Modern Exalted: Bring back the Light
- Literacy is granted by Linguistics 1, not Lore 1. A character with Lore 5 may be a wonderful oral historian with a great knowledge of the past and the like, but without Linguistics 1 they cannot write or read.
- Linguistics does not measure the number of languages you know. Linguistics measures your faculty and skill with words and how you use the languages you know. This is, you know, what Linguistics is rolled for in-game and what Linguistics Charms enhance.
- Extra languages are bought as “pseudo-specialities” for Linguistics. They cost the same amount of XP as a speciality, and have the same training time, but do not add dice or count towards the number of specialities you can have. This means you can, in fact, be a translator without being an amazing writer and vice-versa.
- The calculation for MPDV is now “(Social Attribute + Social Ability + Linguistics)/2”. It therefore plays the role of your “defence bonus” in the MPDV calculation, in the same way that a weapon has a defence value. Hence, you are better at arguing away people’s suggestions if you are good with words. Shocking, I know – it means that your DDMV is not always better.
In order to make the Craft ability more accessable (and not such a huge point-sink), I’m adding the following house rule:
- When buying points in the Craft ability, you first buy up the base ability, then assign dots to specific Crafts. For every dot you have in the base Craft ability, you get 2 dots to assign to specific crafts.
- Additional dots in specific crafts can be purchased at the same rate as specialty dots.
- No specific craft ability can be rated higher than the base Craft ability.
- You can have an unlimited number of Specialties for each ability, but never use more than 3 Specialty dice for a single roll.
- Roll highest virtue for Willpower regain, instead of rolling Conviction
- Characters with Occult as Caste/Favored Ability gain 1+(number of dots in Occult) thaumaturgical degrees for free.
- Thamaturgy: Degrees cost 5 xp, or 2 bonus points (2 exp or 1 bonus point if Occult is favored). Procedures cost 1 xp per two procedures, or 6 procedures for 1 bonus point.
- Free Ox-Body = current Essence. You may buy more Ox-body on top of this, up to the normal cap for your splat.
- “The first time within a Scene that any important character would be dropped below their first Dying level, they are instead taken to their first Dying level.”
- The adder cap applies to non-Excellency success-adders.—This is to prevent Accuracy from inflating far beyond Defense, since non-Excellency success adders are not subject to the Attribute+Ability cap, but DV is hard capped.
- Big AoE attacks are always rolled once and apply that roll against all targets in the AoE, both for attack and damage.
- Each circle of Sorcery comes with its own free spell. Players may choose any spell they wish for their sorcerer to have. Also, on learning Terrestrial Circle Sorcery, the spell Unconquerable Self is immediately learnt, completely free, in addition to the one free spell. Because if someone wants to go out this way, it’s up to them and there’s no point wasting xp for it.
Spells are now divided into three groups.
General utility spells. These spells have effects that last longer than an instant and usually have some flexibility in its usage. Spell examples include summoning spells, Threefold Binding of the Heart and Curse of Unyielding Mist.
Combat utility spells. These are spells that are basically used in battle. Spell examples include Flying Guillotine, Curtain of Quartz, Geyser of Corrosion and Gaia’s Rebuke.
Specific utility spells. These are spells that are supremely narrow in function that is unrelated to combat, to the point that it becomes useless outside of its intended function. Examples include countermagic and banishing spells, Open the Spirit Door, Ivory Orchid Pavillion and Mystic Travel.
Depending on said category, the cost of the spell will differ. The first is if ability or attribute is favored, the second if the ability or attribute is not.
General Utility 8|10
Combat Utility 4|5
Specific Utility 2|3
- Stunt supercharging
Certain spells that are measured in ticks can be cast in long ticks or in hours as a stunt to increase their area of effect or scope. (This was done by a Twilight in order to make Enemy of Nature hit the entire Lintha family. He spent all night casting it, we stunted that he actually cast it multiple times as written, charged him a big chunk of WP and let the world wake up the next morning to the joyous horror that is EoN used For Great Justice).
- Martial Arts and Form Weapons
- If you know the Form charm for a Martial Arts style, that style’s form weapons gain the M tag for you.
- If a Martial Arts charm is Touch, then you must truly be unarmed to use that Charm. You cannot even use that style’s form weapons.
- If a Martial Arts charm is Unarmed, you can use it while unarmed or with that style’s form weapons.
- If a Martial Arts charm does not specify that it is Touch or Unarmed, you can use an unarmed strike, that style’s form weapons, or any other Martial Arts weapon (including other styles’ form weapons, provided you know the Form charm for that style).
- These clarifications similarly apply for defense. For example, a charm that supplements an unarmed Martial Arts parry has the above Unarmed restrictions.
- If you activate a Martial Arts charm, then draw a weapon that would prevent you from activating the charm, the charm ends.