and Body Mending Meditation.
  5. Flow Like Blood is modified by adding the following text: "It also reduces the defense penalty imposed by each action the Exalt takes by one, to a minimum of zero." This brings it in line with Fivefold Bulwark Stance.
  6. Snake Strikes the Heel is modified by adding the following text: "The to-hit dice pool for this counterattack equals the Exalt's Martial Arts score plus the number of extra successes rolled on the opponent's attack, up to a maximum of twice the Exalt's (Dexterity + Martial Arts) rating."
  7. Elusive Dream Defense: you can decommit the motes at any time, resulting in the loss of the sorcerous charge on the intimacy and the associated perfect mental defense.
  8. Summoning the Loyal Bow's prerequisite is Essence Arrow Attack, matching the Abyssal mirror.
  9. Solar Flare Methodology (the Survival one in DotFA, not the Archery one in core) does not exist as written.
  10. Durability of Oak Meditation costs 1m.
  11. Foot-Trapping Counter in Lunar Hero costs 1m, and change the text "does not function against other Charms that allow a character to reflexively retreat" to read "does not function against other Charms that specifically allow a character to reflexively retreat; this does not include Athletics excellencies, but does include Leaping Dodge Method".
  12. Terrible Wolverine Onslaught has been rewritten, see here.
  13. Catching the Sun's Glance does not exist as written.
  14. Golden Courtier Misdirection has had its prerequisite changed, see here.
  15. Returning Weapon Concentration requires Thrown 2, Essence 1. Charms other than Spirit Weapons/Crypt Bolt Attack that require it as a prerequisite no longer do so, and their Abyssal mirrors are likewise modified. The list of Charms thus modified includes: Call the Blade/Hungry Missile Technique, Branding Judgment Attack/Burrowing Bone Maggot, Wicked Darts of Suffering.
  16. Spirit Weapons has been rewritten and its prerequisite changed, see here.

You want Integrity Protecting Prana. Really. There are fae and things that will turn you into a blueberry, in addition to EDA and such. I've already given the party three poxes, actual Shaping attacks are next.

Other stuff

  1. Overwhelming: Divide the Overwhelming by 3, round up, add to Essence: this is the minimum damage. So, 9L/3 in the hands of an Essence 3 character does minimum damage of 4.
  2. Willpower use is modified as follows: On any one dice roll, you can spend 1wp to buy one success, or spend 1wp and one Virtue channel to buy (Virtue) dice, or you can do both of these. You may not spend 2wp for 2 successes, or channel two virtues at the same time, without appropriate magic.
  3. Characters who learn Terrestrial Circle Sorcery from a teacher who knows the spells (rather than on their own through the Salinan Working) obtain for free the following: Demon of the First Circle or Summon Elemental, Emerald Countermagic or Emerald Circle Banishment, Unconquerable Self, and one transport spell (such as Stormwind Rider, Cirrus Skiff, Conjuring the Azure Chariot, Flight of Separation, etc).
  4. As above for Celestial Circle Sorcery, the character receives Sapphire Circle Countermagic and one of the following: Demon of the Second Circle, Raise the Puissant Sanctum, Rolling Earth Carpet, Sapphire Circle Banishment, Swift Spirit of Winged Transportation, Travel Without Distance
  5. As above for Solar Circle Sorcery, the character receives Adamant Circle Countermagic and one of the following: Adamant Circle Banishment, Benediction of Archgenesis, Chariot of the Blazing Sun, Cleansing Solar Flames, Fountain of Fathomless Dreams

Other than this, I'm using the basic rules with reasonable interpretations.

Characters

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

Write your name on IRC, and your character caste, concept, and motivation. Link the char sheet when it's done.

No Sidereals or casteless Lunars, one rogue Abyssal maybe with a good reason, others are negotiable but I'd prefer Solars. Players should have a reason for sticking together and for being in the North or Northeast (Halta, etc). The motivation doesn't have to be directly related to the premise, but don't expect to get a personal quest in the South.

Main characters

These are people who show up enough for me to reasonably plan on them existing.

  • Raiddx - Aiko - Cheerful loli Zenith. With a big freaking ice weasel. Available most any time, except thursday afternoons, and saturday evenings. CST aka GMT-6
  • Golby - Serenity of Winter - Quiet, yet compassionate Night Caste ninja chef, seeking the world's finest, most perfect ingredient. Available on afternoons and all day weekends, CST. Or GMT -5, I think is the timezone.
  • Zeplin666 - Undrowning Bear's Laughter
  • Dif - Inexhaustible Vermilion Forerunner
  • Kalga - Keiran- Kung Fu Merchant. Available M-W From 1600 EST to 2200 EST, Thursday from 1600 EST to 1830 EST, Friday 1600 EST to 3200 EST, Saturday 1000 EST to 2300 EST, and Sunday 1000 EST to 2200 EST. GMT -5 (If you can get a hold of me somehow).

New folks

New folks are new.

  • Ranbar - Marcina -Shapechanging Capitalist Ninja
  • LawnPygmy - Giselle Vonflamme - Spunky, punky-haired sorceror-technician looking for parts to build her golden clockwork vision of the future. Available from 1730 to 0545 CST.

Warning: people beyond this point should consider themselves on a waitlist. (Though it seems people always disappear.) Feel free to throw yourself in here, but you may not be able to play if there are too many people. (Too many! Ha! I crack myself up sometimes.)

Morgue

Rest in peace.

Inactive characters

oh god what are they doing here i am not good with schedule
If you feel like showing up again, let me know and I'll see what I can do.