Exalted Online

Destinys Forge

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House Rules

Unique Rulings specific to our setting.

Essence Training Updated 03/15/2010

As the chat environment functions on real time, and does not jump as table top games can, we have modified rules for Essene training. Essence Training does not remove the character from play, instead it will lock their personal pool, allowing them only access to their peripheral as they hone the core of their being.

Alchemical Essence training functions differently, they still do not need to remove themselves from play, but instead their personal and peripheral pools accessible will be halved.  This is explained IC as the alchemical being provided with a sub optimal temporary essence core, while their primary is in the shop.

Type specific Artifact backgrounds Updated 03/15/2010

Several types of characters have an artifact background that provide them with multiple dots per one dot brought.  To balance this in game, each special background is considered its own (i.e. Dragon Blooded Artifact, Mountain Folk Artifact, Alchemcial Artifact)

Mentors teaching spells Updated 03/15/2010

Each level of a mentor purchased for spells gives the player access to three spells.  Thus a level 1 spell mentor would have 3 spells and a level 4 spell mentor would have 12.  All spells should be chosen at character creation, and approved by STs, remember there are several common spells that all sorcerers should have.

Mundane Equipment Materials Updated 08/3/2010

Mundane weapons only receive the material benefits from one material, the one the are mostly comprised of.

Sorcery and the Mentor Background Updated as per 2/2010

The following rules detail the use of the Mentor Background and Sorcery, to help give a more defined system and idea of what your mentors can teach.

  • A Mentor may know or teach up to three spells per dot of mentor you take.
  • A Mentor must have a rating of at least three to be able to teach Celestial Circle sorcery, but each mentor will still be review to ensure they are eligable for that.
  • A Mentor must have a rating of at least five to be capable of knowing Solar Circle sorcery. Like Celestial Circle Sorcery, any mentor designed to know this level of Sorcery will be taken under great review before being approved.

As a side note, it is prefered that when taking a mentor who knows sorcery that you write up the list the spells they know ahead of time. This isn't required, but makes life much easier for the staff.

 

Warstrider Smashfists Updated as per 10/15/2009
The text in Wonders of the Lost Age appears to be a misprint, the speed of the warstrider smashfist should be 5 not 7, this puts it inline with the other warstrider weapons, as well as the warstrider fighting gauntlet.

Changing Motivations Updated as per 09/06/2009
The 2xp charge for changing motivation is waived, motivations should be change organically IC as part of the character's growth.  This is not license to constantly change your motivation, but it will not punish those who's character's world view has changed though role play.

Wonder-Forging Genius Updated as per 08/10/2009
Due to the fact that Infinite Craft Mastery has no actual use on crafting roll and is therefore an "xp sink" its prerequisites have been changed to the following:

Prerequisite Charms: Any two craft excellencies, Crack-Mending Technique, Craftsmen Needs no Tools

Sifu Background Updated as per 07/30/2009
The Sifu Background will now be taken for all character types to represent a mentor who is capable of a Supernatural Martial Art Styles. Acquiring a more obscure Martial Arts Style for either of these may require a higher ranking Sifu than depicted below.

There shall be two versions of this Background; a Terrestrial level and a Celestial level.

Terrestrial Version (Applies for Dragon-Blooded and Mortals):
Functions as per description on page 33 of Scroll of Heroes.

Celestial Version (Applies for Solars and other Celestial level Exalts):
*  Your character's Sifu knows one Terrestial Martial Arts Style.
** Your character's Sifu knows two Terrestrial Martial Arts Styles, or one Terrestrial Martial Arts Style and one Celestial Martial Arts Style.
*** Your character's Sifu knows up to three Celestial Martial Arts Styles (maximum of two at this level) and/or Terrestial Martial Arts Styles.
**** Your character's Sifu knows three Celestial Martial Arts Styles.
***** Your character's Sifu knows four Celestial Martial Arts Styles or two Celestial Martial Arts Styles and one Sidereal Martial Arts Style.

Sidereals will continue to use their own Sifu background as per page 104 of the Sidereals book.

Characters who are currently using the Mentor to represent  may have it coverted into a fitting Sifu background but lose the ability to apply the mentor for anything other than Martial Arts training and relevant abilities.

Restricted/banned of Backgrounds list for mortals; revised as per release of Scroll of Heroes Updated as per 07/30/2009
Destiny: Allowed but with ST permission
Esoteric Knowledge: Allowed with ST permission

Thaumaturgey Degrees Updated 03/15/2010
This is a clarification from the core book.  Purchasing a thaumaturgey degree provides you with 5 procedures, or less as determined by what your character could have learned, per the core book.  All subsequent procedure purchases take the normal time to train, and require some one to teach you or research, but cost no experience to learn.

Infernal Relics Updated 07/21/2009
Due to their rare and unique status, infernal relics will only be allowed at character creation for Infernals.

Sorcery, Necromancy, Protocols, and Advancement Updated 07/21/2009
The advancement to the next circle of power does not happen for everyone, and only a true weaver of essence can even hope to achieve this.  To reflect this, before a player may advance to the next circle of their respective magic, they must have 5 spells or protocols of hat tier.

Training Times for Ghosts Updated 07/21/2009
All training times for ghosts are halved from the book rules.  (Or in this case the eratta)

Lunar Mutations at Character Creation Updated 03/13/2009
We use option 1 from page 101 in the Lunar book on getting mutations during character creation, that is, you may purchase them at a cost of 1 for a pox, 2 for an affliction, 4 for a blight and 6 for an abomination.  Mutations may be selected from the Core, Lunar and Compass of Celestial Directions - The Wyld Books.  Irregardless of how the mutation came about, they are all considered Wyld Mutations for game mechanics.

Hearthstone Bracers and DV Bonus Updated 02/22/2009
Hearthstone Bracers give you a straight +2 to Dodge DV when they are attuned. The +3 bonus dice to Dodge rolls is still used in situations when you would actually roll the dice, such as charm use or other situations.


Reestablishing Surprise
In order to successfully reestablish surprise in combat, a player must spend a non-combat action.  This means one cannot flurry attacking and hiding into the same action, but must wait until their next action to roll.

Dark Messiah: Void Avatar Prana Updated 04/19/2009
Using the one (1) mote perfect defense provided by this charm counts as charm action, and is not to be taken as a scene long perfect defense.

Fivefold Bulwark Stance
This charm subtracts -1 DV penalty for each individual action in a flurry which would normally impose a penalty of 1 or more.

Delzahn Tongue
Delzahn is considered a dialect of Tribal Tongues, not Flametongue.  This is not what it says in the core book, but it is how we were doing it in the past and continue to rule it.  The reason being, they deserve to stand out as their very own culture rather than being lumped in with every other general southerner.

Materials That Increase Cost

There several materials that increase the cost of items, including Chiaoroscuran Glass, and gold plating.  No item can be crafted that has a crafting price greater than Resources 5, nor are any items sold for mere resources that would cost more than said amount, both due to the massive expenditure needed for such things.  This means that items sold are capped at resources 5 and items crafted at resource 6, due to the cost of crafting being resource value -1.  Thaumaturgey and the like can explicitly break this, but are still limited by the selling for resources cap. 

Abyssal Liege
An Abyssal can borrow up to their Liege dots in backgrounds per mission set to them by their Deathlord.  They can borrow up to a total of their Liege rating in background dots at any given time per mission they are on.   There is a maximum dots equal to a characters Liege x 2.

All missions are granted by STs.

Eyes Like Daggers Stance
When using this to inflict aggravated damage to a target, the player must have an Individual negative intimacy against the target.  Thus, you must hate one specific individual and not just a general group.

Sorcery and Necromancy Ranged Attack Pool
In regards to Sorcery and Necromancy there are a few spells which do not indicate what to roll when they say make a ranged attack, instead they just say “the caster makes a ranged attack.”

In cases with it is not defined, we are going to use (Perception + Occult), adding the character’s essence as automatic Successes to the roll.  This is the common mechanic used in many of the other ranged spells.

Dragon Blooded Artifact Background
As Lookshyan, Dynastic and Immaculate Monk Dragon Blooded get twice the points of artifacts per dot of Dragon Blooded Artifact Background, they are not allows to take multiple instances of this background at creation.

Essence Training
A character may not start to train Essence in conjunction with anything else. Thus all training must be completed before you begin essence training.  While you are in Essence Training, you may only train Willpower, Virtues, Favored Attributes and Favored Abilities.  Additionally, the character is unable to access your Personal Essence Pool during your training thus you may only spend essence directly from your Peripheral Pool.

Perfect Defenses and Spells
If a spell states a type of defense is not applicable then the perfect version of that defense will not have an effect.  Thus if a spell says this cannot be dodged, then a perfect dodge will not stop the effect.  If a spell spells states it cannot be parried, then a perfect parry will not stop the effect.

Form Weapons and Martial Arts Styles
Characters may activate martial arts charms in a particular style while using weapons, other than the form weapons, as long as the charm is not an attack or defense charm.  For example a Join Battle charm which only adds dice to your join battle roll or a movement charm would not require you to be wielding the form weapons.  However, you must use the form weapons to gain the attack/defense benefits of the Form charm or to activate any other charm which deals with an attack or defense.

If the character is violating the armor restrictions, none of the style charms will function regardless of type.

Title Filter     Display # 
# Article Title
1 Requests and Experience Expenditures
2 Command and Followers Background
3 Arsenal Option for Sidereals