<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=128239.msg5684772#msg5684772">Quote from: ShadowFox89 on 06-01-2012, 19:24:27</a></div></div><blockquote class="bbc_standard_quote">Here's the houserules that I usually use. Not included is the suggested use of bp rather than xp. These might be familiar to some who play on other forums :p<br/><br/>- Solars, Abyssals, Sidereals, and Dragon-Blooded gain 5 excellencies to be used in favored and/or aspect/caste abilities, one free excellency per ability.<br/>- Infernals gain the first excellency of either their favored or caste Yozi for free, along with all future excellencies (this means they don't have to repurchase it everytime they increase in essence).<br/>- Alchemicals gain 2 attribute augmentations and 2 charm slots dedicated to those augmentations for favored/caste attributes. Lunars similarly gain 2 attribute excellencies in favored and caste attributes.<br/>- Ox-Body and it's mirrors count double for the amount of health levels you gain.<br/>- You gain an extra -1 health level for each point of essence you have.<br/>- Craft is one ability, with each area of craft only requiring a single dot. Special areas of craft (magitech, genesis, etc) count as specialties and must be purchased as so. The limit of specialties does not apply to craft for this purpose.<br/><br/> The basic idea is to make it so an ordinary mortal can't kill a starting exalt so easily. I removed my reduced character generation essence cost rule because it's redundant in a no xp game.<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>Still going with said houserules, right?<br/><br/>Also, totem animal is a bear (because everything is better with bears), so it's literally bear hands ;)