With the Empress gone, the lords of the Threshold are testing their strength and expanding faster than ever before. The chaos of the returning Solar Exalted has created the perfect environment in which to gain or lose a fortune. Plots centuries in the making are being put into action in order to take advantage of the Time of Tumult. The world stands on the brink and it falls to the Exalted to pull it back... or push it over.
This will be a slow-paced Creation-Ruling Mandate focused game. You will start with a single small city and grow from there. The game will permit any type of exalt except alchemicals (the Seal remains intact). Rather than receiving XP per session, XP will be awarded per in-game year, so don't be afraid to plan ahead and take the slow route until it's necessary to rush. Remember, most of the world considers you Anathema so be careful. Abyssals and Infernals must be renegades.
Character sheets and other campaign relevant files will be stored in a communal dropbox. The game will take place on Sundays from 1pm-5 or 6pm EST, and will be played on the site's Ajax Chat
Post here if interested, along with whatever character concept (if any) you have.
HOUSE RULES
All XP costs are replaced by the below chart (thanks to Sojiko for developing it). These costs are static, except for Essence, meaning they do NOT rely on the current rating.
XP Costs (Unfavored/Favored)
* Attribute : 8/6 XP
* Ability : 4/3 XP
* Specialty : 2/1 XP
* Native-level Magics : 10/8 XP (includes Charms and spells)
* Superior Magics : 12/10 XP (includes mortals learning TMA and TCS, or Db learning CMAs)
* Other Magic : 9 XP (includes heretical Charms, Infernal spells, and Knacks)
* Essence : Rating × 8 XP
* Virtue : 3 XP
* Willpower : 3 XP
* Colleges: 4/2 XP
* Thaumaturgy Degree 6/4 XP (or 3/2 BP at chargen)
All Solars, Abyssals and Infernals receive 2xp per in-game year. All Lunars and Sidereals receive 3xp. All Terrestrials receive 4xp.
Characters receive a free purchase of Ox-Body Technique (Or equivalent) with each dot of Essence. You are free to purchase additional levels above this. Should your Essence increase later, you will be refunded the xp spent on excess Ox-Bodies
All Craft abilities are now a single Craft. This means that Craft grants equal aptitude with blacksmithing, agriculture, architecture etc.
When rolling Craft for Esoteric crafts, they are limited by a single other ability, listed below:
Magitech: Lore
Genesis: Medicine
Fate: Occult
Glamour: Occult
Crafting small items roll Perception, crafting large items roll Intelligence
If a character has a trainer when purchasing Attributes or Abilities, they receive a 1xp discount for each dot the teacher has higher than the student. This cannot reduce the price below 1xp. Charms learned from a trainer (including sorcery, knacks, etc.) have a flat 2xp reduction in price. All exalts are considered to have a trainer when learning Excellencies and Ox-Body equivalents. Barring charm usage, it requires half of a character's free time to teach or be taught. Only one student may receive the xp discount per training session.
Every two charm slots spent on Excellencies grants a third for free
Sorcerers receive one free spell upon initiating into each Circle. This new spell must be chosen from the circle being learned.
This Wyld-Shaping rewrite will be in full effect
Fan-Made rewrites of most martial arts will be used as well. Use this thread as a guideline. If multiple rewrites are present, ask which are in effect
This will be a slow-paced Creation-Ruling Mandate focused game. You will start with a single small city and grow from there. The game will permit any type of exalt except alchemicals (the Seal remains intact). Rather than receiving XP per session, XP will be awarded per in-game year, so don't be afraid to plan ahead and take the slow route until it's necessary to rush. Remember, most of the world considers you Anathema so be careful. Abyssals and Infernals must be renegades.
Character sheets and other campaign relevant files will be stored in a communal dropbox. The game will take place on Sundays from 1pm-5 or 6pm EST, and will be played on the site's Ajax Chat
Post here if interested, along with whatever character concept (if any) you have.
HOUSE RULES
All XP costs are replaced by the below chart (thanks to Sojiko for developing it). These costs are static, except for Essence, meaning they do NOT rely on the current rating.
XP Costs (Unfavored/Favored)
* Attribute : 8/6 XP
* Ability : 4/3 XP
* Specialty : 2/1 XP
* Native-level Magics : 10/8 XP (includes Charms and spells)
* Superior Magics : 12/10 XP (includes mortals learning TMA and TCS, or Db learning CMAs)
* Other Magic : 9 XP (includes heretical Charms, Infernal spells, and Knacks)
* Essence : Rating × 8 XP
* Virtue : 3 XP
* Willpower : 3 XP
* Colleges: 4/2 XP
* Thaumaturgy Degree 6/4 XP (or 3/2 BP at chargen)
All Solars, Abyssals and Infernals receive 2xp per in-game year. All Lunars and Sidereals receive 3xp. All Terrestrials receive 4xp.
Characters receive a free purchase of Ox-Body Technique (Or equivalent) with each dot of Essence. You are free to purchase additional levels above this. Should your Essence increase later, you will be refunded the xp spent on excess Ox-Bodies
All Craft abilities are now a single Craft. This means that Craft grants equal aptitude with blacksmithing, agriculture, architecture etc.
When rolling Craft for Esoteric crafts, they are limited by a single other ability, listed below:
Magitech: Lore
Genesis: Medicine
Fate: Occult
Glamour: Occult
Crafting small items roll Perception, crafting large items roll Intelligence
If a character has a trainer when purchasing Attributes or Abilities, they receive a 1xp discount for each dot the teacher has higher than the student. This cannot reduce the price below 1xp. Charms learned from a trainer (including sorcery, knacks, etc.) have a flat 2xp reduction in price. All exalts are considered to have a trainer when learning Excellencies and Ox-Body equivalents. Barring charm usage, it requires half of a character's free time to teach or be taught. Only one student may receive the xp discount per training session.
Every two charm slots spent on Excellencies grants a third for free
Sorcerers receive one free spell upon initiating into each Circle. This new spell must be chosen from the circle being learned.
This Wyld-Shaping rewrite will be in full effect
Fan-Made rewrites of most martial arts will be used as well. Use this thread as a guideline. If multiple rewrites are present, ask which are in effect