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== What is different? == * Lunars use Original Chargen: http://fixalted.bazzalisk.org/index.php?title=Domino%27s_Original_Chargen_Rules They don't get a 'floating dot' to put in caste or favoured abilities though. Also, at some point, someone fixed the castes, so chose from the castes available in DotFA, and lunar tattoos are not needed. Any Shaping or Wyld effect on Lunars physical form is only temporary, and disappear the next time they shift forms. * Exalted and Heroic Mortals can have as many specialties in a given ability as they like, although they can only benefit from 3 dice of specialties on a given roll. * Characters start with Essence 3 at chargen, and cannot raise their Essence with bonus points. * Craft (Air/Earth/Fire/Water/Wood) is now just Craft (Elemental). For modern technology (developments within the last two centuries), there is Craft (Advanced), which is also a mundane craft ability. * Each initiation into a circle of sorcery comes with 16 xp worth of spells, Plus the countermagic and banishing for that circle. Terrestrial circle sorcery also automatically grants Unconquerable Self. Terrestrial circle spells cost 4xp, Celestial cost 8, and Solar costs 16, same goes for Necromancy and it's equivalents. Favoring Occult only reduces the cost of purchasing the initiation charms, not spells. * http://wiki.stryck.com/NewBeginnings/MeditationPool is in effect. * Unlimited Combos. However, if you buy a combo using the original Combo rules, you can open it at a cost of 1m per charm, rather than 1 willpower, and you treat the combo like an original combo, namely that you are not required to pay for a single use of any unused charms like with unlimited combos. * Terrestrials have no out-of-element surcharges on their charms. * At Stamina 2, you get an additional -4 health level. At Stamina 3 you get an additional -2, at 4 a -1 and at 5 a -0. These naturally supplement your 'standard 7'. Each level of stamina above 5 gives you another -0 health level. * The Dawn anima gives attackers an external penalty equal to the Dawn's Essence score. The Twilight Anima only automatically kicks in if they are doing tasks related to a Twilight Caste Ability. Glories of the Most High errata is in effect. * In addition to standard chargen, all players get 50 xp to spend. Backgrounds cost 3xp per dot, and merits cost 3xp per point. * Artifact crafting rolls have a duration of seven 8-hour days of work. * For clarification, the Ride ability governs living mounts, while the Sail ability governs any kind of vehicle. * When increasing your two highest virtues with XP, you can pay (rating x 4) to increase your Willpower by 1 as well. * Training times remain the same, however coming up with a stunt can accelerate them. A +1 stunt gives a 1/3 reduction in required time, a +2 reduces the time by 2/3, and a +3 stunt allows for instantaneous training. * Training Montages allow you to flurry training, spending up to (Essence x 10) XP in only as much time as the longest training interval involved in the montage. * '''GUNZ:''' [http://docs.google.com/View?docID=0AfmdmZgf8U6sZGRoZzh6azVfMTY4aGNtaGJjZDU | Get yo dakka here.] * BEEP CLICK WHIR. [http://forum.rpg.net/showthread.php?t=472156 | LOADING LOOM 2.0.] PLEASE KEEP ARMS AND LEGS INSIDE REALITY.
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