Greenstalker
Miscellany
Psychie
Thief of Words
I've been batting around an idea for a lower level Exalted game using the 2e rules with the errata tossed in for good measure. This game is centered on using Solars only; no other class of Exalted will be allowed into this game - at least, starting out. For character creation, I'll allow Merits and Flaws from Scroll of Heroes, but there are a few restrictions.
First, no Artifacts or Manses/Hearthstones are going to be allowed with character creation. You are freshly Exalted, and have not had the chance to get your weapons of Creation shattering power. Getting that stuff will be the focal point of your first story arc.
Second, the highest you can raise your Essence at start-up is 3. As the game goes on, you'll have the opportunity to raise it up later.
Third, when you get either Sorcery or Necromancy, you get a free spell of that Circle for free.
Fourth, we are going to be using the Hardy Keyword for extra health levels. Here is a quick description of how that Keyword works, and the Charms involved.
New Keyword: HARDY
Each purchase of a Charm bearing this keyword works like a purchase of the Exalt's native version of Ox-Body Technique. This entirely replaces the Charm by that name; players lose those Charms and spend the refunded XP on Charms with the Hardy keyword.
No character may benefit from the Hardy keyword more times than their Essence score. An Essence 5 character with seven Hardy-keyworded Charms only benefits from the equivalent of five purchases of Ox-Body Technique until he raises his Essence score.
No character may receive the benefits of the Hardy keyword from any Charm not considered natural to his kind. Eclipses cannot learn Bruise-Relief Method and thus gain extra health levels, nor can a Malefactor grant extra health levels when bestowing Transcendent Desert Creature upon her followers as a mutation effect.
Charms which gain the Hardy keyword, by type:
SOLARS:
Body-Mending Meditation
Soul-Fire Resurgence
Rising Sun Renewal
Inner Fire Unleashed
Final Ray of Light
Unbreakable Warrior's Mastery
Enduring Mountain Method
Immunity To Everything Technique
Tireless Sentinel Technique
Invincible Essence Reinforcement
Durability of Oak Meditation
Spirit Strengthens the Skin
Iron Skin Concentration
Iron Kettle Body
Adamant Skin Technique
Hardship-Surviving Mendicant Spirit
Element-Resisting Prana
Eternal Elemental Harmony
As per the Errata, everyone gets starting out 18 Bonus Points, 4 free Specialties, and Willpower starting at 5.
I've been batting around an idea for a lower level Exalted game using the 2e rules with the errata tossed in for good measure. This game is centered on using Solars only; no other class of Exalted will be allowed into this game - at least, starting out. For character creation, I'll allow Merits and Flaws from Scroll of Heroes, but there are a few restrictions.
First, no Artifacts or Manses/Hearthstones are going to be allowed with character creation. You are freshly Exalted, and have not had the chance to get your weapons of Creation shattering power. Getting that stuff will be the focal point of your first story arc.
Second, the highest you can raise your Essence at start-up is 3. As the game goes on, you'll have the opportunity to raise it up later.
Third, when you get either Sorcery or Necromancy, you get a free spell of that Circle for free.
Fourth, we are going to be using the Hardy Keyword for extra health levels. Here is a quick description of how that Keyword works, and the Charms involved.
New Keyword: HARDY
Each purchase of a Charm bearing this keyword works like a purchase of the Exalt's native version of Ox-Body Technique. This entirely replaces the Charm by that name; players lose those Charms and spend the refunded XP on Charms with the Hardy keyword.
No character may benefit from the Hardy keyword more times than their Essence score. An Essence 5 character with seven Hardy-keyworded Charms only benefits from the equivalent of five purchases of Ox-Body Technique until he raises his Essence score.
No character may receive the benefits of the Hardy keyword from any Charm not considered natural to his kind. Eclipses cannot learn Bruise-Relief Method and thus gain extra health levels, nor can a Malefactor grant extra health levels when bestowing Transcendent Desert Creature upon her followers as a mutation effect.
Charms which gain the Hardy keyword, by type:
SOLARS:
Body-Mending Meditation
Soul-Fire Resurgence
Rising Sun Renewal
Inner Fire Unleashed
Final Ray of Light
Unbreakable Warrior's Mastery
Enduring Mountain Method
Immunity To Everything Technique
Tireless Sentinel Technique
Invincible Essence Reinforcement
Durability of Oak Meditation
Spirit Strengthens the Skin
Iron Skin Concentration
Iron Kettle Body
Adamant Skin Technique
Hardship-Surviving Mendicant Spirit
Element-Resisting Prana
Eternal Elemental Harmony
As per the Errata, everyone gets starting out 18 Bonus Points, 4 free Specialties, and Willpower starting at 5.