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		<id>http://exalted.xi.co.nz/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=DeathBySurfeit</id>
		<title>Exalted - Unofficial Wiki - User contributions [en]</title>
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		<updated>2026-04-09T13:01:05Z</updated>
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	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=User:DeathBySurfeit&amp;diff=94897</id>
		<title>User:DeathBySurfeit</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=User:DeathBySurfeit&amp;diff=94897"/>
				<updated>2016-05-16T23:30:14Z</updated>
		
		<summary type="html">&lt;p&gt;DeathBySurfeit: linked UMM&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Self-advertising =&lt;br /&gt;
&lt;br /&gt;
I'm a moderately-experienced Exalted Storyteller with a love of cinematicism, tinkering, and Rebecca Borgstrom's imagination. In the course of my games, I inevitably amass a small arsenal of concepts, characters, game mechanics and house rules that are really wasted sitting in folders at home - hence the Wikification! Well, that, and insurance against some IT-related catastrophe.&lt;br /&gt;
&lt;br /&gt;
I really hope this material helps someone out there. Any comments, suggestions or criticisms are welcomed with open arms, as there's no way of me making these to myself. Also, I love attention; the more feedback I get, the larger the number of people I appear to be writing for (and thus the more motivated I am).&lt;br /&gt;
&lt;br /&gt;
= Actual Content =&lt;br /&gt;
&lt;br /&gt;
== Third Edition ==&lt;br /&gt;
&lt;br /&gt;
=== EX3.5 ===&lt;br /&gt;
&lt;br /&gt;
* [[UnifiedProjectMethodology]] - A merging of the Leadership and Craft project rules to provide a 'best of both' approach.&lt;br /&gt;
* [[PrincipledOrganisationMethodology]] - Rules for social influence against organisations.&lt;br /&gt;
* [[AcceptableInfluenceMethodology]] - More structured rules for what to use in social influence, and when.&lt;br /&gt;
* [[CrunchyMeritMethodology]] - A more objective set of rules for what Story Merits do.&lt;br /&gt;
* [[ThreefoldStrategicMethodology]] - An abstraction of mass/naval combat as a backdrop for Exalt-on-Exalt combat.&lt;br /&gt;
* [[UnflurriedMovementMethodology]] - A quick tweak to movement to make it less flurry-heavy.&lt;br /&gt;
* [[GracefulCharmMethodology]] - An overhaul of the 3e Charmsets, so that they follow best practice established in previous editions.&lt;br /&gt;
&lt;br /&gt;
=== Other Content===&lt;br /&gt;
&lt;br /&gt;
* [[IntimateLimitMethodology]] - Bigger, more personal Limit Breaks.&lt;br /&gt;
* [[MartialArts/NaughtyLotusStyle]] - An unconventional Martial Arts style, focusing on the sheer destructive potential of fanservice.&lt;br /&gt;
&lt;br /&gt;
== Previous Editions ==&lt;br /&gt;
&lt;br /&gt;
=== Infernal Exalted ===&lt;br /&gt;
&lt;br /&gt;
[[DBSInfernalExalted]] - An introduction, and notes on their development. 1st edition; 2nd edition will follow release of the Abyssals book.&lt;br /&gt;
* [[DBSInfernalExalted/Castes]] - A description of the different Infernal castes.&lt;br /&gt;
* [[DBSInfernalExalted/Backgrounds]] - Details on the backgrounds available to Infernals.&lt;br /&gt;
* [[DBSInfernalExalted/Artifacts]] - Rules for vitriol and vitrioline artifacts.&lt;br /&gt;
* [[DBSInfernalExalted/Natures]] - Advice on Infernal Natures, and a fair few original ones.&lt;br /&gt;
* [[DBSInfernalExalted/Sins]] - An explanation of where Infernal Virtues go.&lt;br /&gt;
* [[DBSInfernalExalted/Curse]] - Mechanics for the Great Curse as it applies to Infernals.&lt;br /&gt;
* [[DBSInfernalExalted/Charms]] - Infernal Charm mechanics, theme, and description.&lt;br /&gt;
&lt;br /&gt;
[http://ethos.kicks-ass.org/stuff/infernal_sheet.jpg Infernal Character Sheet] - By kind and capable effort of [[Grandmasta]].&lt;br /&gt;
&lt;br /&gt;
=== Third Age ===&lt;br /&gt;
&lt;br /&gt;
[[TheThirdAge]] - A dark steam/cyberpunk setting placed after the successful Locust and Baalorian Crusades, with the reintroduction of Autocthon to Creation.&lt;br /&gt;
* [[TheThirdAge/Glossary]] - Terms and words used distinct from canon Exalted, for easy reference.&lt;br /&gt;
* [[TheThirdAge/History]] - Chronicles detailing the fall of the Second Age, and events leading up to the present day in the Third Age.&lt;br /&gt;
* [[TheThirdAge/Setting]] - Cultures, regions and locales unique to the Third Age, or irrevocably changed by the flow of time.&lt;br /&gt;
* [[TheThirdAge/Heroes]] - Exalts and other magical beings involved in the unfolding Age.&lt;br /&gt;
* [[TheThirdAge/Technology]] - Gadgets, machines and artifacts developed over the course of the many catacylsms.&lt;br /&gt;
* [[TheThirdAge/MartialArts]] - The essence-recalibrative martial arts designed to turn Dragon-Blooded into dedicated adherents of Autocthonian faith.&lt;br /&gt;
&lt;br /&gt;
=== Martial Arts Styles ===&lt;br /&gt;
&lt;br /&gt;
* [[DeathBySurfeit/AscendantQuillCascade]] - Notes on the triplet of Styles in the Ascending Quill Cascade&lt;br /&gt;
* [[MartialArts/TranquilScholarStyle]] - Defensive, estudious Terrestrial Style with a mental focus&lt;br /&gt;
* [[MartialArts/WorldlyCanvassedCalligrapherStyle]] - Convoluted, stylish Celestial Style with a manipulative theme&lt;br /&gt;
* [[MartialArts/AchromaticLexiconOfCreationStyle]] - Bizarre Sidereal Style with elements of shaping combat (!)&lt;br /&gt;
* [[MartialArts/LecherousDevilStyle]] - A Terrestrial style, the dark brother of Naughty Lotus.&lt;br /&gt;
* [[MartialArts/OctopusStyle]] - A traditional animal style, blending guile, strength and the horror of tentacled things man was not meant to know.&lt;br /&gt;
* [[MartialArts/ShatteringUrnStyle]] - Abyssal-flavoured style using blood as weaponry&lt;br /&gt;
* [[MartialArts/WhiteVeiledGardenerStyle]] - Sidereal style focusing on distancing and select killing&lt;br /&gt;
&lt;br /&gt;
=== Alchemical Charms ===&lt;br /&gt;
&lt;br /&gt;
Gizmos for the gizmo god!&lt;br /&gt;
* [[AlchemicalSensoryandSpiritual/DeathBySurfeit]]&lt;br /&gt;
* [[AlchemicalEssenceandWeaving/DeathBySurfeit]]&lt;br /&gt;
* [[AlchemicalStealthandDisguise/DeathBySurfeit]]&lt;br /&gt;
&lt;br /&gt;
== Other Stuff ==&lt;br /&gt;
&lt;br /&gt;
* [[Artifacts/DeathBySurfeit]] - Gizmos and whatsits I've come up with.&lt;br /&gt;
* [[Necromancy/DeathBySurfeit]] - Spoooooky spells.&lt;br /&gt;
* [[Hearthstones/DeathBySurfeit]] - Pretty gems for your enjoyment!&lt;br /&gt;
* [[DeathBySurfeit/PowerTrainingTimes]] - An accelerated, stunt-friendly training time variant.&lt;br /&gt;
* [[BonusPointExperience]] - A pretty much eponymous house rule.&lt;br /&gt;
&lt;br /&gt;
=== Fluff ===&lt;br /&gt;
&lt;br /&gt;
* [[APinchOfSalt]] - my old Western campaign.&lt;br /&gt;
* [[DeathBySurfeit/Ko]] - Character sheet, outcaste DB for a campaign I'm about to play.&lt;br /&gt;
&lt;br /&gt;
== Feedback ==&lt;br /&gt;
&lt;br /&gt;
Well, I was just tickled by this project, and therefore couldn't help but hack the Solar charactersheet into an Infernal one. I'm rather proud of it. [http://ethos.kicks-ass.org/stuff/infernal_sheet.jpg Do let me know if I missed anything?] ~ &amp;lt;i&amp;gt;[[Grandmasta]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wonderfully done - thanks ever so much for your help, and the character sheet is now duly adopted. I'm really glad you liked my efforts so much, and any other feedback or suggestions you can give would be most welcome...[[DeathBySurfeit]]&lt;br /&gt;
:Well, actual character creation rules would be nice, but I guess those would have to wait until after the Charms are finished, eh? ~ &amp;lt;i&amp;gt;[[G]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Except for weird-ass backgrounds, what do you need? These infernals seem like the Most-Evil-Guy type, and so I'd assume they follow the Abyssals in having character creations very, very similar to solars, but with better backgrounds in the backing kinda line. I could see some Leige or Sorcery backgrounds certainly. &amp;lt;br&amp;gt; -- [[Darloth]]&lt;br /&gt;
:The weird-ass backgrounds are actually what I was thinking of, specifically. ^_^() ~ &amp;lt;i&amp;gt;[[G]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:: You know, some original backgrounds would be interesting.  Anything come to mind, [[G]]? -[[Suzume]]&lt;br /&gt;
&lt;br /&gt;
::: Well, it has been suggested that Demon-Blooded get a form of Whispers that works with the Yozis instead of the Malfeans. That'd be a good place to start. :) They definitely need a Leige style background; even the lowliest of the Akuma (*scoff!*) get Patron and Inheritance 5 as part of the &amp;lt;i&amp;gt;basic deal.&amp;lt;/i&amp;gt; ~ &amp;lt;i&amp;gt;[[G]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::: Oh, and there's gotta be a Demonic Contacts...Allies...Henchmen ... hell, why not just make a catch-all &amp;quot;Demons I Chill With&amp;quot; background? ~ &amp;lt;i&amp;gt;[[G]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::::Actually, though I'm not so sure how it would fit in with [[DBSInfernalExalted|DeathBySurfeit]]'s stuff, [[IkselamInfernal/BackgroundProto|Ikselam]] has some preliminary backgrounds that I think are at least worth a look, being rather original.  -[[Suzume]]&lt;br /&gt;
&lt;br /&gt;
:::::I dunno if DBS would agree with me, but I would think the Yozis would be pretty careful in choosing who to pick as their Exalted. Careful enough to make conventions like a sliding scale of How Much Daddy Likes Me a tad irrelevant. Oh, they might like specific examples of the little bastards, but I'd think that'd be represented as a Merit (or Flaw?) than as a background. I guess they could be adapted, but it sounds like they were written with the possibility of an Infernal going rogue, which doesn't sound terribly likely to happen in this incarnation. :) ~ &amp;lt;i&amp;gt;[[G]], rambling&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Say, another random question. Do Infernals get their own signature Magical Material to play with? If so, what is it called? Daimonion? Ormulo? Gluebrass? :) ~ &amp;lt;i&amp;gt;[[G]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Black Lead, or at least that's what [[Spider]] and I have decided on for [[BoXPInfernals]]. If you reverse-engineer from Dukantha's Daiklave it's +2 accuracy, +1 damage, which can reasonably be toned down to +1/+1 each. --[[MUrielw]]&lt;br /&gt;
&lt;br /&gt;
I'll be uploading them shortly, but I've actually been working on much of what you have mentioned. Character creation is basically the same as Solars, with the addition of Voices (similar to Whispers) and Sorcery (similar to Necromancy) backgrounds. With regards Magical Materials, I'm presently deciding on whether to go for [[willows]]'s idea of corrupted materials or my campaign's addition of vitrioline (after a reference in Games of Divinity to it as the caustic element unique to to Malfeas). I'll upload them when I'm finished (Voices was done some time ago), but feedback on the MM debate would be of great help...[[DeathBySurfeit]]&lt;br /&gt;
:I'm divided on it myself; I like the corrupted materials (to match with the corrupted Shards), but there is a definite appeal in a new material entirely. I'm not sure how much I like the term 'vitrioline', though...it sounds like a kind of fuel. Poking around some bilingual dictionaries, I don't see anything better...look in alchemy? - [[willows]]&lt;br /&gt;
&lt;br /&gt;
Could stick with Vitriline... since Vitriol seems to be limited to Malfeas, it would certainly be a possiblity as a material. Heck, there's even a pseudo-elemental of it. &amp;lt;br&amp;gt; -- [[Darloth]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Aside from a preexisting tendency to align Vitioline / Vitriline with the minorMM's, I like the idea of solidified Malice.  ^_^  Mayhap a compromise idea would be that the Infernals use the 5MM, but they must be alloyed and corupted by the Yozi's crunchy-hate.  It's one thought anyway.  -[[Suzume]]&lt;br /&gt;
:&amp;lt;i&amp;gt;-We're Catholic.&amp;lt;/i&amp;gt;&lt;br /&gt;
:&amp;lt;i&amp;gt;-Oh, then you want &amp;lt;b&amp;gt;That's Pure Evil Coming Out of Your Backside, You Naughty Child&amp;lt;/b&amp;gt;.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I say give them Vitriol, or Vitrioline, if that's native to Malfeas. If it's not already what would be considered a &amp;quot;magical&amp;quot; material, have THAT alloyed with atrocity and damnation and call it what you will. [[WaiyaddoNoDan]] convinced me that corrupted MMs are cheesy. :) ~ &amp;lt;i&amp;gt;[[G]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vitrioline, vitriol refined and purified a thousand times over, will be finished off shortly, as will character creation rules. I'm currently seeking themes for the Athletics and Dodge trees, if anyone's got a creative mind spare...[[DeathBySurfeit]]&lt;br /&gt;
&lt;br /&gt;
Athletics could be based around how progressively less and less physical 'laws' apply to them. I mean... start with things like friction, work up to gravity on a small scale, and eventually just negate gravity, intertia, stuff like that entirely? I can certainly see an inertia-less charm as some sort of dodge-charm as well. &amp;lt;br&amp;gt; -- [[Darloth]]&lt;br /&gt;
&lt;br /&gt;
:That idea seems almost exactly like the Alchemical Strength Charms, though. -- [[Will]]&lt;br /&gt;
&lt;br /&gt;
:Also, the altering geometry shtick works pretty well too.  Two points separated by a vast distance are also tangental, and the infernal just sort of steps across.  Or say an arrow is fired,  and travels in its normal, basically parabolic path.  It just happens that now that very same parabolic path takes it straight up and over the infernal, as she stands there smiling at you, ready to take that step from one point to another, and take your insides on a trip outside--thanks to his trusty poignard of... whatever they end up using--on her way.  ^_^  -[[Suzume]]  (Try waking up in the middle of the night from dreaming of that, explaining that to your lover, and having her give you the &amp;quot;disgusted&amp;quot; look because it made you very happy.  ^_^ )&lt;br /&gt;
&lt;br /&gt;
Impatient demand for more stuff! o_o ~ &amp;lt;i&amp;gt;[[G]]&amp;lt;/i&amp;gt;&lt;br /&gt;
: Delighted cheering! ~ &amp;lt;i&amp;gt;[[G]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ideas presently very welcome on the subject of the Dodge tree. It's somewhat a crucial tree; Infernals presently have an extremely noticeable lack of defensive Charms, so if they were to be included at all they'd be included there. The tree &amp;lt;b&amp;gt;could&amp;lt;/b&amp;gt; be orientated around physical and social defence mechanisms, or it could be orientated around counterattack charms, obscure evasion methods, stealth and other such things. Or something else entirely. Thanks for the comments in advance...[[DeathBySurfeit]]&lt;br /&gt;
&lt;br /&gt;
:Hmmmmmm.... Several demons and demon types dance, so why not have them doing demon dances that break reality and allow them to do such things as warp space to shift attacks away from themselves, avoid the bonds of hate, friendship, etc.  They should probably have a charm that allows them to retarget attacks on other people or the attacker.  I haven't read through all of the charms so if you have already used any of these, I'm sorry.  Still, I like the mental image I get of somone dancing in place while reality fractures like a broken mirror around them and all attacks on that person get warped around to strike the attacker.  &amp;lt;br&amp;gt;-- [[BrilliantRain]]&lt;br /&gt;
&lt;br /&gt;
:Just realised something else.  Regardless of what else you do, they should probably have a dodge charm that allows them to make a charm enhanced dodge that counts as a parry or soak instead of a dodge, otherwise they will be vulnerable to a decent subset of charms.  After all there are charms out there that totally ignore dodge and charms that ignore non-charm enhanced defences. &amp;lt;br&amp;gt;-- [[BrilliantRain]]&lt;br /&gt;
&lt;br /&gt;
:I was thinking perhaps that since the Infernal shtick as far as combat goes thus far appears to be &amp;quot;kill you before you can kill me,&amp;quot; the Dodge tree might not focus so much on avoiding attacks as &amp;lt;i&amp;gt;dissuading&amp;lt;/i&amp;gt; attackers from attacking in the first place. I can definitely see a series of &amp;quot;Sure, go ahead and hit me. Heh heh heh.&amp;quot; Charms being right at home there. Or maybe a Celestial Safety Amongst Enemies. Maybe a Charm or set thereof which trick the target into thinking one of his comrades is actually the Infernal? ~ &amp;lt;i&amp;gt;[[G]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Whoo, congrats on finishing! I've kind of watched this over the months it's developed, and I think the project is preeeetty neat. Now.. Infernal chargen rules! Citizens demand it! -- [[Will]]&lt;br /&gt;
&lt;br /&gt;
I'll get working on them. In the meantime, just imagine they're Solars with differently named weaponry, castes and Charm sets...[[DeathBySurfeit]]&lt;br /&gt;
&lt;br /&gt;
This is great stuff! Well done! *so yoinked* - [[Nikink]]&lt;br /&gt;
&lt;br /&gt;
I aim to, er, be yoinked. Mwa to all those Friend Citizens who voted for [[DBSInfernalExalted/MartialArts|Five Falling Butterflies Style]]! ...[[DeathBySurfeit]]&lt;br /&gt;
&lt;br /&gt;
That is one awesome Charmset, sir or ma'am. Obviously our visions of the Infernals differ, but I covet your talent. --[[MUrielw]]&lt;br /&gt;
&lt;br /&gt;
:Many thanks, sir or ma'am! I've somehow omitted to link to your own rendition of those charming individuals, but that's since fixed. Eee, I don't look forward to converting all the Charms to their second edition variants. Still, nobbleyess obleegay...[[DeathBySurfeit]]&lt;br /&gt;
&lt;br /&gt;
Talking about Nobbly-Ess Oblighey, check your gmail. Sorry to everyone else, but DBS will never see this if I don't major it, and you would not -believe- how difficult it is to get in contact otherwise. &amp;lt;br&amp;gt; -- [[Darloth]]&lt;br /&gt;
&lt;br /&gt;
Hahahahahahahahahhahahahahhaha! Gold, pure gold! B-) -[[nikink]]&lt;br /&gt;
&lt;br /&gt;
^_^ ...[[DeathBySurfeit]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This might not be the right place to ask, but since you've been giving me advice I hope you can give me some more. I tried to do as you said and made new pages without spaces in the name. But that left old pages with the bad names and I think maybe they should be deleted. But I dont know how to do it... can you help me? /[[Swifty]]&lt;br /&gt;
&lt;br /&gt;
Sadly, he cannot help you delete pages, as it is basically impossible. However, if you move all the stuff onto the better-named page, you can either leave the old one blank or use a redirect to make the old page point at the new page. An example of how to do that can be found [[TextFormattingRules|Here]], under the miscellaneous section. Doing either of those keeps the wasted space to a minimum, and then the old pages will eventually fall out of use.&lt;br /&gt;
&lt;br /&gt;
In other news, [[DeathBySurfeit|DbS]], that gif is awesome! &amp;lt;br&amp;gt; -- [[Darloth]] &lt;br /&gt;
&lt;br /&gt;
:[[Darloth]] got it in one. Don't worry about leaving redundant pages around; if you delete all references to them, they're as good as removed anyway. Glad you liekd the gif, [[Darloth|Dar]]! I think the meme is old enough to start being funny again...[[DeathBySurfeit]]&lt;br /&gt;
&lt;br /&gt;
By the way  - did Square pay you for the english translation of Balthier, or did you just mentally imprint yourself onto him from afar? &amp;lt;br&amp;gt; -- [[Darloth]] &amp;lt;i&amp;gt;finds the similarities disturbing sometimes&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Gah! I shall have to demand royalties...[[DeathBySurfeit]]&lt;br /&gt;
&lt;br /&gt;
HOLY CRAP.  Has that GIF been here all this time?  Is it yours?  It is amazing.  Amazing.&lt;br /&gt;
&amp;lt;br&amp;gt;~ [[Shataina]]&lt;br /&gt;
&lt;br /&gt;
:It has been here for some time, and I was the one who compiled the images together into an animation that [[DeathBySurfeit]] posted on the The Freedom Stone forum some time back. Mind you, my version was more vibrant for some odd reason, compared to the other one that someone else made ~ [[Haku]]&lt;br /&gt;
&lt;br /&gt;
:Mmm! I had a flash of inspiration, spent a little time in photoshop and the ever-delightful [[Haku]] rendered it into a gif for me. It was supposed to only be a temporary thing, but I've since become quite attached to it...[[DeathBySurfeit]]&lt;br /&gt;
&lt;br /&gt;
You should talk with Jachra - he hangs around on [[OpenRPG]] a fair bit, and I think you two would get on well on the subject of faeries. &amp;lt;br&amp;gt; -- [[Darloth]].&lt;/div&gt;</summary>
		<author><name>DeathBySurfeit</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=UnflurriedMovementMethodology&amp;diff=94895</id>
		<title>UnflurriedMovementMethodology</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=UnflurriedMovementMethodology&amp;diff=94895"/>
				<updated>2016-05-16T17:22:15Z</updated>
		
		<summary type="html">&lt;p&gt;DeathBySurfeit: tweaked applicable actions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Unflurried Movement Methodology=&lt;br /&gt;
'''''Or: Multiple Limbs Advantage'''''&lt;br /&gt;
&lt;br /&gt;
This is a slight adjustment to the movement system in EX3, allowing you to move and fight more freely without penalty.&lt;br /&gt;
&lt;br /&gt;
==Movement Actions==&lt;br /&gt;
&lt;br /&gt;
Some actions are classified as '''movements'''. On your turn, in addition to your combat actions, you may perform ''one'' '''movement''' without penalty. This may be done before or after your combat actions, or in between them (if you're performing a flurry).&lt;br /&gt;
&lt;br /&gt;
'''Movements''' are: &lt;br /&gt;
&lt;br /&gt;
* Move&lt;br /&gt;
* Rush&lt;br /&gt;
* Disengage&lt;br /&gt;
* Rise From Prone&lt;br /&gt;
* Draw/Ready Weapon&lt;br /&gt;
* Take Cover&lt;br /&gt;
* Withdraw&lt;br /&gt;
&lt;br /&gt;
==Second Movements==&lt;br /&gt;
&lt;br /&gt;
You may perform a second '''movement''' in a turn, treating it as a combat action that ''can be flurried''. It is not possible to perform the same '''movement''' twice in one turn, or perform three movements.&lt;br /&gt;
&lt;br /&gt;
==Comments==&lt;/div&gt;</summary>
		<author><name>DeathBySurfeit</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=UnflurriedMovementMethodology&amp;diff=94894</id>
		<title>UnflurriedMovementMethodology</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=UnflurriedMovementMethodology&amp;diff=94894"/>
				<updated>2016-05-16T17:09:37Z</updated>
		
		<summary type="html">&lt;p&gt;DeathBySurfeit: /* Second Movements */ formattan&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Unflurried Movement Methodology=&lt;br /&gt;
'''''Or: Multiple Limbs Advantage'''''&lt;br /&gt;
&lt;br /&gt;
This is a slight adjustment to the movement system in EX3, allowing you to move and fight more freely without penalty.&lt;br /&gt;
&lt;br /&gt;
==Movement Actions==&lt;br /&gt;
&lt;br /&gt;
Some actions are classified as '''movements'''. On your turn, in addition to your combat actions, you may perform ''one'' '''movement''' without penalty. This may be done before or after your combat actions, or in between them (if you're performing a flurry).&lt;br /&gt;
&lt;br /&gt;
'''Movements''' are: &lt;br /&gt;
&lt;br /&gt;
* Move&lt;br /&gt;
* Rush&lt;br /&gt;
* Disengage&lt;br /&gt;
* Rise From Prone&lt;br /&gt;
* Draw/Ready Weapon&lt;br /&gt;
* Take Cover&lt;br /&gt;
* Reestablish Stealth&lt;br /&gt;
* Go To Ground&lt;br /&gt;
* Withdraw&lt;br /&gt;
&lt;br /&gt;
==Second Movements==&lt;br /&gt;
&lt;br /&gt;
You may perform a second '''movement''' in a turn, treating it as a combat action that ''can be flurried''. It is not possible to perform the same '''movement''' twice in one turn, or perform three movements.&lt;br /&gt;
&lt;br /&gt;
==Comments==&lt;/div&gt;</summary>
		<author><name>DeathBySurfeit</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=UnflurriedMovementMethodology&amp;diff=94893</id>
		<title>UnflurriedMovementMethodology</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=UnflurriedMovementMethodology&amp;diff=94893"/>
				<updated>2016-05-16T17:07:56Z</updated>
		
		<summary type="html">&lt;p&gt;DeathBySurfeit: Removed Sprint&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Unflurried Movement Methodology=&lt;br /&gt;
'''''Or: Multiple Limbs Advantage'''''&lt;br /&gt;
&lt;br /&gt;
This is a slight adjustment to the movement system in EX3, allowing you to move and fight more freely without penalty.&lt;br /&gt;
&lt;br /&gt;
==Movement Actions==&lt;br /&gt;
&lt;br /&gt;
Some actions are classified as '''movements'''. On your turn, in addition to your combat actions, you may perform ''one'' '''movement''' without penalty. This may be done before or after your combat actions, or in between them (if you're performing a flurry).&lt;br /&gt;
&lt;br /&gt;
'''Movements''' are: &lt;br /&gt;
&lt;br /&gt;
* Move&lt;br /&gt;
* Rush&lt;br /&gt;
* Disengage&lt;br /&gt;
* Rise From Prone&lt;br /&gt;
* Draw/Ready Weapon&lt;br /&gt;
* Take Cover&lt;br /&gt;
* Reestablish Stealth&lt;br /&gt;
* Go To Ground&lt;br /&gt;
* Withdraw&lt;br /&gt;
&lt;br /&gt;
==Second Movements==&lt;br /&gt;
&lt;br /&gt;
You may perform a second '''movement''' in a turn, treating it as a combat action that can be flurried. It is not possible to perform the same movement twice in one turn, or perform three movements.&lt;br /&gt;
&lt;br /&gt;
==Comments==&lt;/div&gt;</summary>
		<author><name>DeathBySurfeit</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=UnflurriedMovementMethodology&amp;diff=94892</id>
		<title>UnflurriedMovementMethodology</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=UnflurriedMovementMethodology&amp;diff=94892"/>
				<updated>2016-05-16T17:04:33Z</updated>
		
		<summary type="html">&lt;p&gt;DeathBySurfeit: /* Sprints */ clarified&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Unflurried Movement Methodology=&lt;br /&gt;
'''''Or: Multiple Limbs Advantage'''''&lt;br /&gt;
&lt;br /&gt;
This is a slight adjustment to the movement system in EX3, allowing you to move and fight more freely without penalty.&lt;br /&gt;
&lt;br /&gt;
==Movement Actions==&lt;br /&gt;
&lt;br /&gt;
Some actions are classified as '''movements'''. On your turn, in addition to your combat actions, you may perform ''one'' '''movement''' without penalty. This may be done before or after your combat actions, or in between them (if you're performing a flurry).&lt;br /&gt;
&lt;br /&gt;
'''Movements''' are: &lt;br /&gt;
&lt;br /&gt;
* Move&lt;br /&gt;
* Rush&lt;br /&gt;
* Disengage&lt;br /&gt;
* Rise From Prone&lt;br /&gt;
* Draw/Ready Weapon&lt;br /&gt;
* Take Cover&lt;br /&gt;
* Reestablish Stealth&lt;br /&gt;
* Go To Ground&lt;br /&gt;
* Withdraw&lt;br /&gt;
&lt;br /&gt;
==Sprints==&lt;br /&gt;
&lt;br /&gt;
A Sprint is a combat action, that can be placed in a flurry. When you perform a Sprint, you may perform one additional '''movement'''. It is not possible to perform the same '''movement''' twice on your turn.&lt;br /&gt;
&lt;br /&gt;
If you place Sprint in a flurry, ''all'' actions (including the original movement) receive the -3 flurry penalty.&lt;br /&gt;
&lt;br /&gt;
==Comments==&lt;/div&gt;</summary>
		<author><name>DeathBySurfeit</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=UnflurriedMovementMethodology&amp;diff=94891</id>
		<title>UnflurriedMovementMethodology</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=UnflurriedMovementMethodology&amp;diff=94891"/>
				<updated>2016-05-16T16:57:20Z</updated>
		
		<summary type="html">&lt;p&gt;DeathBySurfeit: /* Movement Actions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Unflurried Movement Methodology=&lt;br /&gt;
'''''Or: Multiple Limbs Advantage'''''&lt;br /&gt;
&lt;br /&gt;
This is a slight adjustment to the movement system in EX3, allowing you to move and fight more freely without penalty.&lt;br /&gt;
&lt;br /&gt;
==Movement Actions==&lt;br /&gt;
&lt;br /&gt;
Some actions are classified as '''movements'''. On your turn, in addition to your combat actions, you may perform ''one'' '''movement''' without penalty. This may be done before or after your combat actions, or in between them (if you're performing a flurry).&lt;br /&gt;
&lt;br /&gt;
'''Movements''' are: &lt;br /&gt;
&lt;br /&gt;
* Move&lt;br /&gt;
* Rush&lt;br /&gt;
* Disengage&lt;br /&gt;
* Rise From Prone&lt;br /&gt;
* Draw/Ready Weapon&lt;br /&gt;
* Take Cover&lt;br /&gt;
* Reestablish Stealth&lt;br /&gt;
* Go To Ground&lt;br /&gt;
* Withdraw&lt;br /&gt;
&lt;br /&gt;
==Sprints==&lt;br /&gt;
&lt;br /&gt;
A Sprint is a combat action that can be placed in a flurry. When you perform a Sprint, you may perform one additional '''movement'''. It is not possible to perform the same '''movement''' twice on your turn.&lt;br /&gt;
&lt;br /&gt;
==Comments==&lt;/div&gt;</summary>
		<author><name>DeathBySurfeit</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=UnflurriedMovementMethodology&amp;diff=94890</id>
		<title>UnflurriedMovementMethodology</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=UnflurriedMovementMethodology&amp;diff=94890"/>
				<updated>2016-05-16T16:55:46Z</updated>
		
		<summary type="html">&lt;p&gt;DeathBySurfeit: /* Movement Actions */ added extra movements&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Unflurried Movement Methodology=&lt;br /&gt;
'''''Or: Multiple Limbs Advantage'''''&lt;br /&gt;
&lt;br /&gt;
This is a slight adjustment to the movement system in EX3, allowing you to move and fight more freely without penalty.&lt;br /&gt;
&lt;br /&gt;
==Movement Actions==&lt;br /&gt;
&lt;br /&gt;
Some actions are classified as '''movements'''. On your turn, in addition to your combat actions, you may perform ''one'' '''movement''' without penalty. This may be done before or after your combat actions, or during them (if you're performing a flurry).&lt;br /&gt;
&lt;br /&gt;
'''Movements''' are: &lt;br /&gt;
&lt;br /&gt;
* Move&lt;br /&gt;
* Rush&lt;br /&gt;
* Disengage&lt;br /&gt;
* Rise From Prone&lt;br /&gt;
* Draw/Ready Weapon&lt;br /&gt;
* Take Cover&lt;br /&gt;
* Reestablish Stealth&lt;br /&gt;
* Go To Ground&lt;br /&gt;
* Withdraw&lt;br /&gt;
&lt;br /&gt;
==Sprints==&lt;br /&gt;
&lt;br /&gt;
A Sprint is a combat action that can be placed in a flurry. When you perform a Sprint, you may perform one additional '''movement'''. It is not possible to perform the same '''movement''' twice on your turn.&lt;br /&gt;
&lt;br /&gt;
==Comments==&lt;/div&gt;</summary>
		<author><name>DeathBySurfeit</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=UnflurriedMovementMethodology&amp;diff=94889</id>
		<title>UnflurriedMovementMethodology</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=UnflurriedMovementMethodology&amp;diff=94889"/>
				<updated>2016-05-16T16:53:53Z</updated>
		
		<summary type="html">&lt;p&gt;DeathBySurfeit: Added a 3E movement retweak.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Unflurried Movement Methodology=&lt;br /&gt;
'''''Or: Multiple Limbs Advantage'''''&lt;br /&gt;
&lt;br /&gt;
This is a slight adjustment to the movement system in EX3, allowing you to move and fight more freely without penalty.&lt;br /&gt;
&lt;br /&gt;
==Movement Actions==&lt;br /&gt;
&lt;br /&gt;
Some actions are classified as '''movements'''. On your turn, in addition to your combat actions, you may perform ''one'' '''movement''' without penalty. This may be done before or after your combat actions, or during them (if you're performing a flurry).&lt;br /&gt;
&lt;br /&gt;
'''Movements''' are: &lt;br /&gt;
&lt;br /&gt;
* Move&lt;br /&gt;
* Rush&lt;br /&gt;
* Disengage&lt;br /&gt;
* Rise From Prone&lt;br /&gt;
* Draw/Ready Weapon&lt;br /&gt;
* Take Cover&lt;br /&gt;
* Stealth&lt;br /&gt;
* Withdraw&lt;br /&gt;
&lt;br /&gt;
==Sprints==&lt;br /&gt;
&lt;br /&gt;
A Sprint is a combat action that can be placed in a flurry. When you perform a Sprint, you may perform one additional '''movement'''. It is not possible to perform the same '''movement''' twice on your turn.&lt;br /&gt;
&lt;br /&gt;
==Comments==&lt;/div&gt;</summary>
		<author><name>DeathBySurfeit</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=CrunchyMeritMethodology&amp;diff=94888</id>
		<title>CrunchyMeritMethodology</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=CrunchyMeritMethodology&amp;diff=94888"/>
				<updated>2016-05-11T23:46:57Z</updated>
		
		<summary type="html">&lt;p&gt;DeathBySurfeit: Added Memories and Whispers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Crunchy Merit Methodology=&lt;br /&gt;
&lt;br /&gt;
This revamp is intended to use the new, stronger framework for projects, crafts and social influence to attach more crunchy rules to Story Merits.&lt;br /&gt;
&lt;br /&gt;
It seeks to answer the question: what do Story Merits ''do''?&lt;br /&gt;
&lt;br /&gt;
==Merit Dice==&lt;br /&gt;
&lt;br /&gt;
Story Merits often add bonus Merit dice to appropriate rolls. To use these dice, you must use a stunt that illustrates how the Merit assists you.&lt;br /&gt;
&lt;br /&gt;
It is possible to receive dice from more than one Merit on a single action, but you may not add more than a total of five Merit dice. Merit dice are not considered as coming from Charms.&lt;br /&gt;
&lt;br /&gt;
When using these rules with the [[UnifiedProjectMethodology|Unified Project Methodology]], you may not add the Merit dice below to a Project roll. If you want to use a Merit for a Project, make it a Supporting Merit.&lt;br /&gt;
&lt;br /&gt;
==Revised Merits==&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
Allies are no longer repurchased multiple times to reflect different characters.&lt;br /&gt;
&lt;br /&gt;
When you are having difficulty doing something, you may call upon your Allies. You may do this a number of times each story equal to your Allies rating.&lt;br /&gt;
&lt;br /&gt;
When your Allies respond, they will provide the chance to reattempt a task (if it would otherwise be impossible), and add bonus dice equal to your Allies rating to the roll. This will take a form appropriate to your Allies, as determined by the ST – they may intercede directly, provide you with something you can use, or send someone to assist.&lt;br /&gt;
&lt;br /&gt;
===Artifact===&lt;br /&gt;
This merit is unchanged from as described in Third Edition.&lt;br /&gt;
&lt;br /&gt;
===Backing===&lt;br /&gt;
You may add your Backing in Merit dice to:&lt;br /&gt;
&lt;br /&gt;
* Social influence rolls targeting members of the organisation. &lt;br /&gt;
* Rolls to accomplish something that the organisation specialises in.&lt;br /&gt;
&lt;br /&gt;
You must add your Backing to the Difficulty of:&lt;br /&gt;
&lt;br /&gt;
* Mundane attempts to conceal yourself from members of the organisation.&lt;br /&gt;
* Social influence rolls targeting anyone who has a negative Intimacy toward the organisation.&lt;br /&gt;
&lt;br /&gt;
You may not have more dots in a Backing merit than the Magnitude of the organisation it is with.&lt;br /&gt;
&lt;br /&gt;
===Breeding===&lt;br /&gt;
''This Innate Merit can only be taken by Dragon-Blooded.''&lt;br /&gt;
&lt;br /&gt;
You may add your Breeding in Merit dice to:&lt;br /&gt;
&lt;br /&gt;
* Rolls to determine whether your child draws Second Breath.&lt;br /&gt;
* Rolls to seduce Dragon-Blooded characters.&lt;br /&gt;
&lt;br /&gt;
====Second Breath====&lt;br /&gt;
To determine whether a child will draw Second Breath and become a Dragon-Blooded, roll the Breeding Merit of both of their parents. If at least one dice comes up as a success, they do so. The total number of successes becomes their offspring's Breeding Merit. Unless explicitly stated otherwise, no Charms or effects can assist with (or detract from) this roll.&lt;br /&gt;
&lt;br /&gt;
===Command===&lt;br /&gt;
Command may be purchased multiple times, to represent different forces. You may add your Command in Merit dice to:&lt;br /&gt;
&lt;br /&gt;
* All War rolls.&lt;br /&gt;
* Rolls to threaten someone.&lt;br /&gt;
&lt;br /&gt;
You must add your Command to the Difficulty of:&lt;br /&gt;
&lt;br /&gt;
* Attempts to evade detection.&lt;br /&gt;
* Attempts to outrun or outmanoeuvre someone, other than via strategy rolls.&lt;br /&gt;
&lt;br /&gt;
In addition, you will need to make sure that they are fed and sheltered. You may leave your troops behind (and often do!), suspending these effects until you are reunited.&lt;br /&gt;
&lt;br /&gt;
You may choose to make your troops cavalry. Having cavalry always allows you to make Mounted strategy rolls, and they do not apply a penalty to outrun or outmanoeuvre people. However, they only provide (Merit-1) dice to appropriate rolls.&lt;br /&gt;
&lt;br /&gt;
====Morale====&lt;br /&gt;
Troops can have their Morale broken with a successful '''threaten''' action (or one provided by supernatural fear). For this purpose, they have Resolve equal to their merit rating, and usually have applicable Principles.&lt;br /&gt;
&lt;br /&gt;
If troops have their Morale broken, they provide no benefit to their commander (and cannot be used to allow Command Charms) until the battle is over, or their Morale is restored with a '''rally''' action. This is a special '''persuade''' action made with Charisma+War, at a difficulty equal to the merit's rating. If successful, the troops return in (merit rating) turns.&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
You may add your Contacts in Merit dice to rolls to:&lt;br /&gt;
&lt;br /&gt;
* Determine the activity or intentions of anyone within the organisation.&lt;br /&gt;
* Strategy rolls against a commander who is a member of that organisation.&lt;br /&gt;
&lt;br /&gt;
===Cult===&lt;br /&gt;
This Merit is unchanged from as described in Third Edition.&lt;br /&gt;
&lt;br /&gt;
===Demesne===&lt;br /&gt;
You control a place of power within Creation.&lt;br /&gt;
&lt;br /&gt;
: OO: You control a Demesne.&amp;lt;br&amp;gt;&lt;br /&gt;
: OOO: You control a Demesne upon which a Manse has been built, and have its Hearthstone.&amp;lt;br&amp;gt;&lt;br /&gt;
: OOOO: You control a Major Demesne.&amp;lt;br&amp;gt;&lt;br /&gt;
: OOOOO: You control a Major Demesne upon which a Manse has been built, and have its Hearthstone.&lt;br /&gt;
&lt;br /&gt;
You automatically detect any Essence expenditure within your Demesne. You may identify who used it and where (Perception+Occult, Difficulty 3), or the exact nature of the magic used (Difficulty 5).&lt;br /&gt;
&lt;br /&gt;
When you are in a Demesne you control, you may add its rating (2 or 4) in Merit dice to:&lt;br /&gt;
&lt;br /&gt;
* Motes regenerated per hour&lt;br /&gt;
* Motes regenerated per turn in combat&lt;br /&gt;
* All instantaneous checks&lt;br /&gt;
&lt;br /&gt;
''Attempting to confront an Exalt within their Manse or Demesne is a very foolish idea.&lt;br /&gt;
&lt;br /&gt;
When you are in a Demense you are attuned to (but do not control), or you are carrying the Hearthstone for your Manse, you receive the motes/hour bonus but no others.&lt;br /&gt;
&lt;br /&gt;
===Demons===&lt;br /&gt;
&lt;br /&gt;
This Story Merit can be purchased multiple times, for different demons, but is most typically granted by the use of Sorcery. When you acquire Demons, pick a Speciality that best reflects the nature and capabilities of the Demon.&lt;br /&gt;
&lt;br /&gt;
: O: A First Circle demon&lt;br /&gt;
: OO: A group of identical First Circle demons&lt;br /&gt;
: OOO: A Second Circle demon&lt;br /&gt;
: OOOO: A Second Circle demon, and attached demonic host&lt;br /&gt;
: OOOOO: A Third Circle demon&lt;br /&gt;
&lt;br /&gt;
You may add your Demons in Merit dice to any roll, of any Ability, that matches the Demons' Speciality.&lt;br /&gt;
&lt;br /&gt;
It is highly likely that other people will have Principles that, seeing you in the company of demons, will help them resist your social influence.&lt;br /&gt;
&lt;br /&gt;
You may leave your Demons behind somewhere, suspending these effects until you are reunited.&lt;br /&gt;
&lt;br /&gt;
===Familiar===&lt;br /&gt;
You may add your Familiar in Merit dice to:&lt;br /&gt;
&lt;br /&gt;
* Rolls to actively search an area to locate something or someone within it.&lt;br /&gt;
* Rolls to track someone.&lt;br /&gt;
* Rolls to forage for food in the wilderness.&lt;br /&gt;
&lt;br /&gt;
You must add your Familiar to the Difficulty of all social influence (other than Threaten) in civilised society.&lt;br /&gt;
&lt;br /&gt;
You may leave a Familiar behind somewhere, suspending these effects until you are reunited.&lt;br /&gt;
&lt;br /&gt;
===Followers===&lt;br /&gt;
Each purchase of Followers are experts in a different Ability: choose between Bureaucracy, Craft (Any), Investigation, Larceny, Lore, Medicine, Occult, Performance, Sail, Socialise, and Survival.&lt;br /&gt;
&lt;br /&gt;
You may add your Followers in Merit dice to any non-instantaneous roll that is made using their expert Ability.&lt;br /&gt;
&lt;br /&gt;
''Example: A group of Occultists could help with setting up a ritual. They could not help with aiming a sorcerous spell, as it is an instantaneous check.&lt;br /&gt;
&lt;br /&gt;
You must add your Followers to the Difficulty of:&lt;br /&gt;
&lt;br /&gt;
* Attempts to evade detection.&lt;br /&gt;
* Attempts to outrun or outmanoeuvre someone.&lt;br /&gt;
&lt;br /&gt;
In addition, you will need to make sure that they are fed and sheltered. You may leave your Followers behind (and often do!), suspending these effects until you are reunited.&lt;br /&gt;
&lt;br /&gt;
===Hearthstone===&lt;br /&gt;
This Merit has been merged into the Demense Merit.&lt;br /&gt;
&lt;br /&gt;
===influence===&lt;br /&gt;
This Merit has been replaced by the Renown Merit.&lt;br /&gt;
&lt;br /&gt;
===Manse===&lt;br /&gt;
This Merit has been merged into the Demense Merit.&lt;br /&gt;
&lt;br /&gt;
===Mentor===&lt;br /&gt;
When you do not know how to accomplish something, you may call upon your Mentor. You may do this a number of times each story equal to your Mentor rating.&lt;br /&gt;
&lt;br /&gt;
When they respond, they will explain a good way of accomplishing what you want, as determined by the ST. They will not resolve the problem for you.&lt;br /&gt;
&lt;br /&gt;
===Memories===&lt;br /&gt;
''This Innate Merit can only be chosen by Solar, Abyssal, or Infernal Exalted, representing unfiltered memories of their First Age selves. When it is taken, the player should agree the Supernal Intimacy of their First Age incarnation with the ST, which must be significantly different to their own.''&lt;br /&gt;
&lt;br /&gt;
You may add your Memories in Merit dice to:&lt;br /&gt;
&lt;br /&gt;
* Rolls to identify a First Age artifact.&lt;br /&gt;
* Rolls to operate a First Age artifact.&lt;br /&gt;
* Rolls to challenge or introduce a fact about the First Age.&lt;br /&gt;
* Your Resolve against any attempts to decay your Principles or Ties.&lt;br /&gt;
&lt;br /&gt;
You are also likely to experience flashbacks, as determined by the ST. If you act against your First Age incarnation's Supernal Intimacy, you must roll your Memories dice and add the successes to your Limit. When you are in Limit Break, you gain your First Age incarnation's Supernal Intimacy as a Defining Intimacy in addition to your own; this cannot be decayed for any reason.&lt;br /&gt;
&lt;br /&gt;
===Mount===&lt;br /&gt;
This is a new Story merit to reflect the benefits of having a mount to ride on. If a character has a familiar or demon that serves as a mount, both merits should be taken to reflect this. An intelligent mount can be captured, but it cannot be claimed.&lt;br /&gt;
&lt;br /&gt;
: O: A functional but unimpressive mount, such as a workhorse.&lt;br /&gt;
: OO: A capable mount, such as a warhorse.&lt;br /&gt;
: OOO: An exceptional mount, such as a giant wolf or simhata, or a workable flying mount.&lt;br /&gt;
: OOOO: A monstrous mount, such as a river dragon or tyrant lizard, or an impressive flying mount.&lt;br /&gt;
: OOOOO: A monstrous and supernatural mount, such as a Wyld behemoth or very friendly elemental dragon.&lt;br /&gt;
&lt;br /&gt;
You may add your Mount in Merit dice to all Ride rolls. Flying mounts provide only (Mount-2) dice, but also many other benefits.&lt;br /&gt;
&lt;br /&gt;
An aquatic mount provides the same bonus as a land one. Amphibious mounts provide only (Mount-1) dice, but can be used equally on land and sea.&lt;br /&gt;
&lt;br /&gt;
You may leave your mount behind, suspending benefits from it until you are reunited.&lt;br /&gt;
&lt;br /&gt;
===Relics===&lt;br /&gt;
You may add your Relics in Merit dice to rolls to identify any item or effect.&lt;br /&gt;
&lt;br /&gt;
You must add your Relics to the Difficulty of:&lt;br /&gt;
&lt;br /&gt;
* All Athletics checks (they’re heavy!).&lt;br /&gt;
* Attempts to evade detection by magical sources.&lt;br /&gt;
&lt;br /&gt;
You may leave your Relics behind in a laboratory or study, suspending these effects while you are not there.&lt;br /&gt;
&lt;br /&gt;
===Renown===&lt;br /&gt;
When you take Renown, you should specify what you are renowned as. You may gain Renown multiple times, with different flavours.&lt;br /&gt;
&lt;br /&gt;
You may add your Renown in Merit dice to rolls to inspire, instil, or threaten people in a way that is directly supported by your reputation.&lt;br /&gt;
&lt;br /&gt;
You must add your Renown to the Difficulty of all attempts to inspire, instil, or threaten people in a way that directly conflicts with your reputation.&lt;br /&gt;
&lt;br /&gt;
''Example: Ha Ha Sushi has “Renown (Warlord) OOO”. If they tried to intimidate a guard into letting them into a party, they would receive a bonus from their Renown. If they tried to inspire a sense of camaraderie and good cheer to accomplish the same, they would receive a penalty instead.&lt;br /&gt;
&lt;br /&gt;
''Example: Three Word Name has “Renown (Slave Liberator) OOO”. If they tried to intimidate a Guild boss, they would receive a bonus from their Renown. If they tried to intimidate a slave, they would encounter a penalty instead.&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
You may add your Resources in Merit dice to:&lt;br /&gt;
* All bargain rolls against non-spirit characters.&lt;br /&gt;
* All acquisition rolls in Creation.&lt;br /&gt;
&lt;br /&gt;
====Acquisition Rolls====&lt;br /&gt;
Acquiring a mundane item is now a [Social Attribute]+[Bureaucracy or Larceny] '''acquisition''' roll, with a difficulty equal to the item's Resources rating. The market must be large enough to provide the item, based on its Resources rating:&lt;br /&gt;
&lt;br /&gt;
# Nomads around a campfire&lt;br /&gt;
# A village&lt;br /&gt;
# A town&lt;br /&gt;
# A city&lt;br /&gt;
# A trade city&lt;br /&gt;
&lt;br /&gt;
If the market is not large enough, a successful roll will instead tell the Exalt where the item can be found. If they journey to that location, they may acquire the item without a further check.&lt;br /&gt;
&lt;br /&gt;
Acquisition rolls may be reattempted once per day.&lt;br /&gt;
&lt;br /&gt;
===Retainer===&lt;br /&gt;
Each Retainer is an expert in a different Ability: choose between Bureaucracy, Craft (Any), Investigation, Larceny, Lore, Medicine, Occult, Performance, Sail, Socialise, and Survival.&lt;br /&gt;
&lt;br /&gt;
'''Once per session''', you may add your Retainer in Merit dice to any non-instantaneous roll that is made using their expert Ability.&lt;br /&gt;
&lt;br /&gt;
===Salary===&lt;br /&gt;
''Salary is a Story Merit that can only be chosen at character creation by Sidereal and Exigent Exalted, representing a regular stipend of celestial currency.''&lt;br /&gt;
&lt;br /&gt;
You may add your Salary in Merit dice to:&lt;br /&gt;
* All bargain rolls against spirit characters.&lt;br /&gt;
* All acquisition rolls in Yu-Shan, the Underworld, the Deep Wyld, or Malfeas.&lt;br /&gt;
&lt;br /&gt;
===Scars===&lt;br /&gt;
You have suffered great torment and temptation in your travels, and the burden of your decisions weighs heavily on you.&lt;br /&gt;
&lt;br /&gt;
'''Once per session''', you may add your Scars rating to your Resolve score.&lt;br /&gt;
&lt;br /&gt;
''Note: This is a new Story Merit, designed to accomplish two things: one, to give an alternative story reward where an Exalt's actions are noble but deeply unpopular; two, to balance the slight boost to social influence provided by Merit dice.&lt;br /&gt;
&lt;br /&gt;
===Ship===&lt;br /&gt;
&lt;br /&gt;
This is a new Story merit to reflect the benefits of having a ship to call your own, and a crew to run it.&lt;br /&gt;
&lt;br /&gt;
: O: A simple trading vessel.&lt;br /&gt;
: OO: A powerful trading vessel or light warship.&lt;br /&gt;
: OOO: A powerful warship or a Haslanti skyship.&lt;br /&gt;
: OOOO: A First Age pleasure vessel, or a skyship enhanced with First Age technology.&lt;br /&gt;
: OOOOO: A First Age warship or skyship.&lt;br /&gt;
&lt;br /&gt;
You may add your Ship in Merit dice to all Sail rolls. Skyships provide only (Ship-2) dice, and use this rating for Ram maneuvers, but also provide many other benefits.&lt;br /&gt;
&lt;br /&gt;
When you leave your ship in dock, you do not receive benefits from it until you are at sea (or in the sky) once more.&lt;br /&gt;
&lt;br /&gt;
===Whispers===&lt;br /&gt;
''This Story Merit can only be chosen by Abyssal Exalted, representing a strong voice of Oblivion inside their head.''&lt;br /&gt;
&lt;br /&gt;
You may add your Whispers Merit dice to any roll. If you do, roll the same amount of dice and add the successes to your Limit.&lt;br /&gt;
&lt;br /&gt;
==Comments==&lt;/div&gt;</summary>
		<author><name>DeathBySurfeit</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=IntimateLimitMethodology&amp;diff=94887</id>
		<title>IntimateLimitMethodology</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=IntimateLimitMethodology&amp;diff=94887"/>
				<updated>2016-05-11T22:44:32Z</updated>
		
		<summary type="html">&lt;p&gt;DeathBySurfeit: /* Gaining Limit */ clarified 2: clarified harder&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Intimate Limit Methodology=&lt;br /&gt;
'''''Or: Push It To The Limit Approach'''''&lt;br /&gt;
&lt;br /&gt;
This is a system to make Limit Break more significant for Exalts, but also more consistent to their nature.&lt;br /&gt;
&lt;br /&gt;
==Solars==&lt;br /&gt;
&lt;br /&gt;
===Supernal Intimacies===&lt;br /&gt;
&lt;br /&gt;
Each Solar has a Supernal Intimacy, which defines them more than anything else. This is chosen from their Defining Intimacies during character creation (rather than a Limit Trigger and Virtue Flaw), and may be changed to another Defining Intimacy during play.&lt;br /&gt;
&lt;br /&gt;
===Gaining Limit===&lt;br /&gt;
&lt;br /&gt;
When the Solar acts against an Intimacy, they roll dice and add the successes to their Limit. The number of dice rolled depends on the Intimacy in question:&lt;br /&gt;
&lt;br /&gt;
* Roll '''one''' dice for '''Major''' Intimacies.&lt;br /&gt;
* Roll '''two''' dice for '''Defining''' Intimacies.&lt;br /&gt;
* Roll '''four''' dice for their '''Supernal''' Intimacy.&lt;br /&gt;
&lt;br /&gt;
This roll is only made once per scene per Intimacy.&lt;br /&gt;
&lt;br /&gt;
===Limit Break===&lt;br /&gt;
&lt;br /&gt;
When the Solar is in Limit Break:&lt;br /&gt;
&lt;br /&gt;
* They may not act against their Major or Defining Intimacies, unless there is an opposing Intimacy of the same strength or above that compels them to do so.&lt;br /&gt;
* '''Persuade''' attempts based on their Major or Defining Intimacies automatically succeed, and can only be resisted by a Decision Point.&lt;br /&gt;
* They may never act against their Supernal Intimacy.&lt;br /&gt;
* '''Persuade''' attempts based on their Supernal Intimacy automatically succeed, and cannot be resisted by Decision Points.&lt;br /&gt;
&lt;br /&gt;
===Ending Limit Break===&lt;br /&gt;
&lt;br /&gt;
The Solar can only end Limit Break by completing a Life-Changing task in service of the Intimacy that triggered the Limit Break, or their Supernal Intimacy. Doing so removes all Limit, resets their Willpower to its permanent value, and restores all spent motes (that are not committed to Charms).&lt;br /&gt;
&lt;br /&gt;
==Abyssals==&lt;br /&gt;
&lt;br /&gt;
===Gaining Limit===&lt;br /&gt;
&lt;br /&gt;
Abyssals gain Limit as Solars do, but do not have a Supernal Intimacy. Instead, when an Abyssal commits an Act Of Life, they roll one die and add the successes to their Limit.&lt;br /&gt;
&lt;br /&gt;
===Limit Break===&lt;br /&gt;
&lt;br /&gt;
When the Abyssal is in Limit Break:&lt;br /&gt;
&lt;br /&gt;
* They may not commit an Act Of Life. Treat anything that would make them do so as '''unacceptable influence'''.&lt;br /&gt;
* They are surrounded by dark omens. They are clearly identifiable as a '''creature of darkness'''.&lt;br /&gt;
* Stealth is impossible.&lt;br /&gt;
* '''Influence''' attempts other than '''threaten''' are impossible.&lt;br /&gt;
&lt;br /&gt;
===Ending Limit Break===&lt;br /&gt;
&lt;br /&gt;
The Abyssal can only end Limit Break by killing one of their Ties (or annihilating it, if it is already dead), or by performing acts that erode one of their Principles to nothing. Doing so removes all Limit, resets their Willpower to its permanent value, and restores all spent motes (that are not committed to Charms).&lt;br /&gt;
&lt;br /&gt;
If an Abyssal loses all of their Ties and Principles, they die.&lt;br /&gt;
&lt;br /&gt;
==Infernals==&lt;br /&gt;
&lt;br /&gt;
===Gaining Limit===&lt;br /&gt;
&lt;br /&gt;
Every time an Infernal neglects an opportunity to indulge their Urge, when they do not have an Intimacy that dictates against it, they roll a single die and add the successes to their Limit. The ST should inform players of Infernal characters whenever they feel their Urge; if they do not, Limit is not gained by omission.&lt;br /&gt;
&lt;br /&gt;
===Limit Break===&lt;br /&gt;
&lt;br /&gt;
When an Infernal is in Limit Break, they cannot resist any opportunity to indulge their Urge.&lt;br /&gt;
&lt;br /&gt;
===Ending Limit Break===&lt;br /&gt;
&lt;br /&gt;
The Infernal can only end Limit Break by completing a Life-Changing task in furtherance of their Urge. The process of doing so will almost certainly distort, erode, or destroy some of their Intimacies.&lt;br /&gt;
&lt;br /&gt;
==Sidereals==&lt;br /&gt;
&lt;br /&gt;
===Gaining Limit===&lt;br /&gt;
&lt;br /&gt;
Sidereals gain Limit as Solars do, but do not have a Supernal Intimacy. However, many Sidereal powers will add to their Limit.&lt;br /&gt;
&lt;br /&gt;
===Limit Break===&lt;br /&gt;
&lt;br /&gt;
When the Sidereal is in Limit Break:&lt;br /&gt;
&lt;br /&gt;
* They connection to the world is weakened, and they no longer gain dice from Story Merits.&lt;br /&gt;
* They are unable to use any form of Astrology other than Resplendent Destinies.&lt;br /&gt;
* They cannot be '''influenced''' by other Sidereals.&lt;br /&gt;
* They cannot '''influence''' other Sidereals.&lt;br /&gt;
&lt;br /&gt;
===Ending Limit Break===&lt;br /&gt;
&lt;br /&gt;
The Sidereal can only end Limit Break by completing a Life-Changing task in service to their Maiden. Doing so removes their accrued Limit and resets their Willpower to its permanent value.&lt;br /&gt;
&lt;br /&gt;
==Lunars==&lt;br /&gt;
&lt;br /&gt;
===Gaining Limit===&lt;br /&gt;
&lt;br /&gt;
Lunars gain Limit as Solars do, but do not have a Supernal Intimacy. Instead, when the Lunar spends Willpower to resist '''influence''' from their Solar bond-mate, roll the same amount of dice and add the successes to their Limit.&lt;br /&gt;
&lt;br /&gt;
===Limit Break===&lt;br /&gt;
&lt;br /&gt;
When someone makes an '''influence''' attempt on a Lunar in Limit Break, the Lunar is treated as having the same Intimacies as them.&lt;br /&gt;
&lt;br /&gt;
===Ending Limit Break===&lt;br /&gt;
&lt;br /&gt;
The Lunar can only end Limit Break by completing a Life-Changing task that they were '''persuaded''' to undertake while the Limit Break is in effect. Doing so removes their accrued Limit and resets their Willpower to its permanent value.&lt;br /&gt;
&lt;br /&gt;
==Dragon-Blooded==&lt;br /&gt;
&lt;br /&gt;
===Gaining Limit===&lt;br /&gt;
&lt;br /&gt;
When a Dragon-Blooded's Willpower drops below their Essence, they enter Limit Break.&lt;br /&gt;
&lt;br /&gt;
===Limit Break===&lt;br /&gt;
&lt;br /&gt;
While a Dragon-Blooded is in Limit Break: &lt;br /&gt;
&lt;br /&gt;
* They gain a special Emotion of [their element], which cannot be removed in any way.&lt;br /&gt;
* Acting against this Emotion costs a point of Willpower.&lt;br /&gt;
&lt;br /&gt;
===Ending Limit Break===&lt;br /&gt;
&lt;br /&gt;
At the end of the scene ''after'' the one in which Limit Break is triggered, it finishes naturally. Remove their accrued Limit, and reset their Willpower to equal their Essence.&lt;/div&gt;</summary>
		<author><name>DeathBySurfeit</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=IntimateLimitMethodology&amp;diff=94886</id>
		<title>IntimateLimitMethodology</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=IntimateLimitMethodology&amp;diff=94886"/>
				<updated>2016-05-11T22:43:55Z</updated>
		
		<summary type="html">&lt;p&gt;DeathBySurfeit: /* Gaining Limit */ clarified&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Intimate Limit Methodology=&lt;br /&gt;
'''''Or: Push It To The Limit Approach'''''&lt;br /&gt;
&lt;br /&gt;
This is a system to make Limit Break more significant for Exalts, but also more consistent to their nature.&lt;br /&gt;
&lt;br /&gt;
==Solars==&lt;br /&gt;
&lt;br /&gt;
===Supernal Intimacies===&lt;br /&gt;
&lt;br /&gt;
Each Solar has a Supernal Intimacy, which defines them more than anything else. This is chosen from their Defining Intimacies during character creation (rather than a Limit Trigger and Virtue Flaw), and may be changed to another Defining Intimacy during play.&lt;br /&gt;
&lt;br /&gt;
===Gaining Limit===&lt;br /&gt;
&lt;br /&gt;
When the Solar acts against an Intimacy, they roll dice and add the successes to their Limit. The number of dice rolled depends on the Intimacy in question:&lt;br /&gt;
&lt;br /&gt;
* Roll '''one''' dice for '''Major''' Intimacies.&lt;br /&gt;
* Roll '''two''' dice for '''Defining''' Intimacies.&lt;br /&gt;
* Roll '''four''' dice for their '''Supernal''' Intimacy.&lt;br /&gt;
&lt;br /&gt;
This roll is only made once per scene per Intimacy.&lt;br /&gt;
&lt;br /&gt;
===Limit Break===&lt;br /&gt;
&lt;br /&gt;
When the Solar is in Limit Break:&lt;br /&gt;
&lt;br /&gt;
* They may not act against their Major or Defining Intimacies, unless there is an opposing Intimacy of the same strength or above that compels them to do so.&lt;br /&gt;
* '''Persuade''' attempts based on their Major or Defining Intimacies automatically succeed, and can only be resisted by a Decision Point.&lt;br /&gt;
* They may never act against their Supernal Intimacy.&lt;br /&gt;
* '''Persuade''' attempts based on their Supernal Intimacy automatically succeed, and cannot be resisted by Decision Points.&lt;br /&gt;
&lt;br /&gt;
===Ending Limit Break===&lt;br /&gt;
&lt;br /&gt;
The Solar can only end Limit Break by completing a Life-Changing task in service of the Intimacy that triggered the Limit Break, or their Supernal Intimacy. Doing so removes all Limit, resets their Willpower to its permanent value, and restores all spent motes (that are not committed to Charms).&lt;br /&gt;
&lt;br /&gt;
==Abyssals==&lt;br /&gt;
&lt;br /&gt;
===Gaining Limit===&lt;br /&gt;
&lt;br /&gt;
Abyssals gain Limit as Solars do, but do not have a Supernal Intimacy. Instead, when an Abyssal commits an Act Of Life, they roll one die and add the successes to their Limit.&lt;br /&gt;
&lt;br /&gt;
===Limit Break===&lt;br /&gt;
&lt;br /&gt;
When the Abyssal is in Limit Break:&lt;br /&gt;
&lt;br /&gt;
* They may not commit an Act Of Life. Treat anything that would make them do so as '''unacceptable influence'''.&lt;br /&gt;
* They are surrounded by dark omens. They are clearly identifiable as a '''creature of darkness'''.&lt;br /&gt;
* Stealth is impossible.&lt;br /&gt;
* '''Influence''' attempts other than '''threaten''' are impossible.&lt;br /&gt;
&lt;br /&gt;
===Ending Limit Break===&lt;br /&gt;
&lt;br /&gt;
The Abyssal can only end Limit Break by killing one of their Ties (or annihilating it, if it is already dead), or by performing acts that erode one of their Principles to nothing. Doing so removes all Limit, resets their Willpower to its permanent value, and restores all spent motes (that are not committed to Charms).&lt;br /&gt;
&lt;br /&gt;
If an Abyssal loses all of their Ties and Principles, they die.&lt;br /&gt;
&lt;br /&gt;
==Infernals==&lt;br /&gt;
&lt;br /&gt;
===Gaining Limit===&lt;br /&gt;
&lt;br /&gt;
Every time an Infernal neglects an opportunity to indulge their Urge, when they do not have an Intimacy that dictates against it, they roll a single die and add the successes to their Limit. The ST should inform players of Infernal characters whenever they feel their Urge.&lt;br /&gt;
&lt;br /&gt;
===Limit Break===&lt;br /&gt;
&lt;br /&gt;
When an Infernal is in Limit Break, they cannot resist any opportunity to indulge their Urge.&lt;br /&gt;
&lt;br /&gt;
===Ending Limit Break===&lt;br /&gt;
&lt;br /&gt;
The Infernal can only end Limit Break by completing a Life-Changing task in furtherance of their Urge. The process of doing so will almost certainly distort, erode, or destroy some of their Intimacies.&lt;br /&gt;
&lt;br /&gt;
==Sidereals==&lt;br /&gt;
&lt;br /&gt;
===Gaining Limit===&lt;br /&gt;
&lt;br /&gt;
Sidereals gain Limit as Solars do, but do not have a Supernal Intimacy. However, many Sidereal powers will add to their Limit.&lt;br /&gt;
&lt;br /&gt;
===Limit Break===&lt;br /&gt;
&lt;br /&gt;
When the Sidereal is in Limit Break:&lt;br /&gt;
&lt;br /&gt;
* They connection to the world is weakened, and they no longer gain dice from Story Merits.&lt;br /&gt;
* They are unable to use any form of Astrology other than Resplendent Destinies.&lt;br /&gt;
* They cannot be '''influenced''' by other Sidereals.&lt;br /&gt;
* They cannot '''influence''' other Sidereals.&lt;br /&gt;
&lt;br /&gt;
===Ending Limit Break===&lt;br /&gt;
&lt;br /&gt;
The Sidereal can only end Limit Break by completing a Life-Changing task in service to their Maiden. Doing so removes their accrued Limit and resets their Willpower to its permanent value.&lt;br /&gt;
&lt;br /&gt;
==Lunars==&lt;br /&gt;
&lt;br /&gt;
===Gaining Limit===&lt;br /&gt;
&lt;br /&gt;
Lunars gain Limit as Solars do, but do not have a Supernal Intimacy. Instead, when the Lunar spends Willpower to resist '''influence''' from their Solar bond-mate, roll the same amount of dice and add the successes to their Limit.&lt;br /&gt;
&lt;br /&gt;
===Limit Break===&lt;br /&gt;
&lt;br /&gt;
When someone makes an '''influence''' attempt on a Lunar in Limit Break, the Lunar is treated as having the same Intimacies as them.&lt;br /&gt;
&lt;br /&gt;
===Ending Limit Break===&lt;br /&gt;
&lt;br /&gt;
The Lunar can only end Limit Break by completing a Life-Changing task that they were '''persuaded''' to undertake while the Limit Break is in effect. Doing so removes their accrued Limit and resets their Willpower to its permanent value.&lt;br /&gt;
&lt;br /&gt;
==Dragon-Blooded==&lt;br /&gt;
&lt;br /&gt;
===Gaining Limit===&lt;br /&gt;
&lt;br /&gt;
When a Dragon-Blooded's Willpower drops below their Essence, they enter Limit Break.&lt;br /&gt;
&lt;br /&gt;
===Limit Break===&lt;br /&gt;
&lt;br /&gt;
While a Dragon-Blooded is in Limit Break: &lt;br /&gt;
&lt;br /&gt;
* They gain a special Emotion of [their element], which cannot be removed in any way.&lt;br /&gt;
* Acting against this Emotion costs a point of Willpower.&lt;br /&gt;
&lt;br /&gt;
===Ending Limit Break===&lt;br /&gt;
&lt;br /&gt;
At the end of the scene ''after'' the one in which Limit Break is triggered, it finishes naturally. Remove their accrued Limit, and reset their Willpower to equal their Essence.&lt;/div&gt;</summary>
		<author><name>DeathBySurfeit</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=IntimateLimitMethodology&amp;diff=94885</id>
		<title>IntimateLimitMethodology</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=IntimateLimitMethodology&amp;diff=94885"/>
				<updated>2016-05-11T22:39:48Z</updated>
		
		<summary type="html">&lt;p&gt;DeathBySurfeit: Added Infernals.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Intimate Limit Methodology=&lt;br /&gt;
'''''Or: Push It To The Limit Approach'''''&lt;br /&gt;
&lt;br /&gt;
This is a system to make Limit Break more significant for Exalts, but also more consistent to their nature.&lt;br /&gt;
&lt;br /&gt;
==Solars==&lt;br /&gt;
&lt;br /&gt;
===Supernal Intimacies===&lt;br /&gt;
&lt;br /&gt;
Each Solar has a Supernal Intimacy, which defines them more than anything else. This is chosen from their Defining Intimacies during character creation (rather than a Limit Trigger and Virtue Flaw), and may be changed to another Defining Intimacy during play.&lt;br /&gt;
&lt;br /&gt;
===Gaining Limit===&lt;br /&gt;
&lt;br /&gt;
When the Solar acts against an Intimacy, they roll dice and add the successes to their Limit. The number of dice rolled depends on the Intimacy in question:&lt;br /&gt;
&lt;br /&gt;
* Roll '''one''' dice for '''Major''' Intimacies.&lt;br /&gt;
* Roll '''two''' dice for '''Defining''' Intimacies.&lt;br /&gt;
* Roll '''four''' dice for their '''Supernal''' Intimacy.&lt;br /&gt;
&lt;br /&gt;
This roll is only made once per scene per Intimacy.&lt;br /&gt;
&lt;br /&gt;
===Limit Break===&lt;br /&gt;
&lt;br /&gt;
When the Solar is in Limit Break:&lt;br /&gt;
&lt;br /&gt;
* They may not act against their Major or Defining Intimacies, unless there is an opposing Intimacy of the same strength or above that compels them to do so.&lt;br /&gt;
* '''Persuade''' attempts based on their Major or Defining Intimacies automatically succeed, and can only be resisted by a Decision Point.&lt;br /&gt;
* They may never act against their Supernal Intimacy.&lt;br /&gt;
* '''Persuade''' attempts based on their Supernal Intimacy automatically succeed, and cannot be resisted by Decision Points.&lt;br /&gt;
&lt;br /&gt;
===Ending Limit Break===&lt;br /&gt;
&lt;br /&gt;
The Solar can only end Limit Break by completing a Life-Changing task in service of the Intimacy that triggered the Limit Break, or their Supernal Intimacy. Doing so removes all Limit, resets their Willpower to its permanent value, and restores all spent motes (that are not committed to Charms).&lt;br /&gt;
&lt;br /&gt;
==Abyssals==&lt;br /&gt;
&lt;br /&gt;
===Gaining Limit===&lt;br /&gt;
&lt;br /&gt;
Abyssals gain Limit as Solars do, but do not have a Supernal Intimacy. Instead, when an Abyssal commits an Act Of Life, they roll one die and add the successes to their Limit.&lt;br /&gt;
&lt;br /&gt;
===Limit Break===&lt;br /&gt;
&lt;br /&gt;
When the Abyssal is in Limit Break:&lt;br /&gt;
&lt;br /&gt;
* They may not commit an Act Of Life. Treat anything that would make them do so as '''unacceptable influence'''.&lt;br /&gt;
* They are surrounded by dark omens. They are clearly identifiable as a '''creature of darkness'''.&lt;br /&gt;
* Stealth is impossible.&lt;br /&gt;
* '''Influence''' attempts other than '''threaten''' are impossible.&lt;br /&gt;
&lt;br /&gt;
===Ending Limit Break===&lt;br /&gt;
&lt;br /&gt;
The Abyssal can only end Limit Break by killing one of their Ties (or annihilating it, if it is already dead), or by performing acts that erode one of their Principles to nothing. Doing so removes all Limit, resets their Willpower to its permanent value, and restores all spent motes (that are not committed to Charms).&lt;br /&gt;
&lt;br /&gt;
If an Abyssal loses all of their Ties and Principles, they die.&lt;br /&gt;
&lt;br /&gt;
==Infernals==&lt;br /&gt;
&lt;br /&gt;
===Gaining Limit===&lt;br /&gt;
&lt;br /&gt;
Every time an Infernal neglects an opportunity to indulge their Urge, when they do not have an Intimacy that dictates against it, they roll a single die and add the successes to their Limit.&lt;br /&gt;
&lt;br /&gt;
===Limit Break===&lt;br /&gt;
&lt;br /&gt;
When an Infernal is in Limit Break, they cannot resist any opportunity to indulge their Urge.&lt;br /&gt;
&lt;br /&gt;
===Ending Limit Break===&lt;br /&gt;
&lt;br /&gt;
The Infernal can only end Limit Break by completing a Life-Changing task in furtherance of their Urge. The process of doing so will almost certainly distort, erode, or destroy some of their Intimacies.&lt;br /&gt;
&lt;br /&gt;
==Sidereals==&lt;br /&gt;
&lt;br /&gt;
===Gaining Limit===&lt;br /&gt;
&lt;br /&gt;
Sidereals gain Limit as Solars do, but do not have a Supernal Intimacy. However, many Sidereal powers will add to their Limit.&lt;br /&gt;
&lt;br /&gt;
===Limit Break===&lt;br /&gt;
&lt;br /&gt;
When the Sidereal is in Limit Break:&lt;br /&gt;
&lt;br /&gt;
* They connection to the world is weakened, and they no longer gain dice from Story Merits.&lt;br /&gt;
* They are unable to use any form of Astrology other than Resplendent Destinies.&lt;br /&gt;
* They cannot be '''influenced''' by other Sidereals.&lt;br /&gt;
* They cannot '''influence''' other Sidereals.&lt;br /&gt;
&lt;br /&gt;
===Ending Limit Break===&lt;br /&gt;
&lt;br /&gt;
The Sidereal can only end Limit Break by completing a Life-Changing task in service to their Maiden. Doing so removes their accrued Limit and resets their Willpower to its permanent value.&lt;br /&gt;
&lt;br /&gt;
==Lunars==&lt;br /&gt;
&lt;br /&gt;
===Gaining Limit===&lt;br /&gt;
&lt;br /&gt;
Lunars gain Limit as Solars do, but do not have a Supernal Intimacy. Instead, when the Lunar spends Willpower to resist '''influence''' from their Solar bond-mate, roll the same amount of dice and add the successes to their Limit.&lt;br /&gt;
&lt;br /&gt;
===Limit Break===&lt;br /&gt;
&lt;br /&gt;
When someone makes an '''influence''' attempt on a Lunar in Limit Break, the Lunar is treated as having the same Intimacies as them.&lt;br /&gt;
&lt;br /&gt;
===Ending Limit Break===&lt;br /&gt;
&lt;br /&gt;
The Lunar can only end Limit Break by completing a Life-Changing task that they were '''persuaded''' to undertake while the Limit Break is in effect. Doing so removes their accrued Limit and resets their Willpower to its permanent value.&lt;br /&gt;
&lt;br /&gt;
==Dragon-Blooded==&lt;br /&gt;
&lt;br /&gt;
===Gaining Limit===&lt;br /&gt;
&lt;br /&gt;
When a Dragon-Blooded's Willpower drops below their Essence, they enter Limit Break.&lt;br /&gt;
&lt;br /&gt;
===Limit Break===&lt;br /&gt;
&lt;br /&gt;
While a Dragon-Blooded is in Limit Break: &lt;br /&gt;
&lt;br /&gt;
* They gain a special Emotion of [their element], which cannot be removed in any way.&lt;br /&gt;
* Acting against this Emotion costs a point of Willpower.&lt;br /&gt;
&lt;br /&gt;
===Ending Limit Break===&lt;br /&gt;
&lt;br /&gt;
At the end of the scene ''after'' the one in which Limit Break is triggered, it finishes naturally. Remove their accrued Limit, and reset their Willpower to equal their Essence.&lt;/div&gt;</summary>
		<author><name>DeathBySurfeit</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=IntimateLimitMethodology&amp;diff=94884</id>
		<title>IntimateLimitMethodology</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=IntimateLimitMethodology&amp;diff=94884"/>
				<updated>2016-05-11T22:02:08Z</updated>
		
		<summary type="html">&lt;p&gt;DeathBySurfeit: /* Ending Limit Break */ typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Intimate Limit Methodology=&lt;br /&gt;
'''''Or: Push It To The Limit Approach'''''&lt;br /&gt;
&lt;br /&gt;
This is a system to make Limit Break more significant for Exalts, but also more consistent to their nature.&lt;br /&gt;
&lt;br /&gt;
==Solars==&lt;br /&gt;
&lt;br /&gt;
===Supernal Intimacies===&lt;br /&gt;
&lt;br /&gt;
Each Solar has a Supernal Intimacy, which defines them more than anything else. This is chosen from their Defining Intimacies during character creation (rather than a Limit Trigger and Virtue Flaw), and may be changed to another Defining Intimacy during play.&lt;br /&gt;
&lt;br /&gt;
===Gaining Limit===&lt;br /&gt;
&lt;br /&gt;
When the Solar acts against an Intimacy, they roll dice and add the successes to their Limit. The number of dice rolled depends on the Intimacy in question:&lt;br /&gt;
&lt;br /&gt;
* Roll '''one''' dice for '''Major''' Intimacies.&lt;br /&gt;
* Roll '''two''' dice for '''Defining''' Intimacies.&lt;br /&gt;
* Roll '''four''' dice for their '''Supernal''' Intimacy.&lt;br /&gt;
&lt;br /&gt;
This roll is only made once per scene per Intimacy.&lt;br /&gt;
&lt;br /&gt;
===Limit Break===&lt;br /&gt;
&lt;br /&gt;
When the Solar is in Limit Break:&lt;br /&gt;
&lt;br /&gt;
* They may not act against their Major or Defining Intimacies, unless there is an opposing Intimacy of the same strength or above that compels them to do so.&lt;br /&gt;
* '''Persuade''' attempts based on their Major or Defining Intimacies automatically succeed, and can only be resisted by a Decision Point.&lt;br /&gt;
* They may never act against their Supernal Intimacy.&lt;br /&gt;
* '''Persuade''' attempts based on their Supernal Intimacy automatically succeed, and cannot be resisted by Decision Points.&lt;br /&gt;
&lt;br /&gt;
===Ending Limit Break===&lt;br /&gt;
&lt;br /&gt;
The Solar can only end Limit Break by completing a Life-Changing task in service of the Intimacy that triggered the Limit Break, or their Supernal Intimacy. Doing so removes all Limit, resets their Willpower to its permanent value, and restores all spent motes (that are not committed to Charms).&lt;br /&gt;
&lt;br /&gt;
==Abyssals==&lt;br /&gt;
&lt;br /&gt;
===Gaining Limit===&lt;br /&gt;
&lt;br /&gt;
Abyssals gain Limit as Solars do, but do not have a Supernal Intimacy. Instead, when an Abyssal commits an Act Of Life, they roll one die and add the successes to their Limit.&lt;br /&gt;
&lt;br /&gt;
===Limit Break===&lt;br /&gt;
&lt;br /&gt;
When the Abyssal is in Limit Break:&lt;br /&gt;
&lt;br /&gt;
* They may not commit an Act Of Life. Treat anything that would make them do so as '''unacceptable influence'''.&lt;br /&gt;
* They are surrounded by dark omens. They are clearly identifiable as a '''creature of darkness'''.&lt;br /&gt;
* Stealth is impossible.&lt;br /&gt;
* '''Influence''' attempts other than '''threaten''' are impossible.&lt;br /&gt;
&lt;br /&gt;
===Ending Limit Break===&lt;br /&gt;
&lt;br /&gt;
The Abyssal can only end Limit Break by killing one of their Ties (or annihilating it, if it is already dead), or by performing acts that erode one of their Principles to nothing. Doing so removes all Limit, resets their Willpower to its permanent value, and restores all spent motes (that are not committed to Charms).&lt;br /&gt;
&lt;br /&gt;
If an Abyssal loses all of their Ties and Principles, they die.&lt;br /&gt;
&lt;br /&gt;
==Sidereals==&lt;br /&gt;
&lt;br /&gt;
===Gaining Limit===&lt;br /&gt;
&lt;br /&gt;
Sidereals gain Limit as Solars do, but do not have a Supernal Intimacy. However, many Sidereal powers will add to their Limit.&lt;br /&gt;
&lt;br /&gt;
===Limit Break===&lt;br /&gt;
&lt;br /&gt;
When the Sidereal is in Limit Break:&lt;br /&gt;
&lt;br /&gt;
* They connection to the world is weakened, and they no longer gain dice from Story Merits.&lt;br /&gt;
* They are unable to use any form of Astrology other than Resplendent Destinies.&lt;br /&gt;
* They cannot be '''influenced''' by other Sidereals.&lt;br /&gt;
* They cannot '''influence''' other Sidereals.&lt;br /&gt;
&lt;br /&gt;
===Ending Limit Break===&lt;br /&gt;
&lt;br /&gt;
The Sidereal can only end Limit Break by completing a Life-Changing task in service to their Maiden. Doing so removes their accrued Limit and resets their Willpower to its permanent value.&lt;br /&gt;
&lt;br /&gt;
==Lunars==&lt;br /&gt;
&lt;br /&gt;
===Gaining Limit===&lt;br /&gt;
&lt;br /&gt;
Lunars gain Limit as Solars do, but do not have a Supernal Intimacy. Instead, when the Lunar spends Willpower to resist '''influence''' from their Solar bond-mate, roll the same amount of dice and add the successes to their Limit.&lt;br /&gt;
&lt;br /&gt;
===Limit Break===&lt;br /&gt;
&lt;br /&gt;
When someone makes an '''influence''' attempt on a Lunar in Limit Break, the Lunar is treated as having the same Intimacies as them.&lt;br /&gt;
&lt;br /&gt;
===Ending Limit Break===&lt;br /&gt;
&lt;br /&gt;
The Lunar can only end Limit Break by completing a Life-Changing task that they were '''persuaded''' to undertake while the Limit Break is in effect. Doing so removes their accrued Limit and resets their Willpower to its permanent value.&lt;br /&gt;
&lt;br /&gt;
==Dragon-Blooded==&lt;br /&gt;
&lt;br /&gt;
===Gaining Limit===&lt;br /&gt;
&lt;br /&gt;
When a Dragon-Blooded's Willpower drops below their Essence, they enter Limit Break.&lt;br /&gt;
&lt;br /&gt;
===Limit Break===&lt;br /&gt;
&lt;br /&gt;
While a Dragon-Blooded is in Limit Break: &lt;br /&gt;
&lt;br /&gt;
* They gain a special Emotion of [their element], which cannot be removed in any way.&lt;br /&gt;
* Acting against this Emotion costs a point of Willpower.&lt;br /&gt;
&lt;br /&gt;
===Ending Limit Break===&lt;br /&gt;
&lt;br /&gt;
At the end of the scene ''after'' the one in which Limit Break is triggered, it finishes naturally. Remove their accrued Limit, and reset their Willpower to equal their Essence.&lt;/div&gt;</summary>
		<author><name>DeathBySurfeit</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=IntimateLimitMethodology&amp;diff=94883</id>
		<title>IntimateLimitMethodology</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=IntimateLimitMethodology&amp;diff=94883"/>
				<updated>2016-05-11T21:58:46Z</updated>
		
		<summary type="html">&lt;p&gt;DeathBySurfeit: /* Limit Break */ formattan&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Intimate Limit Methodology=&lt;br /&gt;
'''''Or: Push It To The Limit Approach'''''&lt;br /&gt;
&lt;br /&gt;
This is a system to make Limit Break more significant for Exalts, but also more consistent to their nature.&lt;br /&gt;
&lt;br /&gt;
==Solars==&lt;br /&gt;
&lt;br /&gt;
===Supernal Intimacies===&lt;br /&gt;
&lt;br /&gt;
Each Solar has a Supernal Intimacy, which defines them more than anything else. This is chosen from their Defining Intimacies during character creation (rather than a Limit Trigger and Virtue Flaw), and may be changed to another Defining Intimacy during play.&lt;br /&gt;
&lt;br /&gt;
===Gaining Limit===&lt;br /&gt;
&lt;br /&gt;
When the Solar acts against an Intimacy, they roll dice and add the successes to their Limit. The number of dice rolled depends on the Intimacy in question:&lt;br /&gt;
&lt;br /&gt;
* Roll '''one''' dice for '''Major''' Intimacies.&lt;br /&gt;
* Roll '''two''' dice for '''Defining''' Intimacies.&lt;br /&gt;
* Roll '''four''' dice for their '''Supernal''' Intimacy.&lt;br /&gt;
&lt;br /&gt;
This roll is only made once per scene per Intimacy.&lt;br /&gt;
&lt;br /&gt;
===Limit Break===&lt;br /&gt;
&lt;br /&gt;
When the Solar is in Limit Break:&lt;br /&gt;
&lt;br /&gt;
* They may not act against their Major or Defining Intimacies, unless there is an opposing Intimacy of the same strength or above that compels them to do so.&lt;br /&gt;
* '''Persuade''' attempts based on their Major or Defining Intimacies automatically succeed, and can only be resisted by a Decision Point.&lt;br /&gt;
* They may never act against their Supernal Intimacy.&lt;br /&gt;
* '''Persuade''' attempts based on their Supernal Intimacy automatically succeed, and cannot be resisted by Decision Points.&lt;br /&gt;
&lt;br /&gt;
===Ending Limit Break===&lt;br /&gt;
&lt;br /&gt;
The Solar can only end Limit Break by completing a Life-Changing task in service of the Intimacy that triggered the Limit Break, or their Supernal Intimacy. Doing so removes all Limit, resets their Willpower to its permanent value, and restores all spent motes (that are not committed to Charms).&lt;br /&gt;
&lt;br /&gt;
==Abyssals==&lt;br /&gt;
&lt;br /&gt;
===Gaining Limit===&lt;br /&gt;
&lt;br /&gt;
Abyssals gain Limit as Solars do, but do not have a Supernal Intimacy. Instead, when an Abyssal commits an Act Of Life, they roll one die and add the successes to their Limit.&lt;br /&gt;
&lt;br /&gt;
===Limit Break===&lt;br /&gt;
&lt;br /&gt;
When the Abyssal is in Limit Break:&lt;br /&gt;
&lt;br /&gt;
* They may not commit an Act Of Life. Treat anything that would make them do so as '''unacceptable influence'''.&lt;br /&gt;
* They are surrounded by dark omens. They are clearly identifiable as a '''creature of darkness'''.&lt;br /&gt;
* Stealth is impossible.&lt;br /&gt;
* '''Influence''' attempts other than '''threaten''' are impossible.&lt;br /&gt;
&lt;br /&gt;
===Ending Limit Break===&lt;br /&gt;
&lt;br /&gt;
The Abyssal can only end Limit Break by killing one of their Ties (or annihilating it, if it is already dead), or by performing acts that erode one of their Principles to nothing. Doing so removes all Limit, resets their Willpower to its permanent value, and restores all spent motes (that are not committed to Charms).&lt;br /&gt;
&lt;br /&gt;
If an Abyssal loses all of their Ties and Principles, they die.&lt;br /&gt;
&lt;br /&gt;
==Sidereals==&lt;br /&gt;
&lt;br /&gt;
===Gaining Limit===&lt;br /&gt;
&lt;br /&gt;
Sidereals gain Limit as Solars do, but do not have a Supernal Intimacy. However, many Sidereal powers will add to their Limit.&lt;br /&gt;
&lt;br /&gt;
===Limit Break===&lt;br /&gt;
&lt;br /&gt;
When the Sidereal is in Limit Break:&lt;br /&gt;
&lt;br /&gt;
* They connection to the world is weakened, and they no longer gain dice from Story Merits.&lt;br /&gt;
* They are unable to use any form of Astrology other than Resplendent Destinies.&lt;br /&gt;
* They cannot be '''influenced''' by other Sidereals.&lt;br /&gt;
* They cannot '''influence''' other Sidereals.&lt;br /&gt;
&lt;br /&gt;
===Ending Limit Break===&lt;br /&gt;
&lt;br /&gt;
The Sidereal can only end Limit Break by completing a Life-Changing task in service to their Sign. Doing so removes their accrued Limit and resets their Willpower to its permanent value.&lt;br /&gt;
&lt;br /&gt;
==Lunars==&lt;br /&gt;
&lt;br /&gt;
===Gaining Limit===&lt;br /&gt;
&lt;br /&gt;
Lunars gain Limit as Solars do, but do not have a Supernal Intimacy. Instead, when the Lunar spends Willpower to resist '''influence''' from their Solar bond-mate, roll the same amount of dice and add the successes to their Limit.&lt;br /&gt;
&lt;br /&gt;
===Limit Break===&lt;br /&gt;
&lt;br /&gt;
When someone makes an '''influence''' attempt on a Lunar in Limit Break, the Lunar is treated as having the same Intimacies as them.&lt;br /&gt;
&lt;br /&gt;
===Ending Limit Break===&lt;br /&gt;
&lt;br /&gt;
The Lunar can only end Limit Break by completing a Life-Changing task that they were '''persuaded''' to undertake while the Limit Break is in effect. Doing so removes their accrued Limit and resets their Willpower to its permanent value.&lt;br /&gt;
&lt;br /&gt;
==Dragon-Blooded==&lt;br /&gt;
&lt;br /&gt;
===Gaining Limit===&lt;br /&gt;
&lt;br /&gt;
When a Dragon-Blooded's Willpower drops below their Essence, they enter Limit Break.&lt;br /&gt;
&lt;br /&gt;
===Limit Break===&lt;br /&gt;
&lt;br /&gt;
While a Dragon-Blooded is in Limit Break: &lt;br /&gt;
&lt;br /&gt;
* They gain a special Emotion of [their element], which cannot be removed in any way.&lt;br /&gt;
* Acting against this Emotion costs a point of Willpower.&lt;br /&gt;
&lt;br /&gt;
===Ending Limit Break===&lt;br /&gt;
&lt;br /&gt;
At the end of the scene ''after'' the one in which Limit Break is triggered, it finishes naturally. Remove their accrued Limit, and reset their Willpower to equal their Essence.&lt;/div&gt;</summary>
		<author><name>DeathBySurfeit</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=IntimateLimitMethodology&amp;diff=94882</id>
		<title>IntimateLimitMethodology</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=IntimateLimitMethodology&amp;diff=94882"/>
				<updated>2016-05-11T21:57:46Z</updated>
		
		<summary type="html">&lt;p&gt;DeathBySurfeit: /* Ending Limit Break */ tweaked&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Intimate Limit Methodology=&lt;br /&gt;
'''''Or: Push It To The Limit Approach'''''&lt;br /&gt;
&lt;br /&gt;
This is a system to make Limit Break more significant for Exalts, but also more consistent to their nature.&lt;br /&gt;
&lt;br /&gt;
==Solars==&lt;br /&gt;
&lt;br /&gt;
===Supernal Intimacies===&lt;br /&gt;
&lt;br /&gt;
Each Solar has a Supernal Intimacy, which defines them more than anything else. This is chosen from their Defining Intimacies during character creation (rather than a Limit Trigger and Virtue Flaw), and may be changed to another Defining Intimacy during play.&lt;br /&gt;
&lt;br /&gt;
===Gaining Limit===&lt;br /&gt;
&lt;br /&gt;
When the Solar acts against an Intimacy, they roll dice and add the successes to their Limit. The number of dice rolled depends on the Intimacy in question:&lt;br /&gt;
&lt;br /&gt;
* Roll '''one''' dice for '''Major''' Intimacies.&lt;br /&gt;
* Roll '''two''' dice for '''Defining''' Intimacies.&lt;br /&gt;
* Roll '''four''' dice for their '''Supernal''' Intimacy.&lt;br /&gt;
&lt;br /&gt;
This roll is only made once per scene per Intimacy.&lt;br /&gt;
&lt;br /&gt;
===Limit Break===&lt;br /&gt;
&lt;br /&gt;
When the Solar is in Limit Break:&lt;br /&gt;
&lt;br /&gt;
* They may not act against their Major or Defining Intimacies, unless there is an opposing Intimacy of the same strength or above that compels them to do so.&lt;br /&gt;
* '''Persuade''' attempts based on their Major or Defining Intimacies automatically succeed, and can only be resisted by a Decision Point.&lt;br /&gt;
* They may never act against their Supernal Intimacy.&lt;br /&gt;
* '''Persuade''' attempts based on their Supernal Intimacy automatically succeed, and cannot be resisted by Decision Points.&lt;br /&gt;
&lt;br /&gt;
===Ending Limit Break===&lt;br /&gt;
&lt;br /&gt;
The Solar can only end Limit Break by completing a Life-Changing task in service of the Intimacy that triggered the Limit Break, or their Supernal Intimacy. Doing so removes all Limit, resets their Willpower to its permanent value, and restores all spent motes (that are not committed to Charms).&lt;br /&gt;
&lt;br /&gt;
==Abyssals==&lt;br /&gt;
&lt;br /&gt;
===Gaining Limit===&lt;br /&gt;
&lt;br /&gt;
Abyssals gain Limit as Solars do, but do not have a Supernal Intimacy. Instead, when an Abyssal commits an Act Of Life, they roll one die and add the successes to their Limit.&lt;br /&gt;
&lt;br /&gt;
===Limit Break===&lt;br /&gt;
&lt;br /&gt;
When the Abyssal is in Limit Break:&lt;br /&gt;
&lt;br /&gt;
* They may not commit an Act Of Life. Treat anything that would make them do so as '''unacceptable influence'''.&lt;br /&gt;
* They are surrounded by dark omens. They are clearly identifiable as a '''creature of darkness'''.&lt;br /&gt;
* Stealth is impossible.&lt;br /&gt;
* '''Influence''' attempts other than '''threaten''' are impossible.&lt;br /&gt;
&lt;br /&gt;
===Ending Limit Break===&lt;br /&gt;
&lt;br /&gt;
The Abyssal can only end Limit Break by killing one of their Ties (or annihilating it, if it is already dead), or by performing acts that erode one of their Principles to nothing. Doing so removes all Limit, resets their Willpower to its permanent value, and restores all spent motes (that are not committed to Charms).&lt;br /&gt;
&lt;br /&gt;
If an Abyssal loses all of their Ties and Principles, they die.&lt;br /&gt;
&lt;br /&gt;
==Sidereals==&lt;br /&gt;
&lt;br /&gt;
===Gaining Limit===&lt;br /&gt;
&lt;br /&gt;
Sidereals gain Limit as Solars do, but do not have a Supernal Intimacy. However, many Sidereal powers will add to their Limit.&lt;br /&gt;
&lt;br /&gt;
===Limit Break===&lt;br /&gt;
&lt;br /&gt;
When the Sidereal is in Limit Break:&lt;br /&gt;
&lt;br /&gt;
* They connection to the world is weakened, and they no longer gain dice from Story Merits.&lt;br /&gt;
* They are unable to use any form of Astrology other than Resplendent Destinies.&lt;br /&gt;
* They cannot be '''influenced''' by other Sidereals.&lt;br /&gt;
* They cannot '''influence''' other Sidereals.&lt;br /&gt;
&lt;br /&gt;
===Ending Limit Break===&lt;br /&gt;
&lt;br /&gt;
The Sidereal can only end Limit Break by completing a Life-Changing task in service to their Sign. Doing so removes their accrued Limit and resets their Willpower to its permanent value.&lt;br /&gt;
&lt;br /&gt;
==Lunars==&lt;br /&gt;
&lt;br /&gt;
===Gaining Limit===&lt;br /&gt;
&lt;br /&gt;
Lunars gain Limit as Solars do, but do not have a Supernal Intimacy. Instead, when the Lunar spends Willpower to resist '''influence''' from their Solar bond-mate, roll the same amount of dice and add the successes to their Limit.&lt;br /&gt;
&lt;br /&gt;
===Limit Break===&lt;br /&gt;
&lt;br /&gt;
When someone makes an '''influence''' attempt on a Lunar in Limit Break, the Lunar is treated as having the same Intimacies as them.&lt;br /&gt;
&lt;br /&gt;
===Ending Limit Break===&lt;br /&gt;
&lt;br /&gt;
The Lunar can only end Limit Break by completing a Life-Changing task that they were '''persuaded''' to undertake while the Limit Break is in effect. Doing so removes their accrued Limit and resets their Willpower to its permanent value.&lt;br /&gt;
&lt;br /&gt;
==Dragon-Blooded==&lt;br /&gt;
&lt;br /&gt;
===Gaining Limit===&lt;br /&gt;
&lt;br /&gt;
When a Dragon-Blooded's Willpower drops below their Essence, they enter Limit Break.&lt;br /&gt;
&lt;br /&gt;
===Limit Break===&lt;br /&gt;
&lt;br /&gt;
While a Dragon-Blooded is in Limit Break: &lt;br /&gt;
&lt;br /&gt;
* They gain a special Emotion of their element, which cannot be removed in any way.&lt;br /&gt;
* Acting against this Emotion costs a point of Willpower.&lt;br /&gt;
&lt;br /&gt;
===Ending Limit Break===&lt;br /&gt;
&lt;br /&gt;
At the end of the scene ''after'' the one in which Limit Break is triggered, it finishes naturally. Remove their accrued Limit, and reset their Willpower to equal their Essence.&lt;/div&gt;</summary>
		<author><name>DeathBySurfeit</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=IntimateLimitMethodology&amp;diff=94881</id>
		<title>IntimateLimitMethodology</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=IntimateLimitMethodology&amp;diff=94881"/>
				<updated>2016-05-11T21:56:36Z</updated>
		
		<summary type="html">&lt;p&gt;DeathBySurfeit: Added DBs!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Intimate Limit Methodology=&lt;br /&gt;
'''''Or: Push It To The Limit Approach'''''&lt;br /&gt;
&lt;br /&gt;
This is a system to make Limit Break more significant for Exalts, but also more consistent to their nature.&lt;br /&gt;
&lt;br /&gt;
==Solars==&lt;br /&gt;
&lt;br /&gt;
===Supernal Intimacies===&lt;br /&gt;
&lt;br /&gt;
Each Solar has a Supernal Intimacy, which defines them more than anything else. This is chosen from their Defining Intimacies during character creation (rather than a Limit Trigger and Virtue Flaw), and may be changed to another Defining Intimacy during play.&lt;br /&gt;
&lt;br /&gt;
===Gaining Limit===&lt;br /&gt;
&lt;br /&gt;
When the Solar acts against an Intimacy, they roll dice and add the successes to their Limit. The number of dice rolled depends on the Intimacy in question:&lt;br /&gt;
&lt;br /&gt;
* Roll '''one''' dice for '''Major''' Intimacies.&lt;br /&gt;
* Roll '''two''' dice for '''Defining''' Intimacies.&lt;br /&gt;
* Roll '''four''' dice for their '''Supernal''' Intimacy.&lt;br /&gt;
&lt;br /&gt;
This roll is only made once per scene per Intimacy.&lt;br /&gt;
&lt;br /&gt;
===Limit Break===&lt;br /&gt;
&lt;br /&gt;
When the Solar is in Limit Break:&lt;br /&gt;
&lt;br /&gt;
* They may not act against their Major or Defining Intimacies, unless there is an opposing Intimacy of the same strength or above that compels them to do so.&lt;br /&gt;
* '''Persuade''' attempts based on their Major or Defining Intimacies automatically succeed, and can only be resisted by a Decision Point.&lt;br /&gt;
* They may never act against their Supernal Intimacy.&lt;br /&gt;
* '''Persuade''' attempts based on their Supernal Intimacy automatically succeed, and cannot be resisted by Decision Points.&lt;br /&gt;
&lt;br /&gt;
===Ending Limit Break===&lt;br /&gt;
&lt;br /&gt;
The Solar can only end Limit Break by completing a Life-Changing task in service of the Intimacy that triggered the Limit Break, or their Supernal Intimacy. Doing so removes all Limit, resets their Willpower to its permanent value, and restores all spent motes (that are not committed to Charms).&lt;br /&gt;
&lt;br /&gt;
==Abyssals==&lt;br /&gt;
&lt;br /&gt;
===Gaining Limit===&lt;br /&gt;
&lt;br /&gt;
Abyssals gain Limit as Solars do, but do not have a Supernal Intimacy. Instead, when an Abyssal commits an Act Of Life, they roll one die and add the successes to their Limit.&lt;br /&gt;
&lt;br /&gt;
===Limit Break===&lt;br /&gt;
&lt;br /&gt;
When the Abyssal is in Limit Break:&lt;br /&gt;
&lt;br /&gt;
* They may not commit an Act Of Life. Treat anything that would make them do so as '''unacceptable influence'''.&lt;br /&gt;
* They are surrounded by dark omens. They are clearly identifiable as a '''creature of darkness'''.&lt;br /&gt;
* Stealth is impossible.&lt;br /&gt;
* '''Influence''' attempts other than '''threaten''' are impossible.&lt;br /&gt;
&lt;br /&gt;
===Ending Limit Break===&lt;br /&gt;
&lt;br /&gt;
The Abyssal can only end Limit Break by killing one of their Ties (or annihilating it, if it is already dead), or by performing acts that erode one of their Principles to nothing. Doing so removes all Limit, resets their Willpower to its permanent value, and restores all spent motes (that are not committed to Charms).&lt;br /&gt;
&lt;br /&gt;
If an Abyssal loses all of their Ties and Principles, they die.&lt;br /&gt;
&lt;br /&gt;
==Sidereals==&lt;br /&gt;
&lt;br /&gt;
===Gaining Limit===&lt;br /&gt;
&lt;br /&gt;
Sidereals gain Limit as Solars do, but do not have a Supernal Intimacy. However, many Sidereal powers will add to their Limit.&lt;br /&gt;
&lt;br /&gt;
===Limit Break===&lt;br /&gt;
&lt;br /&gt;
When the Sidereal is in Limit Break:&lt;br /&gt;
&lt;br /&gt;
* They connection to the world is weakened, and they no longer gain dice from Story Merits.&lt;br /&gt;
* They are unable to use any form of Astrology other than Resplendent Destinies.&lt;br /&gt;
* They cannot be '''influenced''' by other Sidereals.&lt;br /&gt;
* They cannot '''influence''' other Sidereals.&lt;br /&gt;
&lt;br /&gt;
===Ending Limit Break===&lt;br /&gt;
&lt;br /&gt;
The Sidereal can only end Limit Break by completing a Life-Changing task in service to their Sign. Doing so removes their accrued Limit and resets their Willpower to its permanent value.&lt;br /&gt;
&lt;br /&gt;
==Lunars==&lt;br /&gt;
&lt;br /&gt;
===Gaining Limit===&lt;br /&gt;
&lt;br /&gt;
Lunars gain Limit as Solars do, but do not have a Supernal Intimacy. Instead, when the Lunar spends Willpower to resist '''influence''' from their Solar bond-mate, roll the same amount of dice and add the successes to their Limit.&lt;br /&gt;
&lt;br /&gt;
===Limit Break===&lt;br /&gt;
&lt;br /&gt;
When someone makes an '''influence''' attempt on a Lunar in Limit Break, the Lunar is treated as having the same Intimacies as them.&lt;br /&gt;
&lt;br /&gt;
===Ending Limit Break===&lt;br /&gt;
&lt;br /&gt;
The Lunar can only end Limit Break by completing a Life-Changing task that they were '''persuaded''' to undertake while the Limit Break is in effect. Doing so removes their accrued Limit and resets their Willpower to its permanent value.&lt;br /&gt;
&lt;br /&gt;
==Dragon-Blooded==&lt;br /&gt;
&lt;br /&gt;
===Gaining Limit===&lt;br /&gt;
&lt;br /&gt;
When a Dragon-Blooded's Willpower drops below their Essence, they enter Limit Break.&lt;br /&gt;
&lt;br /&gt;
===Limit Break===&lt;br /&gt;
&lt;br /&gt;
While a Dragon-Blooded is in Limit Break: &lt;br /&gt;
&lt;br /&gt;
* They gain a special Emotion of their element, which cannot be removed in any way.&lt;br /&gt;
* Acting against this Emotion costs a point of Willpower.&lt;br /&gt;
&lt;br /&gt;
===Ending Limit Break===&lt;br /&gt;
&lt;br /&gt;
At the end of the scene ''after'' the one in which Limit Break is triggered, it finishes naturally. Reset the Dragon-Blooded's Willpower to their Essence.&lt;/div&gt;</summary>
		<author><name>DeathBySurfeit</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=IntimateLimitMethodology&amp;diff=94880</id>
		<title>IntimateLimitMethodology</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=IntimateLimitMethodology&amp;diff=94880"/>
				<updated>2016-05-11T21:31:21Z</updated>
		
		<summary type="html">&lt;p&gt;DeathBySurfeit: /* Limit Break */ nerfed a bit for Siddies&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Intimate Limit Methodology=&lt;br /&gt;
'''''Or: Push It To The Limit Approach'''''&lt;br /&gt;
&lt;br /&gt;
This is a system to make Limit Break more significant for Exalts, but also more consistent to their nature.&lt;br /&gt;
&lt;br /&gt;
==Solars==&lt;br /&gt;
&lt;br /&gt;
===Supernal Intimacies===&lt;br /&gt;
&lt;br /&gt;
Each Solar has a Supernal Intimacy, which defines them more than anything else. This is chosen from their Defining Intimacies during character creation (rather than a Limit Trigger and Virtue Flaw), and may be changed to another Defining Intimacy during play.&lt;br /&gt;
&lt;br /&gt;
===Gaining Limit===&lt;br /&gt;
&lt;br /&gt;
When the Solar acts against an Intimacy, they roll dice and add the successes to their Limit. The number of dice rolled depends on the Intimacy in question:&lt;br /&gt;
&lt;br /&gt;
* Roll '''one''' dice for '''Major''' Intimacies.&lt;br /&gt;
* Roll '''two''' dice for '''Defining''' Intimacies.&lt;br /&gt;
* Roll '''four''' dice for their '''Supernal''' Intimacy.&lt;br /&gt;
&lt;br /&gt;
This roll is only made once per scene per Intimacy.&lt;br /&gt;
&lt;br /&gt;
===Limit Break===&lt;br /&gt;
&lt;br /&gt;
When the Solar is in Limit Break:&lt;br /&gt;
&lt;br /&gt;
* They may not act against their Major or Defining Intimacies unless there is an opposing Intimacy of the same strength or above that compels them to do so.&lt;br /&gt;
* '''Persuade''' attempts based on their Major or Defining Intimacies automatically succeed, and can only be resisted by a Decision Point.&lt;br /&gt;
* They may never act against their Supernal Intimacy.&lt;br /&gt;
* '''Persuade''' attempts based on their Supernal Intimacy automatically succeed, and cannot be resisted by Decision Points.&lt;br /&gt;
&lt;br /&gt;
===Ending Limit Break===&lt;br /&gt;
&lt;br /&gt;
The Solar can only end Limit Break by completing a Life-Changing task in service of the Intimacy that triggered the Limit Break, or their Supernal Intimacy. Doing so removes all Limit, resets their temporary Willpower to their permanent value, and restores all spent motes (that are not committed to Charms).&lt;br /&gt;
&lt;br /&gt;
==Abyssals==&lt;br /&gt;
&lt;br /&gt;
===Gaining Limit===&lt;br /&gt;
&lt;br /&gt;
Abyssals gain Limit as Solars do, but do not have a Supernal Intimacy. Instead, when an Abyssal commits an Act Of Life, they roll one die and add the successes to their Limit.&lt;br /&gt;
&lt;br /&gt;
===Limit Break===&lt;br /&gt;
&lt;br /&gt;
When the Abyssal is in Limit:&lt;br /&gt;
&lt;br /&gt;
* They may not commit an Act Of Life. Treat anything that would make them do so as unacceptable influence.&lt;br /&gt;
* They are surrounded by dark omens. They are clearly identifiable as a creature of darkness.&lt;br /&gt;
* Stealth is impossible.&lt;br /&gt;
* Influence actions other than threaten are impossible.&lt;br /&gt;
&lt;br /&gt;
===Ending Limit Break===&lt;br /&gt;
&lt;br /&gt;
The Abyssal can only end Limit Break by killing one of their Ties (or annihilating it, if it is already dead), or performing acts that erode one of their own Principles to nothing. Doing so removes all Limit, resets their temporary Willpower to their permanent value, and restores all spent motes (that are not committed to Charms).&lt;br /&gt;
&lt;br /&gt;
If an Abyssal loses all of their Intimacies, they die.&lt;br /&gt;
&lt;br /&gt;
==Sidereals==&lt;br /&gt;
&lt;br /&gt;
===Gaining Limit===&lt;br /&gt;
&lt;br /&gt;
Sidereals gain Limit as Solars do, but do not have a Supernal Intimacy. However, many Sidereal powers will add to their Limit.&lt;br /&gt;
&lt;br /&gt;
===Limit Break===&lt;br /&gt;
&lt;br /&gt;
When the Sidereal is in Limit:&lt;br /&gt;
&lt;br /&gt;
* They connection to the world is weakened, and they no longer gain dice from Merits.&lt;br /&gt;
* They are unable to use Sidereal Astrology.&lt;br /&gt;
* They cannot be influenced by other Sidereals.&lt;br /&gt;
* They cannot influence other Sidereals.&lt;br /&gt;
&lt;br /&gt;
===Ending Limit Break===&lt;br /&gt;
&lt;br /&gt;
The Sidereal can only end Limit Break by completing a Life-Changing task in service to their Sign. Doing so removes their accrued Limit and resets their temporary Willpower to their permanent value.&lt;br /&gt;
&lt;br /&gt;
==Lunars==&lt;br /&gt;
&lt;br /&gt;
===Gaining Limit===&lt;br /&gt;
&lt;br /&gt;
Lunars gain Limit as Solars do, but do not have a Supernal Intimacy. Instead, when the Lunar spends Willpower to resist influence from their Solar bond-mate, roll the same amount of dice and add the successes to their Limit.&lt;br /&gt;
&lt;br /&gt;
===Limit Break===&lt;br /&gt;
&lt;br /&gt;
When someone uses social influence on a Lunar in Limit Break, the Lunar is treated as having the same Intimacies as the person making the influence.&lt;br /&gt;
&lt;br /&gt;
===Ending Limit Break===&lt;br /&gt;
&lt;br /&gt;
The Lunar can only end Limit Break by completing a Life-Changing task that they were '''persuaded''' to undertake while the Limit Break is in effect. Doing so removes their accrued Limit and resets their temporary Willpower to their permanent value.&lt;/div&gt;</summary>
		<author><name>DeathBySurfeit</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=CrunchyMeritMethodology&amp;diff=94879</id>
		<title>CrunchyMeritMethodology</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=CrunchyMeritMethodology&amp;diff=94879"/>
				<updated>2016-05-11T21:21:33Z</updated>
		
		<summary type="html">&lt;p&gt;DeathBySurfeit: /* Salary */ now works for buying stuff in weird places.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Crunchy Merit Methodology=&lt;br /&gt;
&lt;br /&gt;
This revamp is intended to use the new, stronger framework for projects, crafts and social influence to attach more crunchy rules to Story Merits.&lt;br /&gt;
&lt;br /&gt;
It seeks to answer the question: what do Story Merits ''do''?&lt;br /&gt;
&lt;br /&gt;
==Merit Dice==&lt;br /&gt;
&lt;br /&gt;
Story Merits often add bonus Merit dice to appropriate rolls. To use these dice, you must use a stunt that illustrates how the Merit assists you.&lt;br /&gt;
&lt;br /&gt;
It is possible to receive dice from more than one Merit on a single action, but you may not add more than a total of five Merit dice. Merit dice are not considered as coming from Charms.&lt;br /&gt;
&lt;br /&gt;
When using these rules with the [[UnifiedProjectMethodology|Unified Project Methodology]], you may not add the Merit dice below to a Project roll. If you want to use a Merit for a Project, make it a Supporting Merit.&lt;br /&gt;
&lt;br /&gt;
==Revised Merits==&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
Allies are no longer repurchased multiple times to reflect different characters.&lt;br /&gt;
&lt;br /&gt;
When you are having difficulty doing something, you may call upon your Allies. You may do this a number of times each story equal to your Allies rating.&lt;br /&gt;
&lt;br /&gt;
When your Allies respond, they will provide the chance to reattempt a task (if it would otherwise be impossible), and add bonus dice equal to your Allies rating to the roll. This will take a form appropriate to your Allies, as determined by the ST – they may intercede directly, provide you with something you can use, or send someone to assist.&lt;br /&gt;
&lt;br /&gt;
===Artifact===&lt;br /&gt;
This merit is unchanged from as described in Third Edition.&lt;br /&gt;
&lt;br /&gt;
===Backing===&lt;br /&gt;
You may add your Backing in Merit dice to:&lt;br /&gt;
&lt;br /&gt;
* Social influence rolls targeting members of the organisation. &lt;br /&gt;
* Rolls to accomplish something that the organisation specialises in.&lt;br /&gt;
&lt;br /&gt;
You must add your Backing to the Difficulty of:&lt;br /&gt;
&lt;br /&gt;
* Mundane attempts to conceal yourself from members of the organisation.&lt;br /&gt;
* Social influence rolls targeting anyone who has a negative Intimacy toward the organisation.&lt;br /&gt;
&lt;br /&gt;
You may not have more dots in a Backing merit than the Magnitude of the organisation it is with.&lt;br /&gt;
&lt;br /&gt;
===Breeding===&lt;br /&gt;
''This Innate Merit can only be taken by Dragon-Blooded.''&lt;br /&gt;
&lt;br /&gt;
You may add your Breeding in Merit dice to:&lt;br /&gt;
&lt;br /&gt;
* Rolls to determine whether your child draws Second Breath.&lt;br /&gt;
* Rolls to seduce Dragon-Blooded characters.&lt;br /&gt;
&lt;br /&gt;
====Second Breath====&lt;br /&gt;
To determine whether a child will draw Second Breath and become a Dragon-Blooded, roll the Breeding Merit of both of their parents. If at least one dice comes up as a success, they do so. The total number of successes becomes their offspring's Breeding Merit. Unless explicitly stated otherwise, no Charms or effects can assist with (or detract from) this roll.&lt;br /&gt;
&lt;br /&gt;
===Command===&lt;br /&gt;
Command may be purchased multiple times, to represent different forces. You may add your Command in Merit dice to:&lt;br /&gt;
&lt;br /&gt;
* All War rolls.&lt;br /&gt;
* Rolls to threaten someone.&lt;br /&gt;
&lt;br /&gt;
You must add your Command to the Difficulty of:&lt;br /&gt;
&lt;br /&gt;
* Attempts to evade detection.&lt;br /&gt;
* Attempts to outrun or outmanoeuvre someone, other than via strategy rolls.&lt;br /&gt;
&lt;br /&gt;
In addition, you will need to make sure that they are fed and sheltered. You may leave your troops behind (and often do!), suspending these effects until you are reunited.&lt;br /&gt;
&lt;br /&gt;
You may choose to make your troops cavalry. Having cavalry always allows you to make Mounted strategy rolls, and they do not apply a penalty to outrun or outmanoeuvre people. However, they only provide (Merit-1) dice to appropriate rolls.&lt;br /&gt;
&lt;br /&gt;
====Morale====&lt;br /&gt;
Troops can have their Morale broken with a successful '''threaten''' action (or one provided by supernatural fear). For this purpose, they have Resolve equal to their merit rating, and usually have applicable Principles.&lt;br /&gt;
&lt;br /&gt;
If troops have their Morale broken, they provide no benefit to their commander (and cannot be used to allow Command Charms) until the battle is over, or their Morale is restored with a '''rally''' action. This is a special '''persuade''' action made with Charisma+War, at a difficulty equal to the merit's rating. If successful, the troops return in (merit rating) turns.&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
You may add your Contacts in Merit dice to rolls to:&lt;br /&gt;
&lt;br /&gt;
* Determine the activity or intentions of anyone within the organisation.&lt;br /&gt;
* Strategy rolls against a commander who is a member of that organisation.&lt;br /&gt;
&lt;br /&gt;
===Cult===&lt;br /&gt;
This Merit is unchanged from as described in Third Edition.&lt;br /&gt;
&lt;br /&gt;
===Demesne===&lt;br /&gt;
You control a place of power within Creation.&lt;br /&gt;
&lt;br /&gt;
: OO: You control a Demesne.&amp;lt;br&amp;gt;&lt;br /&gt;
: OOO: You control a Demesne upon which a Manse has been built, and have its Hearthstone.&amp;lt;br&amp;gt;&lt;br /&gt;
: OOOO: You control a Major Demesne.&amp;lt;br&amp;gt;&lt;br /&gt;
: OOOOO: You control a Major Demesne upon which a Manse has been built, and have its Hearthstone.&lt;br /&gt;
&lt;br /&gt;
You automatically detect any Essence expenditure within your Demesne. You may identify who used it and where (Perception+Occult, Difficulty 3), or the exact nature of the magic used (Difficulty 5).&lt;br /&gt;
&lt;br /&gt;
When you are in a Demesne you control, you may add its rating (2 or 4) in Merit dice to:&lt;br /&gt;
&lt;br /&gt;
* Motes regenerated per hour&lt;br /&gt;
* Motes regenerated per turn in combat&lt;br /&gt;
* All instantaneous checks&lt;br /&gt;
&lt;br /&gt;
''Attempting to confront an Exalt within their Manse or Demesne is a very foolish idea.&lt;br /&gt;
&lt;br /&gt;
When you are in a Demense you are attuned to (but do not control), or you are carrying the Hearthstone for your Manse, you receive the motes/hour bonus but no others.&lt;br /&gt;
&lt;br /&gt;
===Demons===&lt;br /&gt;
&lt;br /&gt;
This Story Merit can be purchased multiple times, for different demons, but is most typically granted by the use of Sorcery. When you acquire Demons, pick a Speciality that best reflects the nature and capabilities of the Demon.&lt;br /&gt;
&lt;br /&gt;
: O: A First Circle demon&lt;br /&gt;
: OO: A group of identical First Circle demons&lt;br /&gt;
: OOO: A Second Circle demon&lt;br /&gt;
: OOOO: A Second Circle demon, and attached demonic host&lt;br /&gt;
: OOOOO: A Third Circle demon&lt;br /&gt;
&lt;br /&gt;
You may add your Demons in Merit dice to any roll, of any Ability, that matches the Demons' Speciality.&lt;br /&gt;
&lt;br /&gt;
It is highly likely that other people will have Principles that, seeing you in the company of demons, will help them resist your social influence.&lt;br /&gt;
&lt;br /&gt;
You may leave your Demons behind somewhere, suspending these effects until you are reunited.&lt;br /&gt;
&lt;br /&gt;
===Familiar===&lt;br /&gt;
You may add your Familiar in Merit dice to:&lt;br /&gt;
&lt;br /&gt;
* Rolls to actively search an area to locate something or someone within it.&lt;br /&gt;
* Rolls to track someone.&lt;br /&gt;
* Rolls to forage for food in the wilderness.&lt;br /&gt;
&lt;br /&gt;
You must add your Familiar to the Difficulty of all social influence (other than Threaten) in civilised society.&lt;br /&gt;
&lt;br /&gt;
You may leave a Familiar behind somewhere, suspending these effects until you are reunited.&lt;br /&gt;
&lt;br /&gt;
===Followers===&lt;br /&gt;
Each purchase of Followers are experts in a different Ability: choose between Bureaucracy, Craft (Any), Investigation, Larceny, Lore, Medicine, Occult, Performance, Sail, Socialise, and Survival.&lt;br /&gt;
&lt;br /&gt;
You may add your Followers in Merit dice to any non-instantaneous roll that is made using their expert Ability.&lt;br /&gt;
&lt;br /&gt;
''Example: A group of Occultists could help with setting up a ritual. They could not help with aiming a sorcerous spell, as it is an instantaneous check.&lt;br /&gt;
&lt;br /&gt;
You must add your Followers to the Difficulty of:&lt;br /&gt;
&lt;br /&gt;
* Attempts to evade detection.&lt;br /&gt;
* Attempts to outrun or outmanoeuvre someone.&lt;br /&gt;
&lt;br /&gt;
In addition, you will need to make sure that they are fed and sheltered. You may leave your Followers behind (and often do!), suspending these effects until you are reunited.&lt;br /&gt;
&lt;br /&gt;
===Hearthstone===&lt;br /&gt;
This Merit has been merged into the Demense Merit.&lt;br /&gt;
&lt;br /&gt;
===influence===&lt;br /&gt;
This Merit has been replaced by the Renown Merit.&lt;br /&gt;
&lt;br /&gt;
===Manse===&lt;br /&gt;
This Merit has been merged into the Demense Merit.&lt;br /&gt;
&lt;br /&gt;
===Mentor===&lt;br /&gt;
When you do not know how to accomplish something, you may call upon your Mentor. You may do this a number of times each story equal to your Mentor rating.&lt;br /&gt;
&lt;br /&gt;
When they respond, they will explain a good way of accomplishing what you want, as determined by the ST. They will not resolve the problem for you.&lt;br /&gt;
&lt;br /&gt;
===Mount===&lt;br /&gt;
This is a new Story merit to reflect the benefits of having a mount to ride on. If a character has a familiar or demon that serves as a mount, both merits should be taken to reflect this. An intelligent mount can be captured, but it cannot be claimed.&lt;br /&gt;
&lt;br /&gt;
: O: A functional but unimpressive mount, such as a workhorse.&lt;br /&gt;
: OO: A capable mount, such as a warhorse.&lt;br /&gt;
: OOO: An exceptional mount, such as a giant wolf or simhata, or a workable flying mount.&lt;br /&gt;
: OOOO: A monstrous mount, such as a river dragon or tyrant lizard, or an impressive flying mount.&lt;br /&gt;
: OOOOO: A monstrous and supernatural mount, such as a Wyld behemoth or very friendly elemental dragon.&lt;br /&gt;
&lt;br /&gt;
You may add your Mount in Merit dice to all Ride rolls. Flying mounts provide only (Mount-2) dice, but also many other benefits.&lt;br /&gt;
&lt;br /&gt;
An aquatic mount provides the same bonus as a land one. Amphibious mounts provide only (Mount-1) dice, but can be used equally on land and sea.&lt;br /&gt;
&lt;br /&gt;
You may leave your mount behind, suspending benefits from it until you are reunited.&lt;br /&gt;
&lt;br /&gt;
===Relics===&lt;br /&gt;
You may add your Relics in Merit dice to rolls to identify any item or effect.&lt;br /&gt;
&lt;br /&gt;
You must add your Relics to the Difficulty of:&lt;br /&gt;
&lt;br /&gt;
* All Athletics checks (they’re heavy!).&lt;br /&gt;
* Attempts to evade detection by magical sources.&lt;br /&gt;
&lt;br /&gt;
You may leave your Relics behind in a laboratory or study, suspending these effects while you are not there.&lt;br /&gt;
&lt;br /&gt;
===Renown===&lt;br /&gt;
When you take Renown, you should specify what you are renowned as. You may gain Renown multiple times, with different flavours.&lt;br /&gt;
&lt;br /&gt;
You may add your Renown in Merit dice to rolls to inspire, instil, or threaten people in a way that is directly supported by your reputation.&lt;br /&gt;
&lt;br /&gt;
You must add your Renown to the Difficulty of all attempts to inspire, instil, or threaten people in a way that directly conflicts with your reputation.&lt;br /&gt;
&lt;br /&gt;
''Example: Ha Ha Sushi has “Renown (Warlord) OOO”. If they tried to intimidate a guard into letting them into a party, they would receive a bonus from their Renown. If they tried to inspire a sense of camaraderie and good cheer to accomplish the same, they would receive a penalty instead.&lt;br /&gt;
&lt;br /&gt;
''Example: Three Word Name has “Renown (Slave Liberator) OOO”. If they tried to intimidate a Guild boss, they would receive a bonus from their Renown. If they tried to intimidate a slave, they would encounter a penalty instead.&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
You may add your Resources in Merit dice to:&lt;br /&gt;
* All bargain rolls against non-spirit characters.&lt;br /&gt;
* All acquisition rolls in Creation.&lt;br /&gt;
&lt;br /&gt;
====Acquisition Rolls====&lt;br /&gt;
Acquiring a mundane item is now a [Social Attribute]+[Bureaucracy or Larceny] '''acquisition''' roll, with a difficulty equal to the item's Resources rating. The market must be large enough to provide the item, based on its Resources rating:&lt;br /&gt;
&lt;br /&gt;
# Nomads around a campfire&lt;br /&gt;
# A village&lt;br /&gt;
# A town&lt;br /&gt;
# A city&lt;br /&gt;
# A trade city&lt;br /&gt;
&lt;br /&gt;
If the market is not large enough, a successful roll will instead tell the Exalt where the item can be found. If they journey to that location, they may acquire the item without a further check.&lt;br /&gt;
&lt;br /&gt;
Acquisition rolls may be reattempted once per day.&lt;br /&gt;
&lt;br /&gt;
===Retainer===&lt;br /&gt;
Each Retainer is an expert in a different Ability: choose between Bureaucracy, Craft (Any), Investigation, Larceny, Lore, Medicine, Occult, Performance, Sail, Socialise, and Survival.&lt;br /&gt;
&lt;br /&gt;
'''Once per session''', you may add your Retainer in Merit dice to any non-instantaneous roll that is made using their expert Ability.&lt;br /&gt;
&lt;br /&gt;
===Salary===&lt;br /&gt;
''Salary is a Story Merit that can only be chosen at character creation by Sidereal and Exigent Exalted.&lt;br /&gt;
&lt;br /&gt;
You may add your Salary in Merit dice to:&lt;br /&gt;
* All bargain rolls against spirit characters.&lt;br /&gt;
* All acquisition rolls in Yu-Shan, the Underworld, the Deep Wyld, or Malfeas.&lt;br /&gt;
&lt;br /&gt;
===Scars===&lt;br /&gt;
You have suffered great torment and temptation in your travels, and the burden of your decisions weighs heavily on you.&lt;br /&gt;
&lt;br /&gt;
'''Once per session''', you may add your Scars rating to your Resolve score.&lt;br /&gt;
&lt;br /&gt;
''Note: This is a new Story Merit, designed to accomplish two things: one, to give an alternative story reward where an Exalt's actions are noble but deeply unpopular; two, to balance the slight boost to social influence provided by Merit dice.&lt;br /&gt;
&lt;br /&gt;
===Ship===&lt;br /&gt;
&lt;br /&gt;
This is a new Story merit to reflect the benefits of having a ship to call your own, and a crew to run it.&lt;br /&gt;
&lt;br /&gt;
: O: A simple trading vessel.&lt;br /&gt;
: OO: A powerful trading vessel or light warship.&lt;br /&gt;
: OOO: A powerful warship or a Haslanti skyship.&lt;br /&gt;
: OOOO: A First Age pleasure vessel, or a skyship enhanced with First Age technology.&lt;br /&gt;
: OOOOO: A First Age warship or skyship.&lt;br /&gt;
&lt;br /&gt;
You may add your Ship in Merit dice to all Sail rolls. Skyships provide only (Ship-2) dice, and use this rating for Ram maneuvers, but also provide many other benefits.&lt;br /&gt;
&lt;br /&gt;
When you leave your ship in dock, you do not receive benefits from it until you are at sea (or in the sky) once more.&lt;br /&gt;
&lt;br /&gt;
==Comments==&lt;/div&gt;</summary>
		<author><name>DeathBySurfeit</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=CrunchyMeritMethodology&amp;diff=94878</id>
		<title>CrunchyMeritMethodology</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=CrunchyMeritMethodology&amp;diff=94878"/>
				<updated>2016-05-11T21:18:25Z</updated>
		
		<summary type="html">&lt;p&gt;DeathBySurfeit: /* Resources */ restricted to Creation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Crunchy Merit Methodology=&lt;br /&gt;
&lt;br /&gt;
This revamp is intended to use the new, stronger framework for projects, crafts and social influence to attach more crunchy rules to Story Merits.&lt;br /&gt;
&lt;br /&gt;
It seeks to answer the question: what do Story Merits ''do''?&lt;br /&gt;
&lt;br /&gt;
==Merit Dice==&lt;br /&gt;
&lt;br /&gt;
Story Merits often add bonus Merit dice to appropriate rolls. To use these dice, you must use a stunt that illustrates how the Merit assists you.&lt;br /&gt;
&lt;br /&gt;
It is possible to receive dice from more than one Merit on a single action, but you may not add more than a total of five Merit dice. Merit dice are not considered as coming from Charms.&lt;br /&gt;
&lt;br /&gt;
When using these rules with the [[UnifiedProjectMethodology|Unified Project Methodology]], you may not add the Merit dice below to a Project roll. If you want to use a Merit for a Project, make it a Supporting Merit.&lt;br /&gt;
&lt;br /&gt;
==Revised Merits==&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
Allies are no longer repurchased multiple times to reflect different characters.&lt;br /&gt;
&lt;br /&gt;
When you are having difficulty doing something, you may call upon your Allies. You may do this a number of times each story equal to your Allies rating.&lt;br /&gt;
&lt;br /&gt;
When your Allies respond, they will provide the chance to reattempt a task (if it would otherwise be impossible), and add bonus dice equal to your Allies rating to the roll. This will take a form appropriate to your Allies, as determined by the ST – they may intercede directly, provide you with something you can use, or send someone to assist.&lt;br /&gt;
&lt;br /&gt;
===Artifact===&lt;br /&gt;
This merit is unchanged from as described in Third Edition.&lt;br /&gt;
&lt;br /&gt;
===Backing===&lt;br /&gt;
You may add your Backing in Merit dice to:&lt;br /&gt;
&lt;br /&gt;
* Social influence rolls targeting members of the organisation. &lt;br /&gt;
* Rolls to accomplish something that the organisation specialises in.&lt;br /&gt;
&lt;br /&gt;
You must add your Backing to the Difficulty of:&lt;br /&gt;
&lt;br /&gt;
* Mundane attempts to conceal yourself from members of the organisation.&lt;br /&gt;
* Social influence rolls targeting anyone who has a negative Intimacy toward the organisation.&lt;br /&gt;
&lt;br /&gt;
You may not have more dots in a Backing merit than the Magnitude of the organisation it is with.&lt;br /&gt;
&lt;br /&gt;
===Breeding===&lt;br /&gt;
''This Innate Merit can only be taken by Dragon-Blooded.''&lt;br /&gt;
&lt;br /&gt;
You may add your Breeding in Merit dice to:&lt;br /&gt;
&lt;br /&gt;
* Rolls to determine whether your child draws Second Breath.&lt;br /&gt;
* Rolls to seduce Dragon-Blooded characters.&lt;br /&gt;
&lt;br /&gt;
====Second Breath====&lt;br /&gt;
To determine whether a child will draw Second Breath and become a Dragon-Blooded, roll the Breeding Merit of both of their parents. If at least one dice comes up as a success, they do so. The total number of successes becomes their offspring's Breeding Merit. Unless explicitly stated otherwise, no Charms or effects can assist with (or detract from) this roll.&lt;br /&gt;
&lt;br /&gt;
===Command===&lt;br /&gt;
Command may be purchased multiple times, to represent different forces. You may add your Command in Merit dice to:&lt;br /&gt;
&lt;br /&gt;
* All War rolls.&lt;br /&gt;
* Rolls to threaten someone.&lt;br /&gt;
&lt;br /&gt;
You must add your Command to the Difficulty of:&lt;br /&gt;
&lt;br /&gt;
* Attempts to evade detection.&lt;br /&gt;
* Attempts to outrun or outmanoeuvre someone, other than via strategy rolls.&lt;br /&gt;
&lt;br /&gt;
In addition, you will need to make sure that they are fed and sheltered. You may leave your troops behind (and often do!), suspending these effects until you are reunited.&lt;br /&gt;
&lt;br /&gt;
You may choose to make your troops cavalry. Having cavalry always allows you to make Mounted strategy rolls, and they do not apply a penalty to outrun or outmanoeuvre people. However, they only provide (Merit-1) dice to appropriate rolls.&lt;br /&gt;
&lt;br /&gt;
====Morale====&lt;br /&gt;
Troops can have their Morale broken with a successful '''threaten''' action (or one provided by supernatural fear). For this purpose, they have Resolve equal to their merit rating, and usually have applicable Principles.&lt;br /&gt;
&lt;br /&gt;
If troops have their Morale broken, they provide no benefit to their commander (and cannot be used to allow Command Charms) until the battle is over, or their Morale is restored with a '''rally''' action. This is a special '''persuade''' action made with Charisma+War, at a difficulty equal to the merit's rating. If successful, the troops return in (merit rating) turns.&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
You may add your Contacts in Merit dice to rolls to:&lt;br /&gt;
&lt;br /&gt;
* Determine the activity or intentions of anyone within the organisation.&lt;br /&gt;
* Strategy rolls against a commander who is a member of that organisation.&lt;br /&gt;
&lt;br /&gt;
===Cult===&lt;br /&gt;
This Merit is unchanged from as described in Third Edition.&lt;br /&gt;
&lt;br /&gt;
===Demesne===&lt;br /&gt;
You control a place of power within Creation.&lt;br /&gt;
&lt;br /&gt;
: OO: You control a Demesne.&amp;lt;br&amp;gt;&lt;br /&gt;
: OOO: You control a Demesne upon which a Manse has been built, and have its Hearthstone.&amp;lt;br&amp;gt;&lt;br /&gt;
: OOOO: You control a Major Demesne.&amp;lt;br&amp;gt;&lt;br /&gt;
: OOOOO: You control a Major Demesne upon which a Manse has been built, and have its Hearthstone.&lt;br /&gt;
&lt;br /&gt;
You automatically detect any Essence expenditure within your Demesne. You may identify who used it and where (Perception+Occult, Difficulty 3), or the exact nature of the magic used (Difficulty 5).&lt;br /&gt;
&lt;br /&gt;
When you are in a Demesne you control, you may add its rating (2 or 4) in Merit dice to:&lt;br /&gt;
&lt;br /&gt;
* Motes regenerated per hour&lt;br /&gt;
* Motes regenerated per turn in combat&lt;br /&gt;
* All instantaneous checks&lt;br /&gt;
&lt;br /&gt;
''Attempting to confront an Exalt within their Manse or Demesne is a very foolish idea.&lt;br /&gt;
&lt;br /&gt;
When you are in a Demense you are attuned to (but do not control), or you are carrying the Hearthstone for your Manse, you receive the motes/hour bonus but no others.&lt;br /&gt;
&lt;br /&gt;
===Demons===&lt;br /&gt;
&lt;br /&gt;
This Story Merit can be purchased multiple times, for different demons, but is most typically granted by the use of Sorcery. When you acquire Demons, pick a Speciality that best reflects the nature and capabilities of the Demon.&lt;br /&gt;
&lt;br /&gt;
: O: A First Circle demon&lt;br /&gt;
: OO: A group of identical First Circle demons&lt;br /&gt;
: OOO: A Second Circle demon&lt;br /&gt;
: OOOO: A Second Circle demon, and attached demonic host&lt;br /&gt;
: OOOOO: A Third Circle demon&lt;br /&gt;
&lt;br /&gt;
You may add your Demons in Merit dice to any roll, of any Ability, that matches the Demons' Speciality.&lt;br /&gt;
&lt;br /&gt;
It is highly likely that other people will have Principles that, seeing you in the company of demons, will help them resist your social influence.&lt;br /&gt;
&lt;br /&gt;
You may leave your Demons behind somewhere, suspending these effects until you are reunited.&lt;br /&gt;
&lt;br /&gt;
===Familiar===&lt;br /&gt;
You may add your Familiar in Merit dice to:&lt;br /&gt;
&lt;br /&gt;
* Rolls to actively search an area to locate something or someone within it.&lt;br /&gt;
* Rolls to track someone.&lt;br /&gt;
* Rolls to forage for food in the wilderness.&lt;br /&gt;
&lt;br /&gt;
You must add your Familiar to the Difficulty of all social influence (other than Threaten) in civilised society.&lt;br /&gt;
&lt;br /&gt;
You may leave a Familiar behind somewhere, suspending these effects until you are reunited.&lt;br /&gt;
&lt;br /&gt;
===Followers===&lt;br /&gt;
Each purchase of Followers are experts in a different Ability: choose between Bureaucracy, Craft (Any), Investigation, Larceny, Lore, Medicine, Occult, Performance, Sail, Socialise, and Survival.&lt;br /&gt;
&lt;br /&gt;
You may add your Followers in Merit dice to any non-instantaneous roll that is made using their expert Ability.&lt;br /&gt;
&lt;br /&gt;
''Example: A group of Occultists could help with setting up a ritual. They could not help with aiming a sorcerous spell, as it is an instantaneous check.&lt;br /&gt;
&lt;br /&gt;
You must add your Followers to the Difficulty of:&lt;br /&gt;
&lt;br /&gt;
* Attempts to evade detection.&lt;br /&gt;
* Attempts to outrun or outmanoeuvre someone.&lt;br /&gt;
&lt;br /&gt;
In addition, you will need to make sure that they are fed and sheltered. You may leave your Followers behind (and often do!), suspending these effects until you are reunited.&lt;br /&gt;
&lt;br /&gt;
===Hearthstone===&lt;br /&gt;
This Merit has been merged into the Demense Merit.&lt;br /&gt;
&lt;br /&gt;
===influence===&lt;br /&gt;
This Merit has been replaced by the Renown Merit.&lt;br /&gt;
&lt;br /&gt;
===Manse===&lt;br /&gt;
This Merit has been merged into the Demense Merit.&lt;br /&gt;
&lt;br /&gt;
===Mentor===&lt;br /&gt;
When you do not know how to accomplish something, you may call upon your Mentor. You may do this a number of times each story equal to your Mentor rating.&lt;br /&gt;
&lt;br /&gt;
When they respond, they will explain a good way of accomplishing what you want, as determined by the ST. They will not resolve the problem for you.&lt;br /&gt;
&lt;br /&gt;
===Mount===&lt;br /&gt;
This is a new Story merit to reflect the benefits of having a mount to ride on. If a character has a familiar or demon that serves as a mount, both merits should be taken to reflect this. An intelligent mount can be captured, but it cannot be claimed.&lt;br /&gt;
&lt;br /&gt;
: O: A functional but unimpressive mount, such as a workhorse.&lt;br /&gt;
: OO: A capable mount, such as a warhorse.&lt;br /&gt;
: OOO: An exceptional mount, such as a giant wolf or simhata, or a workable flying mount.&lt;br /&gt;
: OOOO: A monstrous mount, such as a river dragon or tyrant lizard, or an impressive flying mount.&lt;br /&gt;
: OOOOO: A monstrous and supernatural mount, such as a Wyld behemoth or very friendly elemental dragon.&lt;br /&gt;
&lt;br /&gt;
You may add your Mount in Merit dice to all Ride rolls. Flying mounts provide only (Mount-2) dice, but also many other benefits.&lt;br /&gt;
&lt;br /&gt;
An aquatic mount provides the same bonus as a land one. Amphibious mounts provide only (Mount-1) dice, but can be used equally on land and sea.&lt;br /&gt;
&lt;br /&gt;
You may leave your mount behind, suspending benefits from it until you are reunited.&lt;br /&gt;
&lt;br /&gt;
===Relics===&lt;br /&gt;
You may add your Relics in Merit dice to rolls to identify any item or effect.&lt;br /&gt;
&lt;br /&gt;
You must add your Relics to the Difficulty of:&lt;br /&gt;
&lt;br /&gt;
* All Athletics checks (they’re heavy!).&lt;br /&gt;
* Attempts to evade detection by magical sources.&lt;br /&gt;
&lt;br /&gt;
You may leave your Relics behind in a laboratory or study, suspending these effects while you are not there.&lt;br /&gt;
&lt;br /&gt;
===Renown===&lt;br /&gt;
When you take Renown, you should specify what you are renowned as. You may gain Renown multiple times, with different flavours.&lt;br /&gt;
&lt;br /&gt;
You may add your Renown in Merit dice to rolls to inspire, instil, or threaten people in a way that is directly supported by your reputation.&lt;br /&gt;
&lt;br /&gt;
You must add your Renown to the Difficulty of all attempts to inspire, instil, or threaten people in a way that directly conflicts with your reputation.&lt;br /&gt;
&lt;br /&gt;
''Example: Ha Ha Sushi has “Renown (Warlord) OOO”. If they tried to intimidate a guard into letting them into a party, they would receive a bonus from their Renown. If they tried to inspire a sense of camaraderie and good cheer to accomplish the same, they would receive a penalty instead.&lt;br /&gt;
&lt;br /&gt;
''Example: Three Word Name has “Renown (Slave Liberator) OOO”. If they tried to intimidate a Guild boss, they would receive a bonus from their Renown. If they tried to intimidate a slave, they would encounter a penalty instead.&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
You may add your Resources in Merit dice to:&lt;br /&gt;
* All bargain rolls against non-spirit characters.&lt;br /&gt;
* All acquisition rolls in Creation.&lt;br /&gt;
&lt;br /&gt;
====Acquisition Rolls====&lt;br /&gt;
Acquiring a mundane item is now a [Social Attribute]+[Bureaucracy or Larceny] '''acquisition''' roll, with a difficulty equal to the item's Resources rating. The market must be large enough to provide the item, based on its Resources rating:&lt;br /&gt;
&lt;br /&gt;
# Nomads around a campfire&lt;br /&gt;
# A village&lt;br /&gt;
# A town&lt;br /&gt;
# A city&lt;br /&gt;
# A trade city&lt;br /&gt;
&lt;br /&gt;
If the market is not large enough, a successful roll will instead tell the Exalt where the item can be found. If they journey to that location, they may acquire the item without a further check.&lt;br /&gt;
&lt;br /&gt;
Acquisition rolls may be reattempted once per day.&lt;br /&gt;
&lt;br /&gt;
===Retainer===&lt;br /&gt;
Each Retainer is an expert in a different Ability: choose between Bureaucracy, Craft (Any), Investigation, Larceny, Lore, Medicine, Occult, Performance, Sail, Socialise, and Survival.&lt;br /&gt;
&lt;br /&gt;
'''Once per session''', you may add your Retainer in Merit dice to any non-instantaneous roll that is made using their expert Ability.&lt;br /&gt;
&lt;br /&gt;
===Salary===&lt;br /&gt;
You may add your Salary in Merit dice to all bargain rolls against spirit characters.&lt;br /&gt;
&lt;br /&gt;
===Scars===&lt;br /&gt;
You have suffered great torment and temptation in your travels, and the burden of your decisions weighs heavily on you.&lt;br /&gt;
&lt;br /&gt;
'''Once per session''', you may add your Scars rating to your Resolve score.&lt;br /&gt;
&lt;br /&gt;
''Note: This is a new Story Merit, designed to accomplish two things: one, to give an alternative story reward where an Exalt's actions are noble but deeply unpopular; two, to balance the slight boost to social influence provided by Merit dice.&lt;br /&gt;
&lt;br /&gt;
===Ship===&lt;br /&gt;
&lt;br /&gt;
This is a new Story merit to reflect the benefits of having a ship to call your own, and a crew to run it.&lt;br /&gt;
&lt;br /&gt;
: O: A simple trading vessel.&lt;br /&gt;
: OO: A powerful trading vessel or light warship.&lt;br /&gt;
: OOO: A powerful warship or a Haslanti skyship.&lt;br /&gt;
: OOOO: A First Age pleasure vessel, or a skyship enhanced with First Age technology.&lt;br /&gt;
: OOOOO: A First Age warship or skyship.&lt;br /&gt;
&lt;br /&gt;
You may add your Ship in Merit dice to all Sail rolls. Skyships provide only (Ship-2) dice, and use this rating for Ram maneuvers, but also provide many other benefits.&lt;br /&gt;
&lt;br /&gt;
When you leave your ship in dock, you do not receive benefits from it until you are at sea (or in the sky) once more.&lt;br /&gt;
&lt;br /&gt;
==Comments==&lt;/div&gt;</summary>
		<author><name>DeathBySurfeit</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=CrunchyMeritMethodology&amp;diff=94877</id>
		<title>CrunchyMeritMethodology</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=CrunchyMeritMethodology&amp;diff=94877"/>
				<updated>2016-05-11T21:15:03Z</updated>
		
		<summary type="html">&lt;p&gt;DeathBySurfeit: /* Breeding */ clarified type and availability&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Crunchy Merit Methodology=&lt;br /&gt;
&lt;br /&gt;
This revamp is intended to use the new, stronger framework for projects, crafts and social influence to attach more crunchy rules to Story Merits.&lt;br /&gt;
&lt;br /&gt;
It seeks to answer the question: what do Story Merits ''do''?&lt;br /&gt;
&lt;br /&gt;
==Merit Dice==&lt;br /&gt;
&lt;br /&gt;
Story Merits often add bonus Merit dice to appropriate rolls. To use these dice, you must use a stunt that illustrates how the Merit assists you.&lt;br /&gt;
&lt;br /&gt;
It is possible to receive dice from more than one Merit on a single action, but you may not add more than a total of five Merit dice. Merit dice are not considered as coming from Charms.&lt;br /&gt;
&lt;br /&gt;
When using these rules with the [[UnifiedProjectMethodology|Unified Project Methodology]], you may not add the Merit dice below to a Project roll. If you want to use a Merit for a Project, make it a Supporting Merit.&lt;br /&gt;
&lt;br /&gt;
==Revised Merits==&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
Allies are no longer repurchased multiple times to reflect different characters.&lt;br /&gt;
&lt;br /&gt;
When you are having difficulty doing something, you may call upon your Allies. You may do this a number of times each story equal to your Allies rating.&lt;br /&gt;
&lt;br /&gt;
When your Allies respond, they will provide the chance to reattempt a task (if it would otherwise be impossible), and add bonus dice equal to your Allies rating to the roll. This will take a form appropriate to your Allies, as determined by the ST – they may intercede directly, provide you with something you can use, or send someone to assist.&lt;br /&gt;
&lt;br /&gt;
===Artifact===&lt;br /&gt;
This merit is unchanged from as described in Third Edition.&lt;br /&gt;
&lt;br /&gt;
===Backing===&lt;br /&gt;
You may add your Backing in Merit dice to:&lt;br /&gt;
&lt;br /&gt;
* Social influence rolls targeting members of the organisation. &lt;br /&gt;
* Rolls to accomplish something that the organisation specialises in.&lt;br /&gt;
&lt;br /&gt;
You must add your Backing to the Difficulty of:&lt;br /&gt;
&lt;br /&gt;
* Mundane attempts to conceal yourself from members of the organisation.&lt;br /&gt;
* Social influence rolls targeting anyone who has a negative Intimacy toward the organisation.&lt;br /&gt;
&lt;br /&gt;
You may not have more dots in a Backing merit than the Magnitude of the organisation it is with.&lt;br /&gt;
&lt;br /&gt;
===Breeding===&lt;br /&gt;
''This Innate Merit can only be taken by Dragon-Blooded.''&lt;br /&gt;
&lt;br /&gt;
You may add your Breeding in Merit dice to:&lt;br /&gt;
&lt;br /&gt;
* Rolls to determine whether your child draws Second Breath.&lt;br /&gt;
* Rolls to seduce Dragon-Blooded characters.&lt;br /&gt;
&lt;br /&gt;
====Second Breath====&lt;br /&gt;
To determine whether a child will draw Second Breath and become a Dragon-Blooded, roll the Breeding Merit of both of their parents. If at least one dice comes up as a success, they do so. The total number of successes becomes their offspring's Breeding Merit. Unless explicitly stated otherwise, no Charms or effects can assist with (or detract from) this roll.&lt;br /&gt;
&lt;br /&gt;
===Command===&lt;br /&gt;
Command may be purchased multiple times, to represent different forces. You may add your Command in Merit dice to:&lt;br /&gt;
&lt;br /&gt;
* All War rolls.&lt;br /&gt;
* Rolls to threaten someone.&lt;br /&gt;
&lt;br /&gt;
You must add your Command to the Difficulty of:&lt;br /&gt;
&lt;br /&gt;
* Attempts to evade detection.&lt;br /&gt;
* Attempts to outrun or outmanoeuvre someone, other than via strategy rolls.&lt;br /&gt;
&lt;br /&gt;
In addition, you will need to make sure that they are fed and sheltered. You may leave your troops behind (and often do!), suspending these effects until you are reunited.&lt;br /&gt;
&lt;br /&gt;
You may choose to make your troops cavalry. Having cavalry always allows you to make Mounted strategy rolls, and they do not apply a penalty to outrun or outmanoeuvre people. However, they only provide (Merit-1) dice to appropriate rolls.&lt;br /&gt;
&lt;br /&gt;
====Morale====&lt;br /&gt;
Troops can have their Morale broken with a successful '''threaten''' action (or one provided by supernatural fear). For this purpose, they have Resolve equal to their merit rating, and usually have applicable Principles.&lt;br /&gt;
&lt;br /&gt;
If troops have their Morale broken, they provide no benefit to their commander (and cannot be used to allow Command Charms) until the battle is over, or their Morale is restored with a '''rally''' action. This is a special '''persuade''' action made with Charisma+War, at a difficulty equal to the merit's rating. If successful, the troops return in (merit rating) turns.&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
You may add your Contacts in Merit dice to rolls to:&lt;br /&gt;
&lt;br /&gt;
* Determine the activity or intentions of anyone within the organisation.&lt;br /&gt;
* Strategy rolls against a commander who is a member of that organisation.&lt;br /&gt;
&lt;br /&gt;
===Cult===&lt;br /&gt;
This Merit is unchanged from as described in Third Edition.&lt;br /&gt;
&lt;br /&gt;
===Demesne===&lt;br /&gt;
You control a place of power within Creation.&lt;br /&gt;
&lt;br /&gt;
: OO: You control a Demesne.&amp;lt;br&amp;gt;&lt;br /&gt;
: OOO: You control a Demesne upon which a Manse has been built, and have its Hearthstone.&amp;lt;br&amp;gt;&lt;br /&gt;
: OOOO: You control a Major Demesne.&amp;lt;br&amp;gt;&lt;br /&gt;
: OOOOO: You control a Major Demesne upon which a Manse has been built, and have its Hearthstone.&lt;br /&gt;
&lt;br /&gt;
You automatically detect any Essence expenditure within your Demesne. You may identify who used it and where (Perception+Occult, Difficulty 3), or the exact nature of the magic used (Difficulty 5).&lt;br /&gt;
&lt;br /&gt;
When you are in a Demesne you control, you may add its rating (2 or 4) in Merit dice to:&lt;br /&gt;
&lt;br /&gt;
* Motes regenerated per hour&lt;br /&gt;
* Motes regenerated per turn in combat&lt;br /&gt;
* All instantaneous checks&lt;br /&gt;
&lt;br /&gt;
''Attempting to confront an Exalt within their Manse or Demesne is a very foolish idea.&lt;br /&gt;
&lt;br /&gt;
When you are in a Demense you are attuned to (but do not control), or you are carrying the Hearthstone for your Manse, you receive the motes/hour bonus but no others.&lt;br /&gt;
&lt;br /&gt;
===Demons===&lt;br /&gt;
&lt;br /&gt;
This Story Merit can be purchased multiple times, for different demons, but is most typically granted by the use of Sorcery. When you acquire Demons, pick a Speciality that best reflects the nature and capabilities of the Demon.&lt;br /&gt;
&lt;br /&gt;
: O: A First Circle demon&lt;br /&gt;
: OO: A group of identical First Circle demons&lt;br /&gt;
: OOO: A Second Circle demon&lt;br /&gt;
: OOOO: A Second Circle demon, and attached demonic host&lt;br /&gt;
: OOOOO: A Third Circle demon&lt;br /&gt;
&lt;br /&gt;
You may add your Demons in Merit dice to any roll, of any Ability, that matches the Demons' Speciality.&lt;br /&gt;
&lt;br /&gt;
It is highly likely that other people will have Principles that, seeing you in the company of demons, will help them resist your social influence.&lt;br /&gt;
&lt;br /&gt;
You may leave your Demons behind somewhere, suspending these effects until you are reunited.&lt;br /&gt;
&lt;br /&gt;
===Familiar===&lt;br /&gt;
You may add your Familiar in Merit dice to:&lt;br /&gt;
&lt;br /&gt;
* Rolls to actively search an area to locate something or someone within it.&lt;br /&gt;
* Rolls to track someone.&lt;br /&gt;
* Rolls to forage for food in the wilderness.&lt;br /&gt;
&lt;br /&gt;
You must add your Familiar to the Difficulty of all social influence (other than Threaten) in civilised society.&lt;br /&gt;
&lt;br /&gt;
You may leave a Familiar behind somewhere, suspending these effects until you are reunited.&lt;br /&gt;
&lt;br /&gt;
===Followers===&lt;br /&gt;
Each purchase of Followers are experts in a different Ability: choose between Bureaucracy, Craft (Any), Investigation, Larceny, Lore, Medicine, Occult, Performance, Sail, Socialise, and Survival.&lt;br /&gt;
&lt;br /&gt;
You may add your Followers in Merit dice to any non-instantaneous roll that is made using their expert Ability.&lt;br /&gt;
&lt;br /&gt;
''Example: A group of Occultists could help with setting up a ritual. They could not help with aiming a sorcerous spell, as it is an instantaneous check.&lt;br /&gt;
&lt;br /&gt;
You must add your Followers to the Difficulty of:&lt;br /&gt;
&lt;br /&gt;
* Attempts to evade detection.&lt;br /&gt;
* Attempts to outrun or outmanoeuvre someone.&lt;br /&gt;
&lt;br /&gt;
In addition, you will need to make sure that they are fed and sheltered. You may leave your Followers behind (and often do!), suspending these effects until you are reunited.&lt;br /&gt;
&lt;br /&gt;
===Hearthstone===&lt;br /&gt;
This Merit has been merged into the Demense Merit.&lt;br /&gt;
&lt;br /&gt;
===influence===&lt;br /&gt;
This Merit has been replaced by the Renown Merit.&lt;br /&gt;
&lt;br /&gt;
===Manse===&lt;br /&gt;
This Merit has been merged into the Demense Merit.&lt;br /&gt;
&lt;br /&gt;
===Mentor===&lt;br /&gt;
When you do not know how to accomplish something, you may call upon your Mentor. You may do this a number of times each story equal to your Mentor rating.&lt;br /&gt;
&lt;br /&gt;
When they respond, they will explain a good way of accomplishing what you want, as determined by the ST. They will not resolve the problem for you.&lt;br /&gt;
&lt;br /&gt;
===Mount===&lt;br /&gt;
This is a new Story merit to reflect the benefits of having a mount to ride on. If a character has a familiar or demon that serves as a mount, both merits should be taken to reflect this. An intelligent mount can be captured, but it cannot be claimed.&lt;br /&gt;
&lt;br /&gt;
: O: A functional but unimpressive mount, such as a workhorse.&lt;br /&gt;
: OO: A capable mount, such as a warhorse.&lt;br /&gt;
: OOO: An exceptional mount, such as a giant wolf or simhata, or a workable flying mount.&lt;br /&gt;
: OOOO: A monstrous mount, such as a river dragon or tyrant lizard, or an impressive flying mount.&lt;br /&gt;
: OOOOO: A monstrous and supernatural mount, such as a Wyld behemoth or very friendly elemental dragon.&lt;br /&gt;
&lt;br /&gt;
You may add your Mount in Merit dice to all Ride rolls. Flying mounts provide only (Mount-2) dice, but also many other benefits.&lt;br /&gt;
&lt;br /&gt;
An aquatic mount provides the same bonus as a land one. Amphibious mounts provide only (Mount-1) dice, but can be used equally on land and sea.&lt;br /&gt;
&lt;br /&gt;
You may leave your mount behind, suspending benefits from it until you are reunited.&lt;br /&gt;
&lt;br /&gt;
===Relics===&lt;br /&gt;
You may add your Relics in Merit dice to rolls to identify any item or effect.&lt;br /&gt;
&lt;br /&gt;
You must add your Relics to the Difficulty of:&lt;br /&gt;
&lt;br /&gt;
* All Athletics checks (they’re heavy!).&lt;br /&gt;
* Attempts to evade detection by magical sources.&lt;br /&gt;
&lt;br /&gt;
You may leave your Relics behind in a laboratory or study, suspending these effects while you are not there.&lt;br /&gt;
&lt;br /&gt;
===Renown===&lt;br /&gt;
When you take Renown, you should specify what you are renowned as. You may gain Renown multiple times, with different flavours.&lt;br /&gt;
&lt;br /&gt;
You may add your Renown in Merit dice to rolls to inspire, instil, or threaten people in a way that is directly supported by your reputation.&lt;br /&gt;
&lt;br /&gt;
You must add your Renown to the Difficulty of all attempts to inspire, instil, or threaten people in a way that directly conflicts with your reputation.&lt;br /&gt;
&lt;br /&gt;
''Example: Ha Ha Sushi has “Renown (Warlord) OOO”. If they tried to intimidate a guard into letting them into a party, they would receive a bonus from their Renown. If they tried to inspire a sense of camaraderie and good cheer to accomplish the same, they would receive a penalty instead.&lt;br /&gt;
&lt;br /&gt;
''Example: Three Word Name has “Renown (Slave Liberator) OOO”. If they tried to intimidate a Guild boss, they would receive a bonus from their Renown. If they tried to intimidate a slave, they would encounter a penalty instead.&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
You may add your Resources in Merit dice to:&lt;br /&gt;
* All bargain rolls against non-spirit characters.&lt;br /&gt;
* All acquisition rolls.&lt;br /&gt;
&lt;br /&gt;
====Acquisition Rolls====&lt;br /&gt;
Acquiring a mundane item is now a [Social Attribute]+[Bureaucracy or Larceny] '''acquisition''' roll, with a difficulty equal to the item's Resources rating. The market must be large enough to provide the item, based on its Resources rating:&lt;br /&gt;
&lt;br /&gt;
# Nomads around a campfire&lt;br /&gt;
# A village&lt;br /&gt;
# A town&lt;br /&gt;
# A city&lt;br /&gt;
# A trade city&lt;br /&gt;
&lt;br /&gt;
If the market is not large enough, a successful roll will instead tell the Exalt where the item can be found. If they journey to that location, they may acquire the item without a further check.&lt;br /&gt;
&lt;br /&gt;
Acquisition rolls may be reattempted once per day.&lt;br /&gt;
&lt;br /&gt;
===Retainer===&lt;br /&gt;
Each Retainer is an expert in a different Ability: choose between Bureaucracy, Craft (Any), Investigation, Larceny, Lore, Medicine, Occult, Performance, Sail, Socialise, and Survival.&lt;br /&gt;
&lt;br /&gt;
'''Once per session''', you may add your Retainer in Merit dice to any non-instantaneous roll that is made using their expert Ability.&lt;br /&gt;
&lt;br /&gt;
===Salary===&lt;br /&gt;
You may add your Salary in Merit dice to all bargain rolls against spirit characters.&lt;br /&gt;
&lt;br /&gt;
===Scars===&lt;br /&gt;
You have suffered great torment and temptation in your travels, and the burden of your decisions weighs heavily on you.&lt;br /&gt;
&lt;br /&gt;
'''Once per session''', you may add your Scars rating to your Resolve score.&lt;br /&gt;
&lt;br /&gt;
''Note: This is a new Story Merit, designed to accomplish two things: one, to give an alternative story reward where an Exalt's actions are noble but deeply unpopular; two, to balance the slight boost to social influence provided by Merit dice.&lt;br /&gt;
&lt;br /&gt;
===Ship===&lt;br /&gt;
&lt;br /&gt;
This is a new Story merit to reflect the benefits of having a ship to call your own, and a crew to run it.&lt;br /&gt;
&lt;br /&gt;
: O: A simple trading vessel.&lt;br /&gt;
: OO: A powerful trading vessel or light warship.&lt;br /&gt;
: OOO: A powerful warship or a Haslanti skyship.&lt;br /&gt;
: OOOO: A First Age pleasure vessel, or a skyship enhanced with First Age technology.&lt;br /&gt;
: OOOOO: A First Age warship or skyship.&lt;br /&gt;
&lt;br /&gt;
You may add your Ship in Merit dice to all Sail rolls. Skyships provide only (Ship-2) dice, and use this rating for Ram maneuvers, but also provide many other benefits.&lt;br /&gt;
&lt;br /&gt;
When you leave your ship in dock, you do not receive benefits from it until you are at sea (or in the sky) once more.&lt;br /&gt;
&lt;br /&gt;
==Comments==&lt;/div&gt;</summary>
		<author><name>DeathBySurfeit</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=CrunchyMeritMethodology&amp;diff=94876</id>
		<title>CrunchyMeritMethodology</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=CrunchyMeritMethodology&amp;diff=94876"/>
				<updated>2016-05-11T21:11:42Z</updated>
		
		<summary type="html">&lt;p&gt;DeathBySurfeit: /* Breeding */ added rules for Second Breath&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Crunchy Merit Methodology=&lt;br /&gt;
&lt;br /&gt;
This revamp is intended to use the new, stronger framework for projects, crafts and social influence to attach more crunchy rules to Story Merits.&lt;br /&gt;
&lt;br /&gt;
It seeks to answer the question: what do Story Merits ''do''?&lt;br /&gt;
&lt;br /&gt;
==Merit Dice==&lt;br /&gt;
&lt;br /&gt;
Story Merits often add bonus Merit dice to appropriate rolls. To use these dice, you must use a stunt that illustrates how the Merit assists you.&lt;br /&gt;
&lt;br /&gt;
It is possible to receive dice from more than one Merit on a single action, but you may not add more than a total of five Merit dice. Merit dice are not considered as coming from Charms.&lt;br /&gt;
&lt;br /&gt;
When using these rules with the [[UnifiedProjectMethodology|Unified Project Methodology]], you may not add the Merit dice below to a Project roll. If you want to use a Merit for a Project, make it a Supporting Merit.&lt;br /&gt;
&lt;br /&gt;
==Revised Merits==&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
Allies are no longer repurchased multiple times to reflect different characters.&lt;br /&gt;
&lt;br /&gt;
When you are having difficulty doing something, you may call upon your Allies. You may do this a number of times each story equal to your Allies rating.&lt;br /&gt;
&lt;br /&gt;
When your Allies respond, they will provide the chance to reattempt a task (if it would otherwise be impossible), and add bonus dice equal to your Allies rating to the roll. This will take a form appropriate to your Allies, as determined by the ST – they may intercede directly, provide you with something you can use, or send someone to assist.&lt;br /&gt;
&lt;br /&gt;
===Artifact===&lt;br /&gt;
This merit is unchanged from as described in Third Edition.&lt;br /&gt;
&lt;br /&gt;
===Backing===&lt;br /&gt;
You may add your Backing in Merit dice to:&lt;br /&gt;
&lt;br /&gt;
* Social influence rolls targeting members of the organisation. &lt;br /&gt;
* Rolls to accomplish something that the organisation specialises in.&lt;br /&gt;
&lt;br /&gt;
You must add your Backing to the Difficulty of:&lt;br /&gt;
&lt;br /&gt;
* Mundane attempts to conceal yourself from members of the organisation.&lt;br /&gt;
* Social influence rolls targeting anyone who has a negative Intimacy toward the organisation.&lt;br /&gt;
&lt;br /&gt;
You may not have more dots in a Backing merit than the Magnitude of the organisation it is with.&lt;br /&gt;
&lt;br /&gt;
===Breeding===&lt;br /&gt;
You may add your Breeding in Merit dice to:&lt;br /&gt;
&lt;br /&gt;
* Rolls to determine whether your child draws Second Breath.&lt;br /&gt;
* Rolls to seduce Dragon-Blooded characters.&lt;br /&gt;
&lt;br /&gt;
====Second Breath====&lt;br /&gt;
To determine whether a child will draw Second Breath and become a Dragon-Blooded, roll the Breeding Merit of both of their parents. If at least one dice comes up as a success, they do so. The total number of successes becomes their offspring's Breeding Merit. Unless explicitly stated otherwise, no Charms or effects can assist with (or detract from) this roll.&lt;br /&gt;
&lt;br /&gt;
===Command===&lt;br /&gt;
Command may be purchased multiple times, to represent different forces. You may add your Command in Merit dice to:&lt;br /&gt;
&lt;br /&gt;
* All War rolls.&lt;br /&gt;
* Rolls to threaten someone.&lt;br /&gt;
&lt;br /&gt;
You must add your Command to the Difficulty of:&lt;br /&gt;
&lt;br /&gt;
* Attempts to evade detection.&lt;br /&gt;
* Attempts to outrun or outmanoeuvre someone, other than via strategy rolls.&lt;br /&gt;
&lt;br /&gt;
In addition, you will need to make sure that they are fed and sheltered. You may leave your troops behind (and often do!), suspending these effects until you are reunited.&lt;br /&gt;
&lt;br /&gt;
You may choose to make your troops cavalry. Having cavalry always allows you to make Mounted strategy rolls, and they do not apply a penalty to outrun or outmanoeuvre people. However, they only provide (Merit-1) dice to appropriate rolls.&lt;br /&gt;
&lt;br /&gt;
====Morale====&lt;br /&gt;
Troops can have their Morale broken with a successful '''threaten''' action (or one provided by supernatural fear). For this purpose, they have Resolve equal to their merit rating, and usually have applicable Principles.&lt;br /&gt;
&lt;br /&gt;
If troops have their Morale broken, they provide no benefit to their commander (and cannot be used to allow Command Charms) until the battle is over, or their Morale is restored with a '''rally''' action. This is a special '''persuade''' action made with Charisma+War, at a difficulty equal to the merit's rating. If successful, the troops return in (merit rating) turns.&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
You may add your Contacts in Merit dice to rolls to:&lt;br /&gt;
&lt;br /&gt;
* Determine the activity or intentions of anyone within the organisation.&lt;br /&gt;
* Strategy rolls against a commander who is a member of that organisation.&lt;br /&gt;
&lt;br /&gt;
===Cult===&lt;br /&gt;
This Merit is unchanged from as described in Third Edition.&lt;br /&gt;
&lt;br /&gt;
===Demesne===&lt;br /&gt;
You control a place of power within Creation.&lt;br /&gt;
&lt;br /&gt;
: OO: You control a Demesne.&amp;lt;br&amp;gt;&lt;br /&gt;
: OOO: You control a Demesne upon which a Manse has been built, and have its Hearthstone.&amp;lt;br&amp;gt;&lt;br /&gt;
: OOOO: You control a Major Demesne.&amp;lt;br&amp;gt;&lt;br /&gt;
: OOOOO: You control a Major Demesne upon which a Manse has been built, and have its Hearthstone.&lt;br /&gt;
&lt;br /&gt;
You automatically detect any Essence expenditure within your Demesne. You may identify who used it and where (Perception+Occult, Difficulty 3), or the exact nature of the magic used (Difficulty 5).&lt;br /&gt;
&lt;br /&gt;
When you are in a Demesne you control, you may add its rating (2 or 4) in Merit dice to:&lt;br /&gt;
&lt;br /&gt;
* Motes regenerated per hour&lt;br /&gt;
* Motes regenerated per turn in combat&lt;br /&gt;
* All instantaneous checks&lt;br /&gt;
&lt;br /&gt;
''Attempting to confront an Exalt within their Manse or Demesne is a very foolish idea.&lt;br /&gt;
&lt;br /&gt;
When you are in a Demense you are attuned to (but do not control), or you are carrying the Hearthstone for your Manse, you receive the motes/hour bonus but no others.&lt;br /&gt;
&lt;br /&gt;
===Demons===&lt;br /&gt;
&lt;br /&gt;
This Story Merit can be purchased multiple times, for different demons, but is most typically granted by the use of Sorcery. When you acquire Demons, pick a Speciality that best reflects the nature and capabilities of the Demon.&lt;br /&gt;
&lt;br /&gt;
: O: A First Circle demon&lt;br /&gt;
: OO: A group of identical First Circle demons&lt;br /&gt;
: OOO: A Second Circle demon&lt;br /&gt;
: OOOO: A Second Circle demon, and attached demonic host&lt;br /&gt;
: OOOOO: A Third Circle demon&lt;br /&gt;
&lt;br /&gt;
You may add your Demons in Merit dice to any roll, of any Ability, that matches the Demons' Speciality.&lt;br /&gt;
&lt;br /&gt;
It is highly likely that other people will have Principles that, seeing you in the company of demons, will help them resist your social influence.&lt;br /&gt;
&lt;br /&gt;
You may leave your Demons behind somewhere, suspending these effects until you are reunited.&lt;br /&gt;
&lt;br /&gt;
===Familiar===&lt;br /&gt;
You may add your Familiar in Merit dice to:&lt;br /&gt;
&lt;br /&gt;
* Rolls to actively search an area to locate something or someone within it.&lt;br /&gt;
* Rolls to track someone.&lt;br /&gt;
* Rolls to forage for food in the wilderness.&lt;br /&gt;
&lt;br /&gt;
You must add your Familiar to the Difficulty of all social influence (other than Threaten) in civilised society.&lt;br /&gt;
&lt;br /&gt;
You may leave a Familiar behind somewhere, suspending these effects until you are reunited.&lt;br /&gt;
&lt;br /&gt;
===Followers===&lt;br /&gt;
Each purchase of Followers are experts in a different Ability: choose between Bureaucracy, Craft (Any), Investigation, Larceny, Lore, Medicine, Occult, Performance, Sail, Socialise, and Survival.&lt;br /&gt;
&lt;br /&gt;
You may add your Followers in Merit dice to any non-instantaneous roll that is made using their expert Ability.&lt;br /&gt;
&lt;br /&gt;
''Example: A group of Occultists could help with setting up a ritual. They could not help with aiming a sorcerous spell, as it is an instantaneous check.&lt;br /&gt;
&lt;br /&gt;
You must add your Followers to the Difficulty of:&lt;br /&gt;
&lt;br /&gt;
* Attempts to evade detection.&lt;br /&gt;
* Attempts to outrun or outmanoeuvre someone.&lt;br /&gt;
&lt;br /&gt;
In addition, you will need to make sure that they are fed and sheltered. You may leave your Followers behind (and often do!), suspending these effects until you are reunited.&lt;br /&gt;
&lt;br /&gt;
===Hearthstone===&lt;br /&gt;
This Merit has been merged into the Demense Merit.&lt;br /&gt;
&lt;br /&gt;
===influence===&lt;br /&gt;
This Merit has been replaced by the Renown Merit.&lt;br /&gt;
&lt;br /&gt;
===Manse===&lt;br /&gt;
This Merit has been merged into the Demense Merit.&lt;br /&gt;
&lt;br /&gt;
===Mentor===&lt;br /&gt;
When you do not know how to accomplish something, you may call upon your Mentor. You may do this a number of times each story equal to your Mentor rating.&lt;br /&gt;
&lt;br /&gt;
When they respond, they will explain a good way of accomplishing what you want, as determined by the ST. They will not resolve the problem for you.&lt;br /&gt;
&lt;br /&gt;
===Mount===&lt;br /&gt;
This is a new Story merit to reflect the benefits of having a mount to ride on. If a character has a familiar or demon that serves as a mount, both merits should be taken to reflect this. An intelligent mount can be captured, but it cannot be claimed.&lt;br /&gt;
&lt;br /&gt;
: O: A functional but unimpressive mount, such as a workhorse.&lt;br /&gt;
: OO: A capable mount, such as a warhorse.&lt;br /&gt;
: OOO: An exceptional mount, such as a giant wolf or simhata, or a workable flying mount.&lt;br /&gt;
: OOOO: A monstrous mount, such as a river dragon or tyrant lizard, or an impressive flying mount.&lt;br /&gt;
: OOOOO: A monstrous and supernatural mount, such as a Wyld behemoth or very friendly elemental dragon.&lt;br /&gt;
&lt;br /&gt;
You may add your Mount in Merit dice to all Ride rolls. Flying mounts provide only (Mount-2) dice, but also many other benefits.&lt;br /&gt;
&lt;br /&gt;
An aquatic mount provides the same bonus as a land one. Amphibious mounts provide only (Mount-1) dice, but can be used equally on land and sea.&lt;br /&gt;
&lt;br /&gt;
You may leave your mount behind, suspending benefits from it until you are reunited.&lt;br /&gt;
&lt;br /&gt;
===Relics===&lt;br /&gt;
You may add your Relics in Merit dice to rolls to identify any item or effect.&lt;br /&gt;
&lt;br /&gt;
You must add your Relics to the Difficulty of:&lt;br /&gt;
&lt;br /&gt;
* All Athletics checks (they’re heavy!).&lt;br /&gt;
* Attempts to evade detection by magical sources.&lt;br /&gt;
&lt;br /&gt;
You may leave your Relics behind in a laboratory or study, suspending these effects while you are not there.&lt;br /&gt;
&lt;br /&gt;
===Renown===&lt;br /&gt;
When you take Renown, you should specify what you are renowned as. You may gain Renown multiple times, with different flavours.&lt;br /&gt;
&lt;br /&gt;
You may add your Renown in Merit dice to rolls to inspire, instil, or threaten people in a way that is directly supported by your reputation.&lt;br /&gt;
&lt;br /&gt;
You must add your Renown to the Difficulty of all attempts to inspire, instil, or threaten people in a way that directly conflicts with your reputation.&lt;br /&gt;
&lt;br /&gt;
''Example: Ha Ha Sushi has “Renown (Warlord) OOO”. If they tried to intimidate a guard into letting them into a party, they would receive a bonus from their Renown. If they tried to inspire a sense of camaraderie and good cheer to accomplish the same, they would receive a penalty instead.&lt;br /&gt;
&lt;br /&gt;
''Example: Three Word Name has “Renown (Slave Liberator) OOO”. If they tried to intimidate a Guild boss, they would receive a bonus from their Renown. If they tried to intimidate a slave, they would encounter a penalty instead.&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
You may add your Resources in Merit dice to:&lt;br /&gt;
* All bargain rolls against non-spirit characters.&lt;br /&gt;
* All acquisition rolls.&lt;br /&gt;
&lt;br /&gt;
====Acquisition Rolls====&lt;br /&gt;
Acquiring a mundane item is now a [Social Attribute]+[Bureaucracy or Larceny] '''acquisition''' roll, with a difficulty equal to the item's Resources rating. The market must be large enough to provide the item, based on its Resources rating:&lt;br /&gt;
&lt;br /&gt;
# Nomads around a campfire&lt;br /&gt;
# A village&lt;br /&gt;
# A town&lt;br /&gt;
# A city&lt;br /&gt;
# A trade city&lt;br /&gt;
&lt;br /&gt;
If the market is not large enough, a successful roll will instead tell the Exalt where the item can be found. If they journey to that location, they may acquire the item without a further check.&lt;br /&gt;
&lt;br /&gt;
Acquisition rolls may be reattempted once per day.&lt;br /&gt;
&lt;br /&gt;
===Retainer===&lt;br /&gt;
Each Retainer is an expert in a different Ability: choose between Bureaucracy, Craft (Any), Investigation, Larceny, Lore, Medicine, Occult, Performance, Sail, Socialise, and Survival.&lt;br /&gt;
&lt;br /&gt;
'''Once per session''', you may add your Retainer in Merit dice to any non-instantaneous roll that is made using their expert Ability.&lt;br /&gt;
&lt;br /&gt;
===Salary===&lt;br /&gt;
You may add your Salary in Merit dice to all bargain rolls against spirit characters.&lt;br /&gt;
&lt;br /&gt;
===Scars===&lt;br /&gt;
You have suffered great torment and temptation in your travels, and the burden of your decisions weighs heavily on you.&lt;br /&gt;
&lt;br /&gt;
'''Once per session''', you may add your Scars rating to your Resolve score.&lt;br /&gt;
&lt;br /&gt;
''Note: This is a new Story Merit, designed to accomplish two things: one, to give an alternative story reward where an Exalt's actions are noble but deeply unpopular; two, to balance the slight boost to social influence provided by Merit dice.&lt;br /&gt;
&lt;br /&gt;
===Ship===&lt;br /&gt;
&lt;br /&gt;
This is a new Story merit to reflect the benefits of having a ship to call your own, and a crew to run it.&lt;br /&gt;
&lt;br /&gt;
: O: A simple trading vessel.&lt;br /&gt;
: OO: A powerful trading vessel or light warship.&lt;br /&gt;
: OOO: A powerful warship or a Haslanti skyship.&lt;br /&gt;
: OOOO: A First Age pleasure vessel, or a skyship enhanced with First Age technology.&lt;br /&gt;
: OOOOO: A First Age warship or skyship.&lt;br /&gt;
&lt;br /&gt;
You may add your Ship in Merit dice to all Sail rolls. Skyships provide only (Ship-2) dice, and use this rating for Ram maneuvers, but also provide many other benefits.&lt;br /&gt;
&lt;br /&gt;
When you leave your ship in dock, you do not receive benefits from it until you are at sea (or in the sky) once more.&lt;br /&gt;
&lt;br /&gt;
==Comments==&lt;/div&gt;</summary>
		<author><name>DeathBySurfeit</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=AcceptableInfluenceMethodology&amp;diff=94875</id>
		<title>AcceptableInfluenceMethodology</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=AcceptableInfluenceMethodology&amp;diff=94875"/>
				<updated>2016-05-11T21:08:25Z</updated>
		
		<summary type="html">&lt;p&gt;DeathBySurfeit: /* Seduction */ now with examples!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Acceptable Influence Methodology=&lt;br /&gt;
&lt;br /&gt;
This is a system to rationalise the different forms of influence, and the use of Abilities to make them.&lt;br /&gt;
&lt;br /&gt;
==Actions And Abilities==&lt;br /&gt;
&lt;br /&gt;
* '''Bureaucracy''' is used for '''bargain''' attempts.&lt;br /&gt;
* '''Investigation''' is used for '''profile''' attempts (not a form of influence).&lt;br /&gt;
* '''Linguistics''' is used for '''written influence''' attempts.&lt;br /&gt;
* '''Occult''' is used for '''warding''' attempts.&lt;br /&gt;
* '''Performance''' is used for '''inspire''' and '''instil''' attempts.&lt;br /&gt;
* '''Presence''' is used for '''convince''', '''persuade''', and '''threaten''' attempts.&lt;br /&gt;
* '''Socialise''' is used for '''read ''' (not a form of influence), and '''organisational influence''' attempts (see [[PrincipledOrganisationMethodology|Principled Organisation Methodology]]).&lt;br /&gt;
&lt;br /&gt;
If a Charm does not state the specific kind of '''influence''' it must be used on, it can be freely used on influence actions from other Abilities, and combo’d with their Charms. This does not apply to '''written influence''' attempts, which have their own Charms.&lt;br /&gt;
&lt;br /&gt;
==Investigation==&lt;br /&gt;
&lt;br /&gt;
Investigation rules have been replaced by the following:&lt;br /&gt;
&lt;br /&gt;
===Search===&lt;br /&gt;
&lt;br /&gt;
A '''search''' action is done to locate any hidden items of note in an area. It works as described in the first half of the ‘case scene’ action in EX3.&lt;br /&gt;
&lt;br /&gt;
Search attempts cannot be reattempted unless you receive direct evidence that points to something having been overlooked.&lt;br /&gt;
&lt;br /&gt;
===Case===&lt;br /&gt;
&lt;br /&gt;
A '''case''' action is done on the location of a battle, crime, or other significant event to discover more about what happened, and who was involved. It works as described in the second half of the ‘case scene’ action in EX3, except that it produces one actionable clue (about the event or its participants) if successful, and one further clue for each threshold success.&lt;br /&gt;
&lt;br /&gt;
Threshold successes also create a banked pool. If you '''case''' multiple locations, keep only the best result in your pool. These may be added as bonus dice to a single '''persuade''' attempt (including '''bargain''' and '''threaten''') to convince someone of a person’s culpability, or get them to confess to such - provided it is stunted appropriately. These work whether or not the person is actually guilty of the charges laid at their feet.&lt;br /&gt;
&lt;br /&gt;
'''Case''' actions cannot be reattempted until after you have used the banked successes.&lt;br /&gt;
&lt;br /&gt;
===Profile===&lt;br /&gt;
&lt;br /&gt;
A '''profile''' action is a way of discovering more about someone. To qualify for a profile attempt against someone, you must do one of the following:&lt;br /&gt;
&lt;br /&gt;
* Spend a full scene interacting with them&lt;br /&gt;
* Shadow them as a dramatic action lasting at least fifteen minutes&lt;br /&gt;
* Search a private space belonging to them (e.g. home or office) for at least fifteen minutes&lt;br /&gt;
&lt;br /&gt;
The basic Difficulty of a profile attempt is equal to the subject’s Guile. Each threshold success will provide a potentially useful piece of background information against them.&lt;br /&gt;
&lt;br /&gt;
Threshold successes also create a banked pool. These may be added as bonus dice to a single '''read''' action against that character - provided it is stunted appropriately.&lt;br /&gt;
&lt;br /&gt;
'''Profile''' actions against a character cannot be reattempted until after you have used the banked successes.&lt;br /&gt;
&lt;br /&gt;
==Linguistics==&lt;br /&gt;
&lt;br /&gt;
===Written Influence===&lt;br /&gt;
&lt;br /&gt;
Linguistics is used for all types of '''written influence''' attempts, and creates a document called a missive. Missives are targeted at either a specific person (and have no effect on others), or at a group (receiving the group penalty for influence). A person must actively choose to read a missive to be affected by any influence within it.&lt;br /&gt;
&lt;br /&gt;
Written influence attempts '''cannot''' be combined with Charms from other Abilities, except through use of dedicated Charms (Power-Snaring Image, in the Graceful Charm Methodology). Motes spent on creating a missive remain committed for as long as the Exalt wants the bonus to remain. If the missive was targeted at a specific person, the motes are automatically released as soon as they read it (notifying the Exalt that it has been read).&lt;br /&gt;
&lt;br /&gt;
==Occult==&lt;br /&gt;
&lt;br /&gt;
Some Occult Charms allow you to make a '''warding''' attempt. This is a Charisma+Occult roll that does not require an Intimacy to be evoked, and cannot be resisted by spending Willpower unless the spirit has a higher Essence than the Solar. If successful, it has effects dependent on the Charm that triggered it. '''Warding''' attempts replace the roll to bind a demon summoned by sorcery.&lt;br /&gt;
&lt;br /&gt;
Non-Excellency Charms that support '''persuade''' attempts can be used to enhance a '''warding''' attempt.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
&lt;br /&gt;
There are no longer Charms for different types of performance.&lt;br /&gt;
&lt;br /&gt;
===Emotions===&lt;br /&gt;
&lt;br /&gt;
'''Inspire''' attempts create Emotions of the influencer’s choice (Anger, Sadness, Lust, etc). These are an Intimacy (neither Tie nor Principle) that is of Major strength unless stated otherwise. Emotions are not specific to a person, object, or event.&lt;br /&gt;
&lt;br /&gt;
An Emotion lasts until the character expresses them with an appropriate Serious task. The player of that character chooses the nature of the task, based on their circumstances and characterisation. Until a suitable task is completed, the Emotion remains.&lt;br /&gt;
&lt;br /&gt;
Emotions may affect a character's Guile in the same way that Intimacies affect Resolve. If a character's Emotion '''supports''' their goal for the interaction, mirrors their Tie toward the character reading them, or mirrors the nature of an Intimacy used to bolster their Resolve, the difficulty of the read intentions action is '''reduced'''. If the Emotion '''opposes''' these, the difficulty of the read intentions action is '''increased'''.&lt;br /&gt;
&lt;br /&gt;
===Instilling===&lt;br /&gt;
&lt;br /&gt;
You may make more changes to someone's Intimacies with '''instil''' attempts in one day than your Essence. After this point, they will need time to process the things you have said: they become immune to further '''instil''' attempts from you until after they have slept. They are still susceptible to other forms of '''influence''', and you may still attempt to '''instil''' other people.&lt;br /&gt;
&lt;br /&gt;
==Presence==&lt;br /&gt;
&lt;br /&gt;
===Beliefs===&lt;br /&gt;
&lt;br /&gt;
You may use Presence to '''convince''' someone of a fact or belief. The resultant Belief becomes a Minor Intimacy (neither Principle nor Tie), which behaves normally. Further '''convince''' attempts can be used to increase or reduce the strength of a person's Beliefs.&lt;br /&gt;
&lt;br /&gt;
===Seduction===&lt;br /&gt;
&lt;br /&gt;
'''Seduction''' attempts require an applicable Intimacy – usually a positive Tie toward the Exalt, or an Emotion of lust or awe - to be handled as a '''persuade''' attempt. Alternatively they can be handled as a '''bargain''' attempt, for more professional arrangements.&lt;br /&gt;
&lt;br /&gt;
Sleeping with someone is usually considered a (highly pleasant) &amp;quot;Inconvenient&amp;quot; task. If it requires a person to break a law (such as with committed spouses or Abyssals) this becomes a Serious task. If doing so requires them to give up their lifestyle completely (such as with Brides of Ahlat or Immaculate monks that have eschewed sensuality) it becomes Life-Changing.&lt;br /&gt;
&lt;br /&gt;
After a successful '''seduction''' attempt, each person involved may make a single '''influence''' attempt against their partner(s) that cannot be resisted by spending Willpower, or with a Decision Point. Resolve is applicable as normal.&lt;br /&gt;
&lt;br /&gt;
==Socialise==&lt;br /&gt;
&lt;br /&gt;
===Reading People===&lt;br /&gt;
&lt;br /&gt;
The 'read intentions' action is replaced by the '''read''' action. When making a '''read''' action, the player may determine any '''one''' of the following about the subject:&lt;br /&gt;
&lt;br /&gt;
* Their desired outcome for the current interaction.&lt;br /&gt;
* All Emotions they are currently experiencing.&lt;br /&gt;
* The nature of any Ties they have toward the player’s character, or that are otherwise applicable to them.&lt;br /&gt;
* The nature of any Intimacies they used (if any) to bolster their Resolve against a specific '''influence''' attempt, that occurred previously in the scene. The subjects of Ties are only revealed if they are present on the scene.&lt;br /&gt;
* Whether they were being honest when they made a specific statement - receiving an answer of &amp;quot;Yes&amp;quot;, &amp;quot;No&amp;quot;, or &amp;quot;Kind Of&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you fail a '''read''' action against someone, you may not make further attempts against that person for the remainder of the scene. If taking part in a debate, or other form of contested influence where people take turns, making a '''read''' action is done in lieu of making an '''influence''' attempt.&lt;br /&gt;
&lt;br /&gt;
==Comments==&lt;/div&gt;</summary>
		<author><name>DeathBySurfeit</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=AcceptableInfluenceMethodology&amp;diff=94874</id>
		<title>AcceptableInfluenceMethodology</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=AcceptableInfluenceMethodology&amp;diff=94874"/>
				<updated>2016-05-11T17:05:43Z</updated>
		
		<summary type="html">&lt;p&gt;DeathBySurfeit: formalised Beliefs as an Intimacy type, tweaked seduction, added limit to instilling.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Acceptable Influence Methodology=&lt;br /&gt;
&lt;br /&gt;
This is a system to rationalise the different forms of influence, and the use of Abilities to make them.&lt;br /&gt;
&lt;br /&gt;
==Actions And Abilities==&lt;br /&gt;
&lt;br /&gt;
* '''Bureaucracy''' is used for '''bargain''' attempts.&lt;br /&gt;
* '''Investigation''' is used for '''profile''' attempts (not a form of influence).&lt;br /&gt;
* '''Linguistics''' is used for '''written influence''' attempts.&lt;br /&gt;
* '''Occult''' is used for '''warding''' attempts.&lt;br /&gt;
* '''Performance''' is used for '''inspire''' and '''instil''' attempts.&lt;br /&gt;
* '''Presence''' is used for '''convince''', '''persuade''', and '''threaten''' attempts.&lt;br /&gt;
* '''Socialise''' is used for '''read ''' (not a form of influence), and '''organisational influence''' attempts (see [[PrincipledOrganisationMethodology|Principled Organisation Methodology]]).&lt;br /&gt;
&lt;br /&gt;
If a Charm does not state the specific kind of '''influence''' it must be used on, it can be freely used on influence actions from other Abilities, and combo’d with their Charms. This does not apply to '''written influence''' attempts, which have their own Charms.&lt;br /&gt;
&lt;br /&gt;
==Investigation==&lt;br /&gt;
&lt;br /&gt;
Investigation rules have been replaced by the following:&lt;br /&gt;
&lt;br /&gt;
===Search===&lt;br /&gt;
&lt;br /&gt;
A '''search''' action is done to locate any hidden items of note in an area. It works as described in the first half of the ‘case scene’ action in EX3.&lt;br /&gt;
&lt;br /&gt;
Search attempts cannot be reattempted unless you receive direct evidence that points to something having been overlooked.&lt;br /&gt;
&lt;br /&gt;
===Case===&lt;br /&gt;
&lt;br /&gt;
A '''case''' action is done on the location of a battle, crime, or other significant event to discover more about what happened, and who was involved. It works as described in the second half of the ‘case scene’ action in EX3, except that it produces one actionable clue (about the event or its participants) if successful, and one further clue for each threshold success.&lt;br /&gt;
&lt;br /&gt;
Threshold successes also create a banked pool. If you '''case''' multiple locations, keep only the best result in your pool. These may be added as bonus dice to a single '''persuade''' attempt (including '''bargain''' and '''threaten''') to convince someone of a person’s culpability, or get them to confess to such - provided it is stunted appropriately. These work whether or not the person is actually guilty of the charges laid at their feet.&lt;br /&gt;
&lt;br /&gt;
'''Case''' actions cannot be reattempted until after you have used the banked successes.&lt;br /&gt;
&lt;br /&gt;
===Profile===&lt;br /&gt;
&lt;br /&gt;
A '''profile''' action is a way of discovering more about someone. To qualify for a profile attempt against someone, you must do one of the following:&lt;br /&gt;
&lt;br /&gt;
* Spend a full scene interacting with them&lt;br /&gt;
* Shadow them as a dramatic action lasting at least fifteen minutes&lt;br /&gt;
* Search a private space belonging to them (e.g. home or office) for at least fifteen minutes&lt;br /&gt;
&lt;br /&gt;
The basic Difficulty of a profile attempt is equal to the subject’s Guile. Each threshold success will provide a potentially useful piece of background information against them.&lt;br /&gt;
&lt;br /&gt;
Threshold successes also create a banked pool. These may be added as bonus dice to a single '''read''' action against that character - provided it is stunted appropriately.&lt;br /&gt;
&lt;br /&gt;
'''Profile''' actions against a character cannot be reattempted until after you have used the banked successes.&lt;br /&gt;
&lt;br /&gt;
==Linguistics==&lt;br /&gt;
&lt;br /&gt;
===Written Influence===&lt;br /&gt;
&lt;br /&gt;
Linguistics is used for all types of '''written influence''' attempts, and creates a document called a missive. Missives are targeted at either a specific person (and have no effect on others), or at a group (receiving the group penalty for influence). A person must actively choose to read a missive to be affected by any influence within it.&lt;br /&gt;
&lt;br /&gt;
Written influence attempts '''cannot''' be combined with Charms from other Abilities, except through use of dedicated Charms (Power-Snaring Image, in the Graceful Charm Methodology). Motes spent on creating a missive remain committed for as long as the Exalt wants the bonus to remain. If the missive was targeted at a specific person, the motes are automatically released as soon as they read it (notifying the Exalt that it has been read).&lt;br /&gt;
&lt;br /&gt;
==Occult==&lt;br /&gt;
&lt;br /&gt;
Some Occult Charms allow you to make a '''warding''' attempt. This is a Charisma+Occult roll that does not require an Intimacy to be evoked, and cannot be resisted by spending Willpower unless the spirit has a higher Essence than the Solar. If successful, it has effects dependent on the Charm that triggered it. '''Warding''' attempts replace the roll to bind a demon summoned by sorcery.&lt;br /&gt;
&lt;br /&gt;
Non-Excellency Charms that support '''persuade''' attempts can be used to enhance a '''warding''' attempt.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
&lt;br /&gt;
There are no longer Charms for different types of performance.&lt;br /&gt;
&lt;br /&gt;
===Emotions===&lt;br /&gt;
&lt;br /&gt;
'''Inspire''' attempts create Emotions of the influencer’s choice (Anger, Sadness, Lust, etc). These are an Intimacy (neither Tie nor Principle) that is of Major strength unless stated otherwise. Emotions are not specific to a person, object, or event.&lt;br /&gt;
&lt;br /&gt;
An Emotion lasts until the character expresses them with an appropriate Serious task. The player of that character chooses the nature of the task, based on their circumstances and characterisation. Until a suitable task is completed, the Emotion remains.&lt;br /&gt;
&lt;br /&gt;
Emotions may affect a character's Guile in the same way that Intimacies affect Resolve. If a character's Emotion '''supports''' their goal for the interaction, mirrors their Tie toward the character reading them, or mirrors the nature of an Intimacy used to bolster their Resolve, the difficulty of the read intentions action is '''reduced'''. If the Emotion '''opposes''' these, the difficulty of the read intentions action is '''increased'''.&lt;br /&gt;
&lt;br /&gt;
===Instilling===&lt;br /&gt;
&lt;br /&gt;
You may make more changes to someone's Intimacies with '''instil''' attempts in one day than your Essence. After this point, they will need time to process the things you have said: they become immune to further '''instil''' attempts from you until after they have slept. They are still susceptible to other forms of '''influence''', and you may still attempt to '''instil''' other people.&lt;br /&gt;
&lt;br /&gt;
==Presence==&lt;br /&gt;
&lt;br /&gt;
===Beliefs===&lt;br /&gt;
&lt;br /&gt;
You may use Presence to '''convince''' someone of a fact or belief. The resultant Belief becomes a Minor Intimacy (neither Principle nor Tie), which behaves normally. Further '''convince''' attempts can be used to increase or reduce the strength of a person's Beliefs.&lt;br /&gt;
&lt;br /&gt;
===Seduction===&lt;br /&gt;
&lt;br /&gt;
'''Seduction''' attempts require an applicable Intimacy – usually a positive Tie toward the Exalt, or an Emotion of lust or awe - to be handled as a '''persuade''' attempt. Alternatively they can be handled as a '''bargain''' attempt, for more professional arrangements. Sleeping with someone is usually considered an &amp;quot;Inconvenient&amp;quot; task. If it requires a person to break a mundane vow, it becomes a &amp;quot;Serious&amp;quot; task. If doing so requires them to give up their lifestyle completely, it becomes &amp;quot;Life-Changing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
After a successful '''seduction''' attempt, each person involved may make a single '''influence''' attempt against their partner(s) that cannot be resisted by spending Willpower, or with a Decision Point. Resolve is applicable as normal.&lt;br /&gt;
&lt;br /&gt;
==Socialise==&lt;br /&gt;
&lt;br /&gt;
===Reading People===&lt;br /&gt;
&lt;br /&gt;
The 'read intentions' action is replaced by the '''read''' action. When making a '''read''' action, the player may determine any '''one''' of the following about the subject:&lt;br /&gt;
&lt;br /&gt;
* Their desired outcome for the current interaction.&lt;br /&gt;
* All Emotions they are currently experiencing.&lt;br /&gt;
* The nature of any Ties they have toward the player’s character, or that are otherwise applicable to them.&lt;br /&gt;
* The nature of any Intimacies they used (if any) to bolster their Resolve against a specific '''influence''' attempt, that occurred previously in the scene. The subjects of Ties are only revealed if they are present on the scene.&lt;br /&gt;
* Whether they were being honest when they made a specific statement - receiving an answer of &amp;quot;Yes&amp;quot;, &amp;quot;No&amp;quot;, or &amp;quot;Kind Of&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you fail a '''read''' action against someone, you may not make further attempts against that person for the remainder of the scene. If taking part in a debate, or other form of contested influence where people take turns, making a '''read''' action is done in lieu of making an '''influence''' attempt.&lt;br /&gt;
&lt;br /&gt;
==Comments==&lt;/div&gt;</summary>
		<author><name>DeathBySurfeit</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=AcceptableInfluenceMethodology&amp;diff=94871</id>
		<title>AcceptableInfluenceMethodology</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=AcceptableInfluenceMethodology&amp;diff=94871"/>
				<updated>2016-05-11T05:41:30Z</updated>
		
		<summary type="html">&lt;p&gt;DeathBySurfeit: /* Seduction */ added what seducing someone *does*. I mean, besides the obvious.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Acceptable Influence Methodology=&lt;br /&gt;
&lt;br /&gt;
This is a system to rationalise the different forms of influence, and the use of Abilities to make them.&lt;br /&gt;
&lt;br /&gt;
==Actions And Abilities==&lt;br /&gt;
&lt;br /&gt;
* '''Bureaucracy''' is used for '''bargain''' attempts.&lt;br /&gt;
* '''Investigation''' is used for '''profile''' attempts (not a form of influence).&lt;br /&gt;
* '''Linguistics''' is used for '''written influence''' attempts.&lt;br /&gt;
* '''Occult''' is used for '''warding''' attempts.&lt;br /&gt;
* '''Performance''' is used for '''inspire''' and '''instil''' attempts.&lt;br /&gt;
* '''Presence''' is used for '''convince''', '''persuade''', and '''threaten''' attempts.&lt;br /&gt;
* '''Socialise''' is used for '''read ''' (not a form of influence), and '''organisational influence''' attempts (see [[PrincipledOrganisationMethodology|Principled Organisation Methodology]]).&lt;br /&gt;
&lt;br /&gt;
If a Charm does not state the specific kind of '''influence''' it must be used on, it can be freely used on influence actions from other Abilities, and combo’d with their Charms. This does not apply to '''written influence''' attempts, which have their own Charms.&lt;br /&gt;
&lt;br /&gt;
==Investigation==&lt;br /&gt;
&lt;br /&gt;
Investigation rules have been replaced by the following:&lt;br /&gt;
&lt;br /&gt;
===Search===&lt;br /&gt;
&lt;br /&gt;
A '''search''' action is done to locate any hidden items of note in an area. It works as described in the first half of the ‘case scene’ action in EX3.&lt;br /&gt;
&lt;br /&gt;
Search attempts cannot be reattempted unless you receive direct evidence that points to something having been overlooked.&lt;br /&gt;
&lt;br /&gt;
===Case===&lt;br /&gt;
&lt;br /&gt;
A '''case''' action is done on the location of a battle, crime, or other significant event to discover more about what happened, and who was involved. It works as described in the second half of the ‘case scene’ action in EX3, except that it produces one actionable clue (about the event or its participants) if successful, and one further clue for each threshold success.&lt;br /&gt;
&lt;br /&gt;
Threshold successes also create a banked pool. If you '''case''' multiple locations, keep only the best result in your pool. These may be added as bonus dice to a single '''persuade''' attempt (including '''bargain''' and '''threaten''') to convince someone of a person’s culpability, or get them to confess to such - provided it is stunted appropriately. These work whether or not the person is actually guilty of the charges laid at their feet.&lt;br /&gt;
&lt;br /&gt;
'''Case''' actions cannot be reattempted until after you have used the banked successes.&lt;br /&gt;
&lt;br /&gt;
===Profile===&lt;br /&gt;
&lt;br /&gt;
A '''profile''' action is a way of discovering more about someone. To qualify for a profile attempt against someone, you must do one of the following:&lt;br /&gt;
&lt;br /&gt;
* Spend a full scene interacting with them&lt;br /&gt;
* Shadow them as a dramatic action lasting at least fifteen minutes&lt;br /&gt;
* Search a private space belonging to them (e.g. home or office) for at least fifteen minutes&lt;br /&gt;
&lt;br /&gt;
The basic Difficulty of a profile attempt is equal to the subject’s Guile. Each threshold success will provide a potentially useful piece of background information against them.&lt;br /&gt;
&lt;br /&gt;
Threshold successes also create a banked pool. These may be added as bonus dice to a single '''read''' action against that character - provided it is stunted appropriately.&lt;br /&gt;
&lt;br /&gt;
'''Profile''' actions against a character cannot be reattempted until after you have used the banked successes.&lt;br /&gt;
&lt;br /&gt;
==Linguistics==&lt;br /&gt;
&lt;br /&gt;
===Written Influence===&lt;br /&gt;
&lt;br /&gt;
Linguistics is used for all types of '''written influence''' attempts, and creates a document called a missive. Missives are targeted at either a specific person (and have no effect on others), or at a group (receiving the group penalty for influence). A person must actively choose to read a missive to be affected by any influence within it.&lt;br /&gt;
&lt;br /&gt;
Written influence attempts '''cannot''' be combined with Charms from other Abilities, except through use of dedicated Charms (Power-Snaring Image, in the Graceful Charm Methodology). Motes spent on creating a missive remain committed for as long as the Exalt wants the bonus to remain. If the missive was targeted at a specific person, the motes are automatically released as soon as they read it (notifying the Exalt that it has been read).&lt;br /&gt;
&lt;br /&gt;
==Occult==&lt;br /&gt;
&lt;br /&gt;
Some Occult Charms allow you to make a '''warding''' attempt. This is a Charisma+Occult roll that does not require an Intimacy to be evoked, and cannot be resisted by spending Willpower unless the spirit has a higher Essence than the Solar. If successful, it has effects dependent on the Charm that triggered it. '''Warding''' attempts replace the roll to bind a demon summoned by sorcery.&lt;br /&gt;
&lt;br /&gt;
Non-Excellency Charms that support '''persuade''' attempts can be used to enhance a '''warding''' attempt.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
&lt;br /&gt;
There are no longer Charms for different types of performance.&lt;br /&gt;
&lt;br /&gt;
===Emotions===&lt;br /&gt;
&lt;br /&gt;
'''Inspire''' attempts create Emotions of the influencer’s choice (Anger, Sadness, Lust, etc). These are an Intimacy (neither Tie nor Principle) that is of Major strength unless stated otherwise. Emotions are not specific to a person, object, or event.&lt;br /&gt;
&lt;br /&gt;
An Emotion lasts until the character expresses them with an appropriate Serious task. The player of that character chooses the nature of the task, based on their circumstances and characterisation. Until a suitable task is completed, the Emotion remains.&lt;br /&gt;
&lt;br /&gt;
Emotions may affect a character's Guile in the same way that Intimacies affect Resolve. If a character's Emotion '''supports''' their goal for the interaction, mirrors their Tie toward the character reading them, or mirrors the nature of an Intimacy used to bolster their Resolve, the difficulty of the read intentions action is '''reduced'''. If the Emotion '''opposes''' these, the difficulty of the read intentions action is '''increased'''.&lt;br /&gt;
&lt;br /&gt;
==Presence==&lt;br /&gt;
&lt;br /&gt;
===Convincing===&lt;br /&gt;
&lt;br /&gt;
You may use Presence to '''convince''' someone of a fact or belief. The resultant belief becomes a Minor Principle, which behaves normally. Further '''convince''' attempts can be used to increase or reduce the strength of a person's beliefs.&lt;br /&gt;
&lt;br /&gt;
===Seduction===&lt;br /&gt;
&lt;br /&gt;
'''Seduction''' attempts require an applicable Intimacy – usually a positive Tie toward the Exalt, or an Emotion of lust or awe - to be handled as a '''persuade''' attempt. Alternatively they can be handled as a '''bargain''' attempt, for more professional arrangements. Sleeping with someone is usually considered an &amp;quot;Inconvenient&amp;quot; task. If it requires a person to break a mundane vow, it becomes a &amp;quot;Serious&amp;quot; task. If doing so requires them to give up their lifestyle completely, it becomes &amp;quot;Life-Changing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
After a successful '''seduction''' attempt, the Exalt may make a single '''influence''' attempt against their partner(s) that cannot be resisted by spending Willpower, or with a Decision Point. Resolve is applicable as normal.&lt;br /&gt;
&lt;br /&gt;
==Socialise==&lt;br /&gt;
&lt;br /&gt;
===Reading People===&lt;br /&gt;
&lt;br /&gt;
The 'read intentions' action is replaced by the '''read''' action. When making a '''read''' action, the player may determine any '''one''' of the following about the subject:&lt;br /&gt;
&lt;br /&gt;
* Their desired outcome for the current interaction.&lt;br /&gt;
* All Emotions they are currently experiencing.&lt;br /&gt;
* The nature of any Ties they have toward the player’s character, or that are otherwise applicable to them.&lt;br /&gt;
* The nature of any Intimacies they used (if any) to bolster their Resolve against a specific '''influence''' attempt, that occurred previously in the scene. The subjects of Ties are only revealed if they are present on the scene.&lt;br /&gt;
* Whether they were being honest when they made a specific statement - receiving an answer of &amp;quot;Yes&amp;quot;, &amp;quot;No&amp;quot;, or &amp;quot;Kind Of&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you fail a '''read''' action against someone, you may not make further attempts against that person for the remainder of the scene. If taking part in a debate, or other form of contested influence where people take turns, making a '''read''' action is done in lieu of making an '''influence''' attempt.&lt;br /&gt;
&lt;br /&gt;
==Comments==&lt;/div&gt;</summary>
		<author><name>DeathBySurfeit</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=User:DeathBySurfeit&amp;diff=94870</id>
		<title>User:DeathBySurfeit</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=User:DeathBySurfeit&amp;diff=94870"/>
				<updated>2016-05-10T15:29:17Z</updated>
		
		<summary type="html">&lt;p&gt;DeathBySurfeit: /* Graceful Edition Overhaul */ renamed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Self-advertising =&lt;br /&gt;
&lt;br /&gt;
I'm a moderately-experienced Exalted Storyteller with a love of cinematicism, tinkering, and Rebecca Borgstrom's imagination. In the course of my games, I inevitably amass a small arsenal of concepts, characters, game mechanics and house rules that are really wasted sitting in folders at home - hence the Wikification! Well, that, and insurance against some IT-related catastrophe.&lt;br /&gt;
&lt;br /&gt;
I really hope this material helps someone out there. Any comments, suggestions or criticisms are welcomed with open arms, as there's no way of me making these to myself. Also, I love attention; the more feedback I get, the larger the number of people I appear to be writing for (and thus the more motivated I am).&lt;br /&gt;
&lt;br /&gt;
= Actual Content =&lt;br /&gt;
&lt;br /&gt;
== Third Edition ==&lt;br /&gt;
&lt;br /&gt;
=== EX3.5 ===&lt;br /&gt;
&lt;br /&gt;
* [[UnifiedProjectMethodology]] - A merging of the Leadership and Craft project rules to provide a 'best of both' approach.&lt;br /&gt;
* [[PrincipledOrganisationMethodology]] - Rules for social influence against organisations.&lt;br /&gt;
* [[AcceptableInfluenceMethodology]] - More structured rules for what to use in social influence, and when.&lt;br /&gt;
* [[CrunchyMeritMethodology]] - A more objective set of rules for what Story Merits do.&lt;br /&gt;
* [[ThreefoldStrategicMethodology]] - An abstraction of mass/naval combat as a backdrop for Exalt-on-Exalt combat.&lt;br /&gt;
* [[GracefulCharmMethodology]] - An overhaul of the 3e Charmsets, so that they follow best practice established in previous editions.&lt;br /&gt;
&lt;br /&gt;
=== Other Content===&lt;br /&gt;
&lt;br /&gt;
* [[IntimateLimitMethodology]] - Bigger, more personal Limit Breaks.&lt;br /&gt;
* [[MartialArts/NaughtyLotusStyle]] - An unconventional Martial Arts style, focusing on the sheer destructive potential of fanservice.&lt;br /&gt;
&lt;br /&gt;
== Previous Editions ==&lt;br /&gt;
&lt;br /&gt;
=== Infernal Exalted ===&lt;br /&gt;
&lt;br /&gt;
[[DBSInfernalExalted]] - An introduction, and notes on their development. 1st edition; 2nd edition will follow release of the Abyssals book.&lt;br /&gt;
* [[DBSInfernalExalted/Castes]] - A description of the different Infernal castes.&lt;br /&gt;
* [[DBSInfernalExalted/Backgrounds]] - Details on the backgrounds available to Infernals.&lt;br /&gt;
* [[DBSInfernalExalted/Artifacts]] - Rules for vitriol and vitrioline artifacts.&lt;br /&gt;
* [[DBSInfernalExalted/Natures]] - Advice on Infernal Natures, and a fair few original ones.&lt;br /&gt;
* [[DBSInfernalExalted/Sins]] - An explanation of where Infernal Virtues go.&lt;br /&gt;
* [[DBSInfernalExalted/Curse]] - Mechanics for the Great Curse as it applies to Infernals.&lt;br /&gt;
* [[DBSInfernalExalted/Charms]] - Infernal Charm mechanics, theme, and description.&lt;br /&gt;
&lt;br /&gt;
[http://ethos.kicks-ass.org/stuff/infernal_sheet.jpg Infernal Character Sheet] - By kind and capable effort of [[Grandmasta]].&lt;br /&gt;
&lt;br /&gt;
=== Third Age ===&lt;br /&gt;
&lt;br /&gt;
[[TheThirdAge]] - A dark steam/cyberpunk setting placed after the successful Locust and Baalorian Crusades, with the reintroduction of Autocthon to Creation.&lt;br /&gt;
* [[TheThirdAge/Glossary]] - Terms and words used distinct from canon Exalted, for easy reference.&lt;br /&gt;
* [[TheThirdAge/History]] - Chronicles detailing the fall of the Second Age, and events leading up to the present day in the Third Age.&lt;br /&gt;
* [[TheThirdAge/Setting]] - Cultures, regions and locales unique to the Third Age, or irrevocably changed by the flow of time.&lt;br /&gt;
* [[TheThirdAge/Heroes]] - Exalts and other magical beings involved in the unfolding Age.&lt;br /&gt;
* [[TheThirdAge/Technology]] - Gadgets, machines and artifacts developed over the course of the many catacylsms.&lt;br /&gt;
* [[TheThirdAge/MartialArts]] - The essence-recalibrative martial arts designed to turn Dragon-Blooded into dedicated adherents of Autocthonian faith.&lt;br /&gt;
&lt;br /&gt;
=== Martial Arts Styles ===&lt;br /&gt;
&lt;br /&gt;
* [[DeathBySurfeit/AscendantQuillCascade]] - Notes on the triplet of Styles in the Ascending Quill Cascade&lt;br /&gt;
* [[MartialArts/TranquilScholarStyle]] - Defensive, estudious Terrestrial Style with a mental focus&lt;br /&gt;
* [[MartialArts/WorldlyCanvassedCalligrapherStyle]] - Convoluted, stylish Celestial Style with a manipulative theme&lt;br /&gt;
* [[MartialArts/AchromaticLexiconOfCreationStyle]] - Bizarre Sidereal Style with elements of shaping combat (!)&lt;br /&gt;
* [[MartialArts/LecherousDevilStyle]] - A Terrestrial style, the dark brother of Naughty Lotus.&lt;br /&gt;
* [[MartialArts/OctopusStyle]] - A traditional animal style, blending guile, strength and the horror of tentacled things man was not meant to know.&lt;br /&gt;
* [[MartialArts/ShatteringUrnStyle]] - Abyssal-flavoured style using blood as weaponry&lt;br /&gt;
* [[MartialArts/WhiteVeiledGardenerStyle]] - Sidereal style focusing on distancing and select killing&lt;br /&gt;
&lt;br /&gt;
=== Alchemical Charms ===&lt;br /&gt;
&lt;br /&gt;
Gizmos for the gizmo god!&lt;br /&gt;
* [[AlchemicalSensoryandSpiritual/DeathBySurfeit]]&lt;br /&gt;
* [[AlchemicalEssenceandWeaving/DeathBySurfeit]]&lt;br /&gt;
* [[AlchemicalStealthandDisguise/DeathBySurfeit]]&lt;br /&gt;
&lt;br /&gt;
== Other Stuff ==&lt;br /&gt;
&lt;br /&gt;
* [[Artifacts/DeathBySurfeit]] - Gizmos and whatsits I've come up with.&lt;br /&gt;
* [[Necromancy/DeathBySurfeit]] - Spoooooky spells.&lt;br /&gt;
* [[Hearthstones/DeathBySurfeit]] - Pretty gems for your enjoyment!&lt;br /&gt;
* [[DeathBySurfeit/PowerTrainingTimes]] - An accelerated, stunt-friendly training time variant.&lt;br /&gt;
* [[BonusPointExperience]] - A pretty much eponymous house rule.&lt;br /&gt;
&lt;br /&gt;
=== Fluff ===&lt;br /&gt;
&lt;br /&gt;
* [[APinchOfSalt]] - my old Western campaign.&lt;br /&gt;
* [[DeathBySurfeit/Ko]] - Character sheet, outcaste DB for a campaign I'm about to play.&lt;br /&gt;
&lt;br /&gt;
== Feedback ==&lt;br /&gt;
&lt;br /&gt;
Well, I was just tickled by this project, and therefore couldn't help but hack the Solar charactersheet into an Infernal one. I'm rather proud of it. [http://ethos.kicks-ass.org/stuff/infernal_sheet.jpg Do let me know if I missed anything?] ~ &amp;lt;i&amp;gt;[[Grandmasta]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wonderfully done - thanks ever so much for your help, and the character sheet is now duly adopted. I'm really glad you liked my efforts so much, and any other feedback or suggestions you can give would be most welcome...[[DeathBySurfeit]]&lt;br /&gt;
:Well, actual character creation rules would be nice, but I guess those would have to wait until after the Charms are finished, eh? ~ &amp;lt;i&amp;gt;[[G]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Except for weird-ass backgrounds, what do you need? These infernals seem like the Most-Evil-Guy type, and so I'd assume they follow the Abyssals in having character creations very, very similar to solars, but with better backgrounds in the backing kinda line. I could see some Leige or Sorcery backgrounds certainly. &amp;lt;br&amp;gt; -- [[Darloth]]&lt;br /&gt;
:The weird-ass backgrounds are actually what I was thinking of, specifically. ^_^() ~ &amp;lt;i&amp;gt;[[G]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:: You know, some original backgrounds would be interesting.  Anything come to mind, [[G]]? -[[Suzume]]&lt;br /&gt;
&lt;br /&gt;
::: Well, it has been suggested that Demon-Blooded get a form of Whispers that works with the Yozis instead of the Malfeans. That'd be a good place to start. :) They definitely need a Leige style background; even the lowliest of the Akuma (*scoff!*) get Patron and Inheritance 5 as part of the &amp;lt;i&amp;gt;basic deal.&amp;lt;/i&amp;gt; ~ &amp;lt;i&amp;gt;[[G]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::: Oh, and there's gotta be a Demonic Contacts...Allies...Henchmen ... hell, why not just make a catch-all &amp;quot;Demons I Chill With&amp;quot; background? ~ &amp;lt;i&amp;gt;[[G]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::::Actually, though I'm not so sure how it would fit in with [[DBSInfernalExalted|DeathBySurfeit]]'s stuff, [[IkselamInfernal/BackgroundProto|Ikselam]] has some preliminary backgrounds that I think are at least worth a look, being rather original.  -[[Suzume]]&lt;br /&gt;
&lt;br /&gt;
:::::I dunno if DBS would agree with me, but I would think the Yozis would be pretty careful in choosing who to pick as their Exalted. Careful enough to make conventions like a sliding scale of How Much Daddy Likes Me a tad irrelevant. Oh, they might like specific examples of the little bastards, but I'd think that'd be represented as a Merit (or Flaw?) than as a background. I guess they could be adapted, but it sounds like they were written with the possibility of an Infernal going rogue, which doesn't sound terribly likely to happen in this incarnation. :) ~ &amp;lt;i&amp;gt;[[G]], rambling&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Say, another random question. Do Infernals get their own signature Magical Material to play with? If so, what is it called? Daimonion? Ormulo? Gluebrass? :) ~ &amp;lt;i&amp;gt;[[G]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Black Lead, or at least that's what [[Spider]] and I have decided on for [[BoXPInfernals]]. If you reverse-engineer from Dukantha's Daiklave it's +2 accuracy, +1 damage, which can reasonably be toned down to +1/+1 each. --[[MUrielw]]&lt;br /&gt;
&lt;br /&gt;
I'll be uploading them shortly, but I've actually been working on much of what you have mentioned. Character creation is basically the same as Solars, with the addition of Voices (similar to Whispers) and Sorcery (similar to Necromancy) backgrounds. With regards Magical Materials, I'm presently deciding on whether to go for [[willows]]'s idea of corrupted materials or my campaign's addition of vitrioline (after a reference in Games of Divinity to it as the caustic element unique to to Malfeas). I'll upload them when I'm finished (Voices was done some time ago), but feedback on the MM debate would be of great help...[[DeathBySurfeit]]&lt;br /&gt;
:I'm divided on it myself; I like the corrupted materials (to match with the corrupted Shards), but there is a definite appeal in a new material entirely. I'm not sure how much I like the term 'vitrioline', though...it sounds like a kind of fuel. Poking around some bilingual dictionaries, I don't see anything better...look in alchemy? - [[willows]]&lt;br /&gt;
&lt;br /&gt;
Could stick with Vitriline... since Vitriol seems to be limited to Malfeas, it would certainly be a possiblity as a material. Heck, there's even a pseudo-elemental of it. &amp;lt;br&amp;gt; -- [[Darloth]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Aside from a preexisting tendency to align Vitioline / Vitriline with the minorMM's, I like the idea of solidified Malice.  ^_^  Mayhap a compromise idea would be that the Infernals use the 5MM, but they must be alloyed and corupted by the Yozi's crunchy-hate.  It's one thought anyway.  -[[Suzume]]&lt;br /&gt;
:&amp;lt;i&amp;gt;-We're Catholic.&amp;lt;/i&amp;gt;&lt;br /&gt;
:&amp;lt;i&amp;gt;-Oh, then you want &amp;lt;b&amp;gt;That's Pure Evil Coming Out of Your Backside, You Naughty Child&amp;lt;/b&amp;gt;.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I say give them Vitriol, or Vitrioline, if that's native to Malfeas. If it's not already what would be considered a &amp;quot;magical&amp;quot; material, have THAT alloyed with atrocity and damnation and call it what you will. [[WaiyaddoNoDan]] convinced me that corrupted MMs are cheesy. :) ~ &amp;lt;i&amp;gt;[[G]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vitrioline, vitriol refined and purified a thousand times over, will be finished off shortly, as will character creation rules. I'm currently seeking themes for the Athletics and Dodge trees, if anyone's got a creative mind spare...[[DeathBySurfeit]]&lt;br /&gt;
&lt;br /&gt;
Athletics could be based around how progressively less and less physical 'laws' apply to them. I mean... start with things like friction, work up to gravity on a small scale, and eventually just negate gravity, intertia, stuff like that entirely? I can certainly see an inertia-less charm as some sort of dodge-charm as well. &amp;lt;br&amp;gt; -- [[Darloth]]&lt;br /&gt;
&lt;br /&gt;
:That idea seems almost exactly like the Alchemical Strength Charms, though. -- [[Will]]&lt;br /&gt;
&lt;br /&gt;
:Also, the altering geometry shtick works pretty well too.  Two points separated by a vast distance are also tangental, and the infernal just sort of steps across.  Or say an arrow is fired,  and travels in its normal, basically parabolic path.  It just happens that now that very same parabolic path takes it straight up and over the infernal, as she stands there smiling at you, ready to take that step from one point to another, and take your insides on a trip outside--thanks to his trusty poignard of... whatever they end up using--on her way.  ^_^  -[[Suzume]]  (Try waking up in the middle of the night from dreaming of that, explaining that to your lover, and having her give you the &amp;quot;disgusted&amp;quot; look because it made you very happy.  ^_^ )&lt;br /&gt;
&lt;br /&gt;
Impatient demand for more stuff! o_o ~ &amp;lt;i&amp;gt;[[G]]&amp;lt;/i&amp;gt;&lt;br /&gt;
: Delighted cheering! ~ &amp;lt;i&amp;gt;[[G]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ideas presently very welcome on the subject of the Dodge tree. It's somewhat a crucial tree; Infernals presently have an extremely noticeable lack of defensive Charms, so if they were to be included at all they'd be included there. The tree &amp;lt;b&amp;gt;could&amp;lt;/b&amp;gt; be orientated around physical and social defence mechanisms, or it could be orientated around counterattack charms, obscure evasion methods, stealth and other such things. Or something else entirely. Thanks for the comments in advance...[[DeathBySurfeit]]&lt;br /&gt;
&lt;br /&gt;
:Hmmmmmm.... Several demons and demon types dance, so why not have them doing demon dances that break reality and allow them to do such things as warp space to shift attacks away from themselves, avoid the bonds of hate, friendship, etc.  They should probably have a charm that allows them to retarget attacks on other people or the attacker.  I haven't read through all of the charms so if you have already used any of these, I'm sorry.  Still, I like the mental image I get of somone dancing in place while reality fractures like a broken mirror around them and all attacks on that person get warped around to strike the attacker.  &amp;lt;br&amp;gt;-- [[BrilliantRain]]&lt;br /&gt;
&lt;br /&gt;
:Just realised something else.  Regardless of what else you do, they should probably have a dodge charm that allows them to make a charm enhanced dodge that counts as a parry or soak instead of a dodge, otherwise they will be vulnerable to a decent subset of charms.  After all there are charms out there that totally ignore dodge and charms that ignore non-charm enhanced defences. &amp;lt;br&amp;gt;-- [[BrilliantRain]]&lt;br /&gt;
&lt;br /&gt;
:I was thinking perhaps that since the Infernal shtick as far as combat goes thus far appears to be &amp;quot;kill you before you can kill me,&amp;quot; the Dodge tree might not focus so much on avoiding attacks as &amp;lt;i&amp;gt;dissuading&amp;lt;/i&amp;gt; attackers from attacking in the first place. I can definitely see a series of &amp;quot;Sure, go ahead and hit me. Heh heh heh.&amp;quot; Charms being right at home there. Or maybe a Celestial Safety Amongst Enemies. Maybe a Charm or set thereof which trick the target into thinking one of his comrades is actually the Infernal? ~ &amp;lt;i&amp;gt;[[G]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Whoo, congrats on finishing! I've kind of watched this over the months it's developed, and I think the project is preeeetty neat. Now.. Infernal chargen rules! Citizens demand it! -- [[Will]]&lt;br /&gt;
&lt;br /&gt;
I'll get working on them. In the meantime, just imagine they're Solars with differently named weaponry, castes and Charm sets...[[DeathBySurfeit]]&lt;br /&gt;
&lt;br /&gt;
This is great stuff! Well done! *so yoinked* - [[Nikink]]&lt;br /&gt;
&lt;br /&gt;
I aim to, er, be yoinked. Mwa to all those Friend Citizens who voted for [[DBSInfernalExalted/MartialArts|Five Falling Butterflies Style]]! ...[[DeathBySurfeit]]&lt;br /&gt;
&lt;br /&gt;
That is one awesome Charmset, sir or ma'am. Obviously our visions of the Infernals differ, but I covet your talent. --[[MUrielw]]&lt;br /&gt;
&lt;br /&gt;
:Many thanks, sir or ma'am! I've somehow omitted to link to your own rendition of those charming individuals, but that's since fixed. Eee, I don't look forward to converting all the Charms to their second edition variants. Still, nobbleyess obleegay...[[DeathBySurfeit]]&lt;br /&gt;
&lt;br /&gt;
Talking about Nobbly-Ess Oblighey, check your gmail. Sorry to everyone else, but DBS will never see this if I don't major it, and you would not -believe- how difficult it is to get in contact otherwise. &amp;lt;br&amp;gt; -- [[Darloth]]&lt;br /&gt;
&lt;br /&gt;
Hahahahahahahahahhahahahahhaha! Gold, pure gold! B-) -[[nikink]]&lt;br /&gt;
&lt;br /&gt;
^_^ ...[[DeathBySurfeit]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This might not be the right place to ask, but since you've been giving me advice I hope you can give me some more. I tried to do as you said and made new pages without spaces in the name. But that left old pages with the bad names and I think maybe they should be deleted. But I dont know how to do it... can you help me? /[[Swifty]]&lt;br /&gt;
&lt;br /&gt;
Sadly, he cannot help you delete pages, as it is basically impossible. However, if you move all the stuff onto the better-named page, you can either leave the old one blank or use a redirect to make the old page point at the new page. An example of how to do that can be found [[TextFormattingRules|Here]], under the miscellaneous section. Doing either of those keeps the wasted space to a minimum, and then the old pages will eventually fall out of use.&lt;br /&gt;
&lt;br /&gt;
In other news, [[DeathBySurfeit|DbS]], that gif is awesome! &amp;lt;br&amp;gt; -- [[Darloth]] &lt;br /&gt;
&lt;br /&gt;
:[[Darloth]] got it in one. Don't worry about leaving redundant pages around; if you delete all references to them, they're as good as removed anyway. Glad you liekd the gif, [[Darloth|Dar]]! I think the meme is old enough to start being funny again...[[DeathBySurfeit]]&lt;br /&gt;
&lt;br /&gt;
By the way  - did Square pay you for the english translation of Balthier, or did you just mentally imprint yourself onto him from afar? &amp;lt;br&amp;gt; -- [[Darloth]] &amp;lt;i&amp;gt;finds the similarities disturbing sometimes&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Gah! I shall have to demand royalties...[[DeathBySurfeit]]&lt;br /&gt;
&lt;br /&gt;
HOLY CRAP.  Has that GIF been here all this time?  Is it yours?  It is amazing.  Amazing.&lt;br /&gt;
&amp;lt;br&amp;gt;~ [[Shataina]]&lt;br /&gt;
&lt;br /&gt;
:It has been here for some time, and I was the one who compiled the images together into an animation that [[DeathBySurfeit]] posted on the The Freedom Stone forum some time back. Mind you, my version was more vibrant for some odd reason, compared to the other one that someone else made ~ [[Haku]]&lt;br /&gt;
&lt;br /&gt;
:Mmm! I had a flash of inspiration, spent a little time in photoshop and the ever-delightful [[Haku]] rendered it into a gif for me. It was supposed to only be a temporary thing, but I've since become quite attached to it...[[DeathBySurfeit]]&lt;br /&gt;
&lt;br /&gt;
You should talk with Jachra - he hangs around on [[OpenRPG]] a fair bit, and I think you two would get on well on the subject of faeries. &amp;lt;br&amp;gt; -- [[Darloth]].&lt;/div&gt;</summary>
		<author><name>DeathBySurfeit</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=AcceptableInfluenceMethodology&amp;diff=94869</id>
		<title>AcceptableInfluenceMethodology</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=AcceptableInfluenceMethodology&amp;diff=94869"/>
				<updated>2016-05-10T15:27:59Z</updated>
		
		<summary type="html">&lt;p&gt;DeathBySurfeit: /* Occult */ clarification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Acceptable Influence Methodology=&lt;br /&gt;
&lt;br /&gt;
This is a system to rationalise the different forms of influence, and the use of Abilities to make them.&lt;br /&gt;
&lt;br /&gt;
==Actions And Abilities==&lt;br /&gt;
&lt;br /&gt;
* '''Bureaucracy''' is used for '''bargain''' attempts.&lt;br /&gt;
* '''Investigation''' is used for '''profile''' attempts (not a form of influence).&lt;br /&gt;
* '''Linguistics''' is used for '''written influence''' attempts.&lt;br /&gt;
* '''Occult''' is used for '''warding''' attempts.&lt;br /&gt;
* '''Performance''' is used for '''inspire''' and '''instil''' attempts.&lt;br /&gt;
* '''Presence''' is used for '''convince''', '''persuade''', and '''threaten''' attempts.&lt;br /&gt;
* '''Socialise''' is used for '''read ''' (not a form of influence), and '''organisational influence''' attempts (see [[PrincipledOrganisationMethodology|Principled Organisation Methodology]]).&lt;br /&gt;
&lt;br /&gt;
If a Charm does not state the specific kind of '''influence''' it must be used on, it can be freely used on influence actions from other Abilities, and combo’d with their Charms. This does not apply to '''written influence''' attempts, which have their own Charms.&lt;br /&gt;
&lt;br /&gt;
==Investigation==&lt;br /&gt;
&lt;br /&gt;
Investigation rules have been replaced by the following:&lt;br /&gt;
&lt;br /&gt;
===Search===&lt;br /&gt;
&lt;br /&gt;
A '''search''' action is done to locate any hidden items of note in an area. It works as described in the first half of the ‘case scene’ action in EX3.&lt;br /&gt;
&lt;br /&gt;
Search attempts cannot be reattempted unless you receive direct evidence that points to something having been overlooked.&lt;br /&gt;
&lt;br /&gt;
===Case===&lt;br /&gt;
&lt;br /&gt;
A '''case''' action is done on the location of a battle, crime, or other significant event to discover more about what happened, and who was involved. It works as described in the second half of the ‘case scene’ action in EX3, except that it produces one actionable clue (about the event or its participants) if successful, and one further clue for each threshold success.&lt;br /&gt;
&lt;br /&gt;
Threshold successes also create a banked pool. If you '''case''' multiple locations, keep only the best result in your pool. These may be added as bonus dice to a single '''persuade''' attempt (including '''bargain''' and '''threaten''') to convince someone of a person’s culpability, or get them to confess to such - provided it is stunted appropriately. These work whether or not the person is actually guilty of the charges laid at their feet.&lt;br /&gt;
&lt;br /&gt;
'''Case''' actions cannot be reattempted until after you have used the banked successes.&lt;br /&gt;
&lt;br /&gt;
===Profile===&lt;br /&gt;
&lt;br /&gt;
A '''profile''' action is a way of discovering more about someone. To qualify for a profile attempt against someone, you must do one of the following:&lt;br /&gt;
&lt;br /&gt;
* Spend a full scene interacting with them&lt;br /&gt;
* Shadow them as a dramatic action lasting at least fifteen minutes&lt;br /&gt;
* Search a private space belonging to them (e.g. home or office) for at least fifteen minutes&lt;br /&gt;
&lt;br /&gt;
The basic Difficulty of a profile attempt is equal to the subject’s Guile. Each threshold success will provide a potentially useful piece of background information against them.&lt;br /&gt;
&lt;br /&gt;
Threshold successes also create a banked pool. These may be added as bonus dice to a single '''read''' action against that character - provided it is stunted appropriately.&lt;br /&gt;
&lt;br /&gt;
'''Profile''' actions against a character cannot be reattempted until after you have used the banked successes.&lt;br /&gt;
&lt;br /&gt;
==Linguistics==&lt;br /&gt;
&lt;br /&gt;
===Written Influence===&lt;br /&gt;
&lt;br /&gt;
Linguistics is used for all types of '''written influence''' attempts, and creates a document called a missive. Missives are targeted at either a specific person (and have no effect on others), or at a group (receiving the group penalty for influence). A person must actively choose to read a missive to be affected by any influence within it.&lt;br /&gt;
&lt;br /&gt;
Written influence attempts '''cannot''' be combined with Charms from other Abilities, except through use of dedicated Charms (Power-Snaring Image, in the Graceful Charm Methodology). Motes spent on creating a missive remain committed for as long as the Exalt wants the bonus to remain. If the missive was targeted at a specific person, the motes are automatically released as soon as they read it (notifying the Exalt that it has been read).&lt;br /&gt;
&lt;br /&gt;
==Occult==&lt;br /&gt;
&lt;br /&gt;
Some Occult Charms allow you to make a '''warding''' attempt. This is a Charisma+Occult roll that does not require an Intimacy to be evoked, and cannot be resisted by spending Willpower unless the spirit has a higher Essence than the Solar. If successful, it has effects dependent on the Charm that triggered it. '''Warding''' attempts replace the roll to bind a demon summoned by sorcery.&lt;br /&gt;
&lt;br /&gt;
Non-Excellency Charms that support '''persuade''' attempts can be used to enhance a '''warding''' attempt.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
&lt;br /&gt;
There are no longer Charms for different types of performance.&lt;br /&gt;
&lt;br /&gt;
===Emotions===&lt;br /&gt;
&lt;br /&gt;
'''Inspire''' attempts create Emotions of the influencer’s choice (Anger, Sadness, Lust, etc). These are an Intimacy (neither Tie nor Principle) that is of Major strength unless stated otherwise. Emotions are not specific to a person, object, or event.&lt;br /&gt;
&lt;br /&gt;
An Emotion lasts until the character expresses them with an appropriate Serious task. The player of that character chooses the nature of the task, based on their circumstances and characterisation. Until a suitable task is completed, the Emotion remains.&lt;br /&gt;
&lt;br /&gt;
Emotions may affect a character's Guile in the same way that Intimacies affect Resolve. If a character's Emotion '''supports''' their goal for the interaction, mirrors their Tie toward the character reading them, or mirrors the nature of an Intimacy used to bolster their Resolve, the difficulty of the read intentions action is '''reduced'''. If the Emotion '''opposes''' these, the difficulty of the read intentions action is '''increased'''.&lt;br /&gt;
&lt;br /&gt;
==Presence==&lt;br /&gt;
&lt;br /&gt;
===Convincing===&lt;br /&gt;
&lt;br /&gt;
You may use Presence to '''convince''' someone of a fact or belief. The resultant belief becomes a Minor Principle, which behaves normally. Further '''convince''' attempts can be used to increase or reduce the strength of a person's beliefs.&lt;br /&gt;
&lt;br /&gt;
===Seduction===&lt;br /&gt;
&lt;br /&gt;
'''Seduction''' attempts require an applicable Intimacy – usually a positive Tie toward the Exalt, or an Emotion of lust or awe - to be handled as a '''persuade''' attempt. Alternatively they can be handled as a '''bargain''' attempt, for more professional arrangements. Sleeping with someone is usually considered an &amp;quot;Inconvenient&amp;quot; task. If it requires a person to break a mundane vow, it becomes a &amp;quot;Serious&amp;quot; task. If doing so requires them to give up their lifestyle completely, it becomes &amp;quot;Life-Changing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Socialise==&lt;br /&gt;
&lt;br /&gt;
===Reading People===&lt;br /&gt;
&lt;br /&gt;
The 'read intentions' action is replaced by the '''read''' action. When making a '''read''' action, the player may determine any '''one''' of the following about the subject:&lt;br /&gt;
&lt;br /&gt;
* Their desired outcome for the current interaction.&lt;br /&gt;
* All Emotions they are currently experiencing.&lt;br /&gt;
* The nature of any Ties they have toward the player’s character, or that are otherwise applicable to them.&lt;br /&gt;
* The nature of any Intimacies they used (if any) to bolster their Resolve against a specific '''influence''' attempt, that occurred previously in the scene. The subjects of Ties are only revealed if they are present on the scene.&lt;br /&gt;
* Whether they were being honest when they made a specific statement - receiving an answer of &amp;quot;Yes&amp;quot;, &amp;quot;No&amp;quot;, or &amp;quot;Kind Of&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you fail a '''read''' action against someone, you may not make further attempts against that person for the remainder of the scene. If taking part in a debate, or other form of contested influence where people take turns, making a '''read''' action is done in lieu of making an '''influence''' attempt.&lt;br /&gt;
&lt;br /&gt;
==Comments==&lt;/div&gt;</summary>
		<author><name>DeathBySurfeit</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=AcceptableInfluenceMethodology&amp;diff=94868</id>
		<title>AcceptableInfluenceMethodology</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=AcceptableInfluenceMethodology&amp;diff=94868"/>
				<updated>2016-05-10T15:23:47Z</updated>
		
		<summary type="html">&lt;p&gt;DeathBySurfeit: /* Actions And Abilities */ added 'convince'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Acceptable Influence Methodology=&lt;br /&gt;
&lt;br /&gt;
This is a system to rationalise the different forms of influence, and the use of Abilities to make them.&lt;br /&gt;
&lt;br /&gt;
==Actions And Abilities==&lt;br /&gt;
&lt;br /&gt;
* '''Bureaucracy''' is used for '''bargain''' attempts.&lt;br /&gt;
* '''Investigation''' is used for '''profile''' attempts (not a form of influence).&lt;br /&gt;
* '''Linguistics''' is used for '''written influence''' attempts.&lt;br /&gt;
* '''Occult''' is used for '''warding''' attempts.&lt;br /&gt;
* '''Performance''' is used for '''inspire''' and '''instil''' attempts.&lt;br /&gt;
* '''Presence''' is used for '''convince''', '''persuade''', and '''threaten''' attempts.&lt;br /&gt;
* '''Socialise''' is used for '''read ''' (not a form of influence), and '''organisational influence''' attempts (see [[PrincipledOrganisationMethodology|Principled Organisation Methodology]]).&lt;br /&gt;
&lt;br /&gt;
If a Charm does not state the specific kind of '''influence''' it must be used on, it can be freely used on influence actions from other Abilities, and combo’d with their Charms. This does not apply to '''written influence''' attempts, which have their own Charms.&lt;br /&gt;
&lt;br /&gt;
==Investigation==&lt;br /&gt;
&lt;br /&gt;
Investigation rules have been replaced by the following:&lt;br /&gt;
&lt;br /&gt;
===Search===&lt;br /&gt;
&lt;br /&gt;
A '''search''' action is done to locate any hidden items of note in an area. It works as described in the first half of the ‘case scene’ action in EX3.&lt;br /&gt;
&lt;br /&gt;
Search attempts cannot be reattempted unless you receive direct evidence that points to something having been overlooked.&lt;br /&gt;
&lt;br /&gt;
===Case===&lt;br /&gt;
&lt;br /&gt;
A '''case''' action is done on the location of a battle, crime, or other significant event to discover more about what happened, and who was involved. It works as described in the second half of the ‘case scene’ action in EX3, except that it produces one actionable clue (about the event or its participants) if successful, and one further clue for each threshold success.&lt;br /&gt;
&lt;br /&gt;
Threshold successes also create a banked pool. If you '''case''' multiple locations, keep only the best result in your pool. These may be added as bonus dice to a single '''persuade''' attempt (including '''bargain''' and '''threaten''') to convince someone of a person’s culpability, or get them to confess to such - provided it is stunted appropriately. These work whether or not the person is actually guilty of the charges laid at their feet.&lt;br /&gt;
&lt;br /&gt;
'''Case''' actions cannot be reattempted until after you have used the banked successes.&lt;br /&gt;
&lt;br /&gt;
===Profile===&lt;br /&gt;
&lt;br /&gt;
A '''profile''' action is a way of discovering more about someone. To qualify for a profile attempt against someone, you must do one of the following:&lt;br /&gt;
&lt;br /&gt;
* Spend a full scene interacting with them&lt;br /&gt;
* Shadow them as a dramatic action lasting at least fifteen minutes&lt;br /&gt;
* Search a private space belonging to them (e.g. home or office) for at least fifteen minutes&lt;br /&gt;
&lt;br /&gt;
The basic Difficulty of a profile attempt is equal to the subject’s Guile. Each threshold success will provide a potentially useful piece of background information against them.&lt;br /&gt;
&lt;br /&gt;
Threshold successes also create a banked pool. These may be added as bonus dice to a single '''read''' action against that character - provided it is stunted appropriately.&lt;br /&gt;
&lt;br /&gt;
'''Profile''' actions against a character cannot be reattempted until after you have used the banked successes.&lt;br /&gt;
&lt;br /&gt;
==Linguistics==&lt;br /&gt;
&lt;br /&gt;
===Written Influence===&lt;br /&gt;
&lt;br /&gt;
Linguistics is used for all types of '''written influence''' attempts, and creates a document called a missive. Missives are targeted at either a specific person (and have no effect on others), or at a group (receiving the group penalty for influence). A person must actively choose to read a missive to be affected by any influence within it.&lt;br /&gt;
&lt;br /&gt;
Written influence attempts '''cannot''' be combined with Charms from other Abilities, except through use of dedicated Charms (Power-Snaring Image, in the Graceful Charm Methodology). Motes spent on creating a missive remain committed for as long as the Exalt wants the bonus to remain. If the missive was targeted at a specific person, the motes are automatically released as soon as they read it (notifying the Exalt that it has been read).&lt;br /&gt;
&lt;br /&gt;
==Occult==&lt;br /&gt;
&lt;br /&gt;
Some Occult Charms allow you to make a '''warding''' attempt. This is a Charisma+Occult roll that does not require an Intimacy to be evoked, and cannot be resisted by spending Willpower unless the spirit has a higher Essence than the Solar. If successful, it has effects dependent on the Charm that triggered it. '''Warding''' rolls replace the roll to bind a demon summoned by sorcery.&lt;br /&gt;
&lt;br /&gt;
Non-Excellency Charms that support '''influence''' or '''persuade''' attempts can be used to enhance a '''warding''' attempt.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
&lt;br /&gt;
There are no longer Charms for different types of performance.&lt;br /&gt;
&lt;br /&gt;
===Emotions===&lt;br /&gt;
&lt;br /&gt;
'''Inspire''' attempts create Emotions of the influencer’s choice (Anger, Sadness, Lust, etc). These are an Intimacy (neither Tie nor Principle) that is of Major strength unless stated otherwise. Emotions are not specific to a person, object, or event.&lt;br /&gt;
&lt;br /&gt;
An Emotion lasts until the character expresses them with an appropriate Serious task. The player of that character chooses the nature of the task, based on their circumstances and characterisation. Until a suitable task is completed, the Emotion remains.&lt;br /&gt;
&lt;br /&gt;
Emotions may affect a character's Guile in the same way that Intimacies affect Resolve. If a character's Emotion '''supports''' their goal for the interaction, mirrors their Tie toward the character reading them, or mirrors the nature of an Intimacy used to bolster their Resolve, the difficulty of the read intentions action is '''reduced'''. If the Emotion '''opposes''' these, the difficulty of the read intentions action is '''increased'''.&lt;br /&gt;
&lt;br /&gt;
==Presence==&lt;br /&gt;
&lt;br /&gt;
===Convincing===&lt;br /&gt;
&lt;br /&gt;
You may use Presence to '''convince''' someone of a fact or belief. The resultant belief becomes a Minor Principle, which behaves normally. Further '''convince''' attempts can be used to increase or reduce the strength of a person's beliefs.&lt;br /&gt;
&lt;br /&gt;
===Seduction===&lt;br /&gt;
&lt;br /&gt;
'''Seduction''' attempts require an applicable Intimacy – usually a positive Tie toward the Exalt, or an Emotion of lust or awe - to be handled as a '''persuade''' attempt. Alternatively they can be handled as a '''bargain''' attempt, for more professional arrangements. Sleeping with someone is usually considered an &amp;quot;Inconvenient&amp;quot; task. If it requires a person to break a mundane vow, it becomes a &amp;quot;Serious&amp;quot; task. If doing so requires them to give up their lifestyle completely, it becomes &amp;quot;Life-Changing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Socialise==&lt;br /&gt;
&lt;br /&gt;
===Reading People===&lt;br /&gt;
&lt;br /&gt;
The 'read intentions' action is replaced by the '''read''' action. When making a '''read''' action, the player may determine any '''one''' of the following about the subject:&lt;br /&gt;
&lt;br /&gt;
* Their desired outcome for the current interaction.&lt;br /&gt;
* All Emotions they are currently experiencing.&lt;br /&gt;
* The nature of any Ties they have toward the player’s character, or that are otherwise applicable to them.&lt;br /&gt;
* The nature of any Intimacies they used (if any) to bolster their Resolve against a specific '''influence''' attempt, that occurred previously in the scene. The subjects of Ties are only revealed if they are present on the scene.&lt;br /&gt;
* Whether they were being honest when they made a specific statement - receiving an answer of &amp;quot;Yes&amp;quot;, &amp;quot;No&amp;quot;, or &amp;quot;Kind Of&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you fail a '''read''' action against someone, you may not make further attempts against that person for the remainder of the scene. If taking part in a debate, or other form of contested influence where people take turns, making a '''read''' action is done in lieu of making an '''influence''' attempt.&lt;br /&gt;
&lt;br /&gt;
==Comments==&lt;/div&gt;</summary>
		<author><name>DeathBySurfeit</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=AcceptableInfluenceMethodology&amp;diff=94867</id>
		<title>AcceptableInfluenceMethodology</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=AcceptableInfluenceMethodology&amp;diff=94867"/>
				<updated>2016-05-10T15:22:45Z</updated>
		
		<summary type="html">&lt;p&gt;DeathBySurfeit: /* Convincing */ formattan&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Acceptable Influence Methodology=&lt;br /&gt;
&lt;br /&gt;
This is a system to rationalise the different forms of influence, and the use of Abilities to make them.&lt;br /&gt;
&lt;br /&gt;
==Actions And Abilities==&lt;br /&gt;
&lt;br /&gt;
* '''Bureaucracy''' is used for '''bargain''' attempts.&lt;br /&gt;
* '''Investigation''' is used for '''profile''' actions (not a form of influence).&lt;br /&gt;
* '''Linguistics''' is used for '''written influence''' attempts.&lt;br /&gt;
* '''Occult''' is used for '''warding''' attempts.&lt;br /&gt;
* '''Performance''' is used for '''inspire''' and '''instil''' attempts.&lt;br /&gt;
* '''Presence''' is used for '''persuade''' and '''threaten''' attempts.&lt;br /&gt;
* '''Socialise''' is used for '''read intentions''' actions (not a form of influence), and '''organisational influence''' attempts (see [[PrincipledOrganisationMethodology|Principled Organisation Methodology]]).&lt;br /&gt;
&lt;br /&gt;
If a Charm does not state the specific kind of '''influence''' it must be used on, it can be freely used on influence actions from other Abilities, and combo’d with their Charms. This does not apply to '''written influence''' attempts, which have their own Charms.&lt;br /&gt;
&lt;br /&gt;
==Investigation==&lt;br /&gt;
&lt;br /&gt;
Investigation rules have been replaced by the following:&lt;br /&gt;
&lt;br /&gt;
===Search===&lt;br /&gt;
&lt;br /&gt;
A '''search''' action is done to locate any hidden items of note in an area. It works as described in the first half of the ‘case scene’ action in EX3.&lt;br /&gt;
&lt;br /&gt;
Search attempts cannot be reattempted unless you receive direct evidence that points to something having been overlooked.&lt;br /&gt;
&lt;br /&gt;
===Case===&lt;br /&gt;
&lt;br /&gt;
A '''case''' action is done on the location of a battle, crime, or other significant event to discover more about what happened, and who was involved. It works as described in the second half of the ‘case scene’ action in EX3, except that it produces one actionable clue (about the event or its participants) if successful, and one further clue for each threshold success.&lt;br /&gt;
&lt;br /&gt;
Threshold successes also create a banked pool. If you '''case''' multiple locations, keep only the best result in your pool. These may be added as bonus dice to a single '''persuade''' attempt (including '''bargain''' and '''threaten''') to convince someone of a person’s culpability, or get them to confess to such - provided it is stunted appropriately. These work whether or not the person is actually guilty of the charges laid at their feet.&lt;br /&gt;
&lt;br /&gt;
'''Case''' actions cannot be reattempted until after you have used the banked successes.&lt;br /&gt;
&lt;br /&gt;
===Profile===&lt;br /&gt;
&lt;br /&gt;
A '''profile''' action is a way of discovering more about someone. To qualify for a profile attempt against someone, you must do one of the following:&lt;br /&gt;
&lt;br /&gt;
* Spend a full scene interacting with them&lt;br /&gt;
* Shadow them as a dramatic action lasting at least fifteen minutes&lt;br /&gt;
* Search a private space belonging to them (e.g. home or office) for at least fifteen minutes&lt;br /&gt;
&lt;br /&gt;
The basic Difficulty of a profile attempt is equal to the subject’s Guile. Each threshold success will provide a potentially useful piece of background information against them.&lt;br /&gt;
&lt;br /&gt;
Threshold successes also create a banked pool. These may be added as bonus dice to a single '''read''' action against that character - provided it is stunted appropriately.&lt;br /&gt;
&lt;br /&gt;
'''Profile''' actions against a character cannot be reattempted until after you have used the banked successes.&lt;br /&gt;
&lt;br /&gt;
==Linguistics==&lt;br /&gt;
&lt;br /&gt;
===Written Influence===&lt;br /&gt;
&lt;br /&gt;
Linguistics is used for all types of '''written influence''' attempts, and creates a document called a missive. Missives are targeted at either a specific person (and have no effect on others), or at a group (receiving the group penalty for influence). A person must actively choose to read a missive to be affected by any influence within it.&lt;br /&gt;
&lt;br /&gt;
Written influence attempts '''cannot''' be combined with Charms from other Abilities, except through use of dedicated Charms (Power-Snaring Image, in the Graceful Charm Methodology). Motes spent on creating a missive remain committed for as long as the Exalt wants the bonus to remain. If the missive was targeted at a specific person, the motes are automatically released as soon as they read it (notifying the Exalt that it has been read).&lt;br /&gt;
&lt;br /&gt;
==Occult==&lt;br /&gt;
&lt;br /&gt;
Some Occult Charms allow you to make a '''warding''' attempt. This is a Charisma+Occult roll that does not require an Intimacy to be evoked, and cannot be resisted by spending Willpower unless the spirit has a higher Essence than the Solar. If successful, it has effects dependent on the Charm that triggered it. '''Warding''' rolls replace the roll to bind a demon summoned by sorcery.&lt;br /&gt;
&lt;br /&gt;
Non-Excellency Charms that support '''influence''' or '''persuade''' attempts can be used to enhance a '''warding''' attempt.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
&lt;br /&gt;
There are no longer Charms for different types of performance.&lt;br /&gt;
&lt;br /&gt;
===Emotions===&lt;br /&gt;
&lt;br /&gt;
'''Inspire''' attempts create Emotions of the influencer’s choice (Anger, Sadness, Lust, etc). These are an Intimacy (neither Tie nor Principle) that is of Major strength unless stated otherwise. Emotions are not specific to a person, object, or event.&lt;br /&gt;
&lt;br /&gt;
An Emotion lasts until the character expresses them with an appropriate Serious task. The player of that character chooses the nature of the task, based on their circumstances and characterisation. Until a suitable task is completed, the Emotion remains.&lt;br /&gt;
&lt;br /&gt;
Emotions may affect a character's Guile in the same way that Intimacies affect Resolve. If a character's Emotion '''supports''' their goal for the interaction, mirrors their Tie toward the character reading them, or mirrors the nature of an Intimacy used to bolster their Resolve, the difficulty of the read intentions action is '''reduced'''. If the Emotion '''opposes''' these, the difficulty of the read intentions action is '''increased'''.&lt;br /&gt;
&lt;br /&gt;
==Presence==&lt;br /&gt;
&lt;br /&gt;
===Convincing===&lt;br /&gt;
&lt;br /&gt;
You may use Presence to '''convince''' someone of a fact or belief. The resultant belief becomes a Minor Principle, which behaves normally. Further '''convince''' attempts can be used to increase or reduce the strength of a person's beliefs.&lt;br /&gt;
&lt;br /&gt;
===Seduction===&lt;br /&gt;
&lt;br /&gt;
'''Seduction''' attempts require an applicable Intimacy – usually a positive Tie toward the Exalt, or an Emotion of lust or awe - to be handled as a '''persuade''' attempt. Alternatively they can be handled as a '''bargain''' attempt, for more professional arrangements. Sleeping with someone is usually considered an &amp;quot;Inconvenient&amp;quot; task. If it requires a person to break a mundane vow, it becomes a &amp;quot;Serious&amp;quot; task. If doing so requires them to give up their lifestyle completely, it becomes &amp;quot;Life-Changing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Socialise==&lt;br /&gt;
&lt;br /&gt;
===Reading People===&lt;br /&gt;
&lt;br /&gt;
The 'read intentions' action is replaced by the '''read''' action. When making a '''read''' action, the player may determine any '''one''' of the following about the subject:&lt;br /&gt;
&lt;br /&gt;
* Their desired outcome for the current interaction.&lt;br /&gt;
* All Emotions they are currently experiencing.&lt;br /&gt;
* The nature of any Ties they have toward the player’s character, or that are otherwise applicable to them.&lt;br /&gt;
* The nature of any Intimacies they used (if any) to bolster their Resolve against a specific '''influence''' attempt, that occurred previously in the scene. The subjects of Ties are only revealed if they are present on the scene.&lt;br /&gt;
* Whether they were being honest when they made a specific statement - receiving an answer of &amp;quot;Yes&amp;quot;, &amp;quot;No&amp;quot;, or &amp;quot;Kind Of&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you fail a '''read''' action against someone, you may not make further attempts against that person for the remainder of the scene. If taking part in a debate, or other form of contested influence where people take turns, making a '''read''' action is done in lieu of making an '''influence''' attempt.&lt;br /&gt;
&lt;br /&gt;
==Comments==&lt;/div&gt;</summary>
		<author><name>DeathBySurfeit</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=AcceptableInfluenceMethodology&amp;diff=94866</id>
		<title>AcceptableInfluenceMethodology</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=AcceptableInfluenceMethodology&amp;diff=94866"/>
				<updated>2016-05-10T15:22:00Z</updated>
		
		<summary type="html">&lt;p&gt;DeathBySurfeit: Separated out beliefs and convincing; moved to Presence.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Acceptable Influence Methodology=&lt;br /&gt;
&lt;br /&gt;
This is a system to rationalise the different forms of influence, and the use of Abilities to make them.&lt;br /&gt;
&lt;br /&gt;
==Actions And Abilities==&lt;br /&gt;
&lt;br /&gt;
* '''Bureaucracy''' is used for '''bargain''' attempts.&lt;br /&gt;
* '''Investigation''' is used for '''profile''' actions (not a form of influence).&lt;br /&gt;
* '''Linguistics''' is used for '''written influence''' attempts.&lt;br /&gt;
* '''Occult''' is used for '''warding''' attempts.&lt;br /&gt;
* '''Performance''' is used for '''inspire''' and '''instil''' attempts.&lt;br /&gt;
* '''Presence''' is used for '''persuade''' and '''threaten''' attempts.&lt;br /&gt;
* '''Socialise''' is used for '''read intentions''' actions (not a form of influence), and '''organisational influence''' attempts (see [[PrincipledOrganisationMethodology|Principled Organisation Methodology]]).&lt;br /&gt;
&lt;br /&gt;
If a Charm does not state the specific kind of '''influence''' it must be used on, it can be freely used on influence actions from other Abilities, and combo’d with their Charms. This does not apply to '''written influence''' attempts, which have their own Charms.&lt;br /&gt;
&lt;br /&gt;
==Investigation==&lt;br /&gt;
&lt;br /&gt;
Investigation rules have been replaced by the following:&lt;br /&gt;
&lt;br /&gt;
===Search===&lt;br /&gt;
&lt;br /&gt;
A '''search''' action is done to locate any hidden items of note in an area. It works as described in the first half of the ‘case scene’ action in EX3.&lt;br /&gt;
&lt;br /&gt;
Search attempts cannot be reattempted unless you receive direct evidence that points to something having been overlooked.&lt;br /&gt;
&lt;br /&gt;
===Case===&lt;br /&gt;
&lt;br /&gt;
A '''case''' action is done on the location of a battle, crime, or other significant event to discover more about what happened, and who was involved. It works as described in the second half of the ‘case scene’ action in EX3, except that it produces one actionable clue (about the event or its participants) if successful, and one further clue for each threshold success.&lt;br /&gt;
&lt;br /&gt;
Threshold successes also create a banked pool. If you '''case''' multiple locations, keep only the best result in your pool. These may be added as bonus dice to a single '''persuade''' attempt (including '''bargain''' and '''threaten''') to convince someone of a person’s culpability, or get them to confess to such - provided it is stunted appropriately. These work whether or not the person is actually guilty of the charges laid at their feet.&lt;br /&gt;
&lt;br /&gt;
'''Case''' actions cannot be reattempted until after you have used the banked successes.&lt;br /&gt;
&lt;br /&gt;
===Profile===&lt;br /&gt;
&lt;br /&gt;
A '''profile''' action is a way of discovering more about someone. To qualify for a profile attempt against someone, you must do one of the following:&lt;br /&gt;
&lt;br /&gt;
* Spend a full scene interacting with them&lt;br /&gt;
* Shadow them as a dramatic action lasting at least fifteen minutes&lt;br /&gt;
* Search a private space belonging to them (e.g. home or office) for at least fifteen minutes&lt;br /&gt;
&lt;br /&gt;
The basic Difficulty of a profile attempt is equal to the subject’s Guile. Each threshold success will provide a potentially useful piece of background information against them.&lt;br /&gt;
&lt;br /&gt;
Threshold successes also create a banked pool. These may be added as bonus dice to a single '''read''' action against that character - provided it is stunted appropriately.&lt;br /&gt;
&lt;br /&gt;
'''Profile''' actions against a character cannot be reattempted until after you have used the banked successes.&lt;br /&gt;
&lt;br /&gt;
==Linguistics==&lt;br /&gt;
&lt;br /&gt;
===Written Influence===&lt;br /&gt;
&lt;br /&gt;
Linguistics is used for all types of '''written influence''' attempts, and creates a document called a missive. Missives are targeted at either a specific person (and have no effect on others), or at a group (receiving the group penalty for influence). A person must actively choose to read a missive to be affected by any influence within it.&lt;br /&gt;
&lt;br /&gt;
Written influence attempts '''cannot''' be combined with Charms from other Abilities, except through use of dedicated Charms (Power-Snaring Image, in the Graceful Charm Methodology). Motes spent on creating a missive remain committed for as long as the Exalt wants the bonus to remain. If the missive was targeted at a specific person, the motes are automatically released as soon as they read it (notifying the Exalt that it has been read).&lt;br /&gt;
&lt;br /&gt;
==Occult==&lt;br /&gt;
&lt;br /&gt;
Some Occult Charms allow you to make a '''warding''' attempt. This is a Charisma+Occult roll that does not require an Intimacy to be evoked, and cannot be resisted by spending Willpower unless the spirit has a higher Essence than the Solar. If successful, it has effects dependent on the Charm that triggered it. '''Warding''' rolls replace the roll to bind a demon summoned by sorcery.&lt;br /&gt;
&lt;br /&gt;
Non-Excellency Charms that support '''influence''' or '''persuade''' attempts can be used to enhance a '''warding''' attempt.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
&lt;br /&gt;
There are no longer Charms for different types of performance.&lt;br /&gt;
&lt;br /&gt;
===Emotions===&lt;br /&gt;
&lt;br /&gt;
'''Inspire''' attempts create Emotions of the influencer’s choice (Anger, Sadness, Lust, etc). These are an Intimacy (neither Tie nor Principle) that is of Major strength unless stated otherwise. Emotions are not specific to a person, object, or event.&lt;br /&gt;
&lt;br /&gt;
An Emotion lasts until the character expresses them with an appropriate Serious task. The player of that character chooses the nature of the task, based on their circumstances and characterisation. Until a suitable task is completed, the Emotion remains.&lt;br /&gt;
&lt;br /&gt;
Emotions may affect a character's Guile in the same way that Intimacies affect Resolve. If a character's Emotion '''supports''' their goal for the interaction, mirrors their Tie toward the character reading them, or mirrors the nature of an Intimacy used to bolster their Resolve, the difficulty of the read intentions action is '''reduced'''. If the Emotion '''opposes''' these, the difficulty of the read intentions action is '''increased'''.&lt;br /&gt;
&lt;br /&gt;
==Presence==&lt;br /&gt;
&lt;br /&gt;
===Convincing===&lt;br /&gt;
&lt;br /&gt;
You may use Presence to '''convince'''' someone of a fact or belief. The resultant belief becomes a Minor Principle, which behaves normally. Further '''convince''' attempts can be used to increase or reduce the strength of a person's beliefs.&lt;br /&gt;
&lt;br /&gt;
===Seduction===&lt;br /&gt;
&lt;br /&gt;
'''Seduction''' attempts require an applicable Intimacy – usually a positive Tie toward the Exalt, or an Emotion of lust or awe - to be handled as a '''persuade''' attempt. Alternatively they can be handled as a '''bargain''' attempt, for more professional arrangements. Sleeping with someone is usually considered an &amp;quot;Inconvenient&amp;quot; task. If it requires a person to break a mundane vow, it becomes a &amp;quot;Serious&amp;quot; task. If doing so requires them to give up their lifestyle completely, it becomes &amp;quot;Life-Changing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Socialise==&lt;br /&gt;
&lt;br /&gt;
===Reading People===&lt;br /&gt;
&lt;br /&gt;
The 'read intentions' action is replaced by the '''read''' action. When making a '''read''' action, the player may determine any '''one''' of the following about the subject:&lt;br /&gt;
&lt;br /&gt;
* Their desired outcome for the current interaction.&lt;br /&gt;
* All Emotions they are currently experiencing.&lt;br /&gt;
* The nature of any Ties they have toward the player’s character, or that are otherwise applicable to them.&lt;br /&gt;
* The nature of any Intimacies they used (if any) to bolster their Resolve against a specific '''influence''' attempt, that occurred previously in the scene. The subjects of Ties are only revealed if they are present on the scene.&lt;br /&gt;
* Whether they were being honest when they made a specific statement - receiving an answer of &amp;quot;Yes&amp;quot;, &amp;quot;No&amp;quot;, or &amp;quot;Kind Of&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you fail a '''read''' action against someone, you may not make further attempts against that person for the remainder of the scene. If taking part in a debate, or other form of contested influence where people take turns, making a '''read''' action is done in lieu of making an '''influence''' attempt.&lt;br /&gt;
&lt;br /&gt;
==Comments==&lt;/div&gt;</summary>
		<author><name>DeathBySurfeit</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=UnifiedProjectMethodology&amp;diff=94865</id>
		<title>UnifiedProjectMethodology</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=UnifiedProjectMethodology&amp;diff=94865"/>
				<updated>2016-05-10T14:14:15Z</updated>
		
		<summary type="html">&lt;p&gt;DeathBySurfeit: /* Hostile Projects */ clarified starting Merits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Unified Project Methodology=&lt;br /&gt;
'''''Or: Projects In Celestial Essence Supported Stories (PRinCESS)'''''&lt;br /&gt;
&lt;br /&gt;
This is a method to unify the Craft and Leadership rules in Exalted Third Edition. The intent is to create something more accessible than Craft, but more structured than Leadership.&lt;br /&gt;
&lt;br /&gt;
===Project Rating===&lt;br /&gt;
&lt;br /&gt;
Projects are used to provide you with new Story merits. Projects are rated with dots: 0-5, then N/A. The project’s dot-rating is '''always''' the dot-rating of the merit level you are upgrading to.&lt;br /&gt;
&lt;br /&gt;
* 0-dot: flavour-only projects. Completed without a roll at ST’s discretion.&lt;br /&gt;
* 1-dot: Difficulty 1, goal number 2, roll once/week.&lt;br /&gt;
* 2-dot: Difficulty 2, goal number 5, roll once/month.&lt;br /&gt;
* 3-dot: Difficulty 3, goal number 25, roll once/season.&lt;br /&gt;
* 4-dot: Difficulty 4, goal number 50, roll once/year.&lt;br /&gt;
* 5-dot: Difficulty 5, goal number 100, roll once/decade.&lt;br /&gt;
* N/A-dot: At Storyteller discretion.&lt;br /&gt;
&lt;br /&gt;
You must already have a merit one level lower than your goal, which will be replaced by the new higher-level merit. If it is impossible to have a merit at the level of your project, you will need to replace one type of merit with another.&lt;br /&gt;
&lt;br /&gt;
''Example: A character has a one-dot Ally, and they want to improve to having a three-dot Ally. They cannot have a two-dot Ally under the normal rules - instead, they engage in one project to replace their one-dot Ally with two-dot Connections, then another to replace their two-dot Connections with a three-dot Ally.&lt;br /&gt;
&lt;br /&gt;
If you want to create a powerful artifact from scratch, you will need to complete projects that create lower-levelled components or prototypes along the way (a 1-dot project, followed by a 2-dot project, and so on). Repairing a First Age mechanism is represented by a project to upgrade the dormant device (typically a 3- or 4-dot artifact) to its higher-levelled active state.&lt;br /&gt;
&lt;br /&gt;
===Supporting Merits===&lt;br /&gt;
&lt;br /&gt;
You may choose one or more of your suitable Story Merits to help you complete the project. These Supporting Merits will make it easier to complete, but you will lose one dot from each of them upon completion of the project.&lt;br /&gt;
&lt;br /&gt;
You may offer Supporting Merits to other characters to help with their projects, but a merit can only be a Supporting Merit to one project at a time.&lt;br /&gt;
&lt;br /&gt;
===Project Types &amp;amp; Slots===&lt;br /&gt;
&lt;br /&gt;
There are three types of project:&lt;br /&gt;
&lt;br /&gt;
* '''Leadership''': starting, joining, leveraging, or expanding organisations. Limited by Bureaucracy.&lt;br /&gt;
* '''Creation''': creating artifacts, manses, expensive items, or sorcerous works. Limited by Craft.&lt;br /&gt;
* '''Cultural''': social influence against organisations with [[PrincipledOrganisationMethodology|Principled Organisation Methodology]]. Limited by Socialise.&lt;br /&gt;
&lt;br /&gt;
You may not have more project-dots of each type on the go than you have dots in its limiting Ability.&lt;br /&gt;
&lt;br /&gt;
===Progressing Projects===&lt;br /&gt;
&lt;br /&gt;
You roll against the project’s difficulty once per elapsed in-game time period. You may also roll for a single project at the end of each session (or for every ~4 hours of play), but does this will not allow you to complete the project before one of its time periods has elapsed.&lt;br /&gt;
&lt;br /&gt;
Roll [Attribute]+[Ability]+[Specialisations]+[All Supporting Merits], against a Difficulty equal to the project’s dot-rating. The Attribute and Ability used is determined by the nature of the stunt used for the roll.&lt;br /&gt;
&lt;br /&gt;
When you accrue successes equal to the goal number, the project completes and the merit is upgraded. Lose one dot from any supporting merits used in the project.&lt;br /&gt;
&lt;br /&gt;
===Complications===&lt;br /&gt;
&lt;br /&gt;
If you fail when making a project roll at the end of a session, a complication occurs. The ST should create a scene or segment of the next session where you deal with an unexpected challenge to the project’s success.&lt;br /&gt;
&lt;br /&gt;
* If the challenge is dealt with especially well, you get a bonus project roll.&lt;br /&gt;
* If the challenge is dealt with satisfactorily, there is no further effect.&lt;br /&gt;
* If the challenge is dealt with badly, you will lose a dot from a Supporting Merit. If you have no Supporting Merits for the project, the project will fail and must be started again.&lt;br /&gt;
&lt;br /&gt;
==Special Project Types==&lt;br /&gt;
&lt;br /&gt;
===Conversion Projects===&lt;br /&gt;
&lt;br /&gt;
You can quickly turn one Merit into another with a '''conversion project'''. The contributing Merit is removed and replaced with either:&lt;br /&gt;
&lt;br /&gt;
* Another Merit of the same rating. The project has a dot-rating of (old Merit - 1).&lt;br /&gt;
* Another Merit with a rating one lower. The project has a dot-rating of (old Merit - 3).&lt;br /&gt;
&lt;br /&gt;
===Hostile Projects===&lt;br /&gt;
&lt;br /&gt;
You can use a '''hostile project''' to attack the Story Merits of another character. A hostile project has a rating ''one dot lower'' than the Merit being attacked. If successful, the Merit under attack will have its rating reduced by 1. You need a starting Merit that is no more than one level lower than the Merit being attacked; this is ''not'' lost when the project completes.&lt;br /&gt;
&lt;br /&gt;
==Comments==&lt;/div&gt;</summary>
		<author><name>DeathBySurfeit</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=AcceptableInfluenceMethodology&amp;diff=94864</id>
		<title>AcceptableInfluenceMethodology</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=AcceptableInfluenceMethodology&amp;diff=94864"/>
				<updated>2016-05-10T14:09:35Z</updated>
		
		<summary type="html">&lt;p&gt;DeathBySurfeit: /* Occult */ clarified Charm applicability&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Acceptable Influence Methodology=&lt;br /&gt;
&lt;br /&gt;
This is a system to rationalise the different forms of influence, and the use of Abilities to make them.&lt;br /&gt;
&lt;br /&gt;
==Actions And Abilities==&lt;br /&gt;
&lt;br /&gt;
* '''Bureaucracy''' is used for '''bargain''' attempts.&lt;br /&gt;
* '''Investigation''' is used for '''profile''' actions (not a form of influence).&lt;br /&gt;
* '''Linguistics''' is used for '''written influence''' attempts.&lt;br /&gt;
* '''Occult''' is used for '''warding''' attempts.&lt;br /&gt;
* '''Performance''' is used for '''inspire''' and '''instil''' attempts.&lt;br /&gt;
* '''Presence''' is used for '''persuade''' and '''threaten''' attempts.&lt;br /&gt;
* '''Socialise''' is used for '''read intentions''' actions (not a form of influence), and '''organisational influence''' attempts (see [[PrincipledOrganisationMethodology|Principled Organisation Methodology]]).&lt;br /&gt;
&lt;br /&gt;
If a Charm does not state the specific kind of '''influence''' it must be used on, it can be freely used on influence actions from other Abilities, and combo’d with their Charms. This does not apply to '''written influence''' attempts, which have their own Charms.&lt;br /&gt;
&lt;br /&gt;
==Investigation==&lt;br /&gt;
&lt;br /&gt;
Investigation rules have been replaced by the following:&lt;br /&gt;
&lt;br /&gt;
===Search===&lt;br /&gt;
&lt;br /&gt;
A '''search''' action is done to locate any hidden items of note in an area. It works as described in the first half of the ‘case scene’ action in EX3.&lt;br /&gt;
&lt;br /&gt;
Search attempts cannot be reattempted unless you receive direct evidence that points to something having been overlooked.&lt;br /&gt;
&lt;br /&gt;
===Case===&lt;br /&gt;
&lt;br /&gt;
A '''case''' action is done on the location of a battle, crime, or other significant event to discover more about what happened, and who was involved. It works as described in the second half of the ‘case scene’ action in EX3, except that it produces one actionable clue (about the event or its participants) if successful, and one further clue for each threshold success.&lt;br /&gt;
&lt;br /&gt;
Threshold successes also create a banked pool. If you '''case''' multiple locations, keep only the best result in your pool. These may be added as bonus dice to a single '''persuade''' attempt (including '''bargain''' and '''threaten''') to convince someone of a person’s culpability, or get them to confess to such - provided it is stunted appropriately. These work whether or not the person is actually guilty of the charges laid at their feet.&lt;br /&gt;
&lt;br /&gt;
'''Case''' actions cannot be reattempted until after you have used the banked successes.&lt;br /&gt;
&lt;br /&gt;
===Profile===&lt;br /&gt;
&lt;br /&gt;
A '''profile''' action is a way of discovering more about someone. To qualify for a profile attempt against someone, you must do one of the following:&lt;br /&gt;
&lt;br /&gt;
* Spend a full scene interacting with them&lt;br /&gt;
* Shadow them as a dramatic action lasting at least fifteen minutes&lt;br /&gt;
* Search a private space belonging to them (e.g. home or office) for at least fifteen minutes&lt;br /&gt;
&lt;br /&gt;
The basic Difficulty of a profile attempt is equal to the subject’s Guile. Each threshold success will provide a potentially useful piece of background information against them.&lt;br /&gt;
&lt;br /&gt;
Threshold successes also create a banked pool. These may be added as bonus dice to a single '''read''' action against that character - provided it is stunted appropriately.&lt;br /&gt;
&lt;br /&gt;
'''Profile''' actions against a character cannot be reattempted until after you have used the banked successes.&lt;br /&gt;
&lt;br /&gt;
==Linguistics==&lt;br /&gt;
&lt;br /&gt;
===Written Influence===&lt;br /&gt;
&lt;br /&gt;
Linguistics is used for all types of '''written influence''' attempts, and creates a document called a missive. Missives are targeted at either a specific person (and have no effect on others), or at a group (receiving the group penalty for influence). A person must actively choose to read a missive to be affected by any influence within it.&lt;br /&gt;
&lt;br /&gt;
Written influence attempts '''cannot''' be combined with Charms from other Abilities, except through use of dedicated Charms (Power-Snaring Image, in the Graceful Charm Methodology). Motes spent on creating a missive remain committed for as long as the Exalt wants the bonus to remain. If the missive was targeted at a specific person, the motes are automatically released as soon as they read it (notifying the Exalt that it has been read).&lt;br /&gt;
&lt;br /&gt;
==Occult==&lt;br /&gt;
&lt;br /&gt;
Some Occult Charms allow you to make a '''warding''' attempt. This is a Charisma+Occult roll that does not require an Intimacy to be evoked, and cannot be resisted by spending Willpower unless the spirit has a higher Essence than the Solar. If successful, it has effects dependent on the Charm that triggered it. '''Warding''' rolls replace the roll to bind a demon summoned by sorcery.&lt;br /&gt;
&lt;br /&gt;
Non-Excellency Charms that support '''influence''' or '''persuade''' attempts can be used to enhance a '''warding''' attempt.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
&lt;br /&gt;
There are no longer Charms for different types of performance.&lt;br /&gt;
&lt;br /&gt;
===Emotions===&lt;br /&gt;
&lt;br /&gt;
'''Inspire''' attempts create Emotions of the influencer’s choice (Anger, Sadness, Lust, etc). These are an Intimacy (neither Tie nor Principle) that is of Major strength unless stated otherwise. Emotions are not specific to a person, object, or event.&lt;br /&gt;
&lt;br /&gt;
An Emotion lasts until the character expresses them with an appropriate Serious task. The player of that character chooses the nature of the task, based on their circumstances and characterisation. Until a suitable task is completed, the Emotion remains.&lt;br /&gt;
&lt;br /&gt;
Emotions may affect a character's Guile in the same way that Intimacies affect Resolve. If a character's Emotion '''supports''' their goal for the interaction, mirrors their Tie toward the character reading them, or mirrors the nature of an Intimacy used to bolster their Resolve, the difficulty of the read intentions action is '''reduced'''. If the Emotion '''opposes''' these, the difficulty of the read intentions action is '''increased'''.&lt;br /&gt;
&lt;br /&gt;
===Facts===&lt;br /&gt;
&lt;br /&gt;
Convincing someone of a fact is handled as an '''instil''' attempt. The resultant belief becomes a Principle (usually Minor), which behaves normally.&lt;br /&gt;
&lt;br /&gt;
==Presence==&lt;br /&gt;
&lt;br /&gt;
===Seduction===&lt;br /&gt;
&lt;br /&gt;
'''Seduction''' attempts require an applicable Intimacy – usually a positive Tie toward the Exalt, or an Emotion of lust or awe - to be handled as a '''persuade''' attempt. Alternatively they can be handled as a '''bargain''' attempt, for more professional arrangements. Sleeping with someone is usually considered an &amp;quot;Inconvenient&amp;quot; task. If it requires a person to break a mundane vow, it becomes a &amp;quot;Serious&amp;quot; task. If doing so requires them to give up their lifestyle completely, it becomes &amp;quot;Life-Changing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Socialise==&lt;br /&gt;
&lt;br /&gt;
===Reading People===&lt;br /&gt;
&lt;br /&gt;
The 'read intentions' action is replaced by the '''read''' action. When making a '''read''' action, the player may determine any '''one''' of the following about the subject:&lt;br /&gt;
&lt;br /&gt;
* Their desired outcome for the current interaction.&lt;br /&gt;
* All Emotions they are currently experiencing.&lt;br /&gt;
* The nature of any Ties they have toward the player’s character, or that are otherwise applicable to them.&lt;br /&gt;
* The nature of any Intimacies they used (if any) to bolster their Resolve against a specific '''influence''' attempt, that occurred previously in the scene. The subjects of Ties are only revealed if they are present on the scene.&lt;br /&gt;
* Whether they were being honest when they made a specific statement - receiving an answer of &amp;quot;Yes&amp;quot;, &amp;quot;No&amp;quot;, or &amp;quot;Kind Of&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you fail a '''read''' action against someone, you may not make further attempts against that person for the remainder of the scene. If taking part in a debate, or other form of contested influence where people take turns, making a '''read''' action is done in lieu of making an '''influence''' attempt.&lt;br /&gt;
&lt;br /&gt;
==Comments==&lt;/div&gt;</summary>
		<author><name>DeathBySurfeit</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=AcceptableInfluenceMethodology&amp;diff=94863</id>
		<title>AcceptableInfluenceMethodology</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=AcceptableInfluenceMethodology&amp;diff=94863"/>
				<updated>2016-05-10T14:07:55Z</updated>
		
		<summary type="html">&lt;p&gt;DeathBySurfeit: /* Actions And Abilities */ removing defunct idea&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Acceptable Influence Methodology=&lt;br /&gt;
&lt;br /&gt;
This is a system to rationalise the different forms of influence, and the use of Abilities to make them.&lt;br /&gt;
&lt;br /&gt;
==Actions And Abilities==&lt;br /&gt;
&lt;br /&gt;
* '''Bureaucracy''' is used for '''bargain''' attempts.&lt;br /&gt;
* '''Investigation''' is used for '''profile''' actions (not a form of influence).&lt;br /&gt;
* '''Linguistics''' is used for '''written influence''' attempts.&lt;br /&gt;
* '''Occult''' is used for '''warding''' attempts.&lt;br /&gt;
* '''Performance''' is used for '''inspire''' and '''instil''' attempts.&lt;br /&gt;
* '''Presence''' is used for '''persuade''' and '''threaten''' attempts.&lt;br /&gt;
* '''Socialise''' is used for '''read intentions''' actions (not a form of influence), and '''organisational influence''' attempts (see [[PrincipledOrganisationMethodology|Principled Organisation Methodology]]).&lt;br /&gt;
&lt;br /&gt;
If a Charm does not state the specific kind of '''influence''' it must be used on, it can be freely used on influence actions from other Abilities, and combo’d with their Charms. This does not apply to '''written influence''' attempts, which have their own Charms.&lt;br /&gt;
&lt;br /&gt;
==Investigation==&lt;br /&gt;
&lt;br /&gt;
Investigation rules have been replaced by the following:&lt;br /&gt;
&lt;br /&gt;
===Search===&lt;br /&gt;
&lt;br /&gt;
A '''search''' action is done to locate any hidden items of note in an area. It works as described in the first half of the ‘case scene’ action in EX3.&lt;br /&gt;
&lt;br /&gt;
Search attempts cannot be reattempted unless you receive direct evidence that points to something having been overlooked.&lt;br /&gt;
&lt;br /&gt;
===Case===&lt;br /&gt;
&lt;br /&gt;
A '''case''' action is done on the location of a battle, crime, or other significant event to discover more about what happened, and who was involved. It works as described in the second half of the ‘case scene’ action in EX3, except that it produces one actionable clue (about the event or its participants) if successful, and one further clue for each threshold success.&lt;br /&gt;
&lt;br /&gt;
Threshold successes also create a banked pool. If you '''case''' multiple locations, keep only the best result in your pool. These may be added as bonus dice to a single '''persuade''' attempt (including '''bargain''' and '''threaten''') to convince someone of a person’s culpability, or get them to confess to such - provided it is stunted appropriately. These work whether or not the person is actually guilty of the charges laid at their feet.&lt;br /&gt;
&lt;br /&gt;
'''Case''' actions cannot be reattempted until after you have used the banked successes.&lt;br /&gt;
&lt;br /&gt;
===Profile===&lt;br /&gt;
&lt;br /&gt;
A '''profile''' action is a way of discovering more about someone. To qualify for a profile attempt against someone, you must do one of the following:&lt;br /&gt;
&lt;br /&gt;
* Spend a full scene interacting with them&lt;br /&gt;
* Shadow them as a dramatic action lasting at least fifteen minutes&lt;br /&gt;
* Search a private space belonging to them (e.g. home or office) for at least fifteen minutes&lt;br /&gt;
&lt;br /&gt;
The basic Difficulty of a profile attempt is equal to the subject’s Guile. Each threshold success will provide a potentially useful piece of background information against them.&lt;br /&gt;
&lt;br /&gt;
Threshold successes also create a banked pool. These may be added as bonus dice to a single '''read''' action against that character - provided it is stunted appropriately.&lt;br /&gt;
&lt;br /&gt;
'''Profile''' actions against a character cannot be reattempted until after you have used the banked successes.&lt;br /&gt;
&lt;br /&gt;
==Linguistics==&lt;br /&gt;
&lt;br /&gt;
===Written Influence===&lt;br /&gt;
&lt;br /&gt;
Linguistics is used for all types of '''written influence''' attempts, and creates a document called a missive. Missives are targeted at either a specific person (and have no effect on others), or at a group (receiving the group penalty for influence). A person must actively choose to read a missive to be affected by any influence within it.&lt;br /&gt;
&lt;br /&gt;
Written influence attempts '''cannot''' be combined with Charms from other Abilities, except through use of dedicated Charms (Power-Snaring Image, in the Graceful Charm Methodology). Motes spent on creating a missive remain committed for as long as the Exalt wants the bonus to remain. If the missive was targeted at a specific person, the motes are automatically released as soon as they read it (notifying the Exalt that it has been read).&lt;br /&gt;
&lt;br /&gt;
==Occult==&lt;br /&gt;
&lt;br /&gt;
Some Occult Charms allow you to make a '''warding''' roll. This is a Charisma+Occult '''persuade''' attempt that does not require an Intimacy to be evoked, and cannot be resisted by spending Willpower unless the spirit has a higher Essence than the Solar. If successful, it has effects dependent on the Charm that triggered it. '''Warding''' rolls replace the roll to bind a demon summoned by sorcery.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
&lt;br /&gt;
There are no longer Charms for different types of performance.&lt;br /&gt;
&lt;br /&gt;
===Emotions===&lt;br /&gt;
&lt;br /&gt;
'''Inspire''' attempts create Emotions of the influencer’s choice (Anger, Sadness, Lust, etc). These are an Intimacy (neither Tie nor Principle) that is of Major strength unless stated otherwise. Emotions are not specific to a person, object, or event.&lt;br /&gt;
&lt;br /&gt;
An Emotion lasts until the character expresses them with an appropriate Serious task. The player of that character chooses the nature of the task, based on their circumstances and characterisation. Until a suitable task is completed, the Emotion remains.&lt;br /&gt;
&lt;br /&gt;
Emotions may affect a character's Guile in the same way that Intimacies affect Resolve. If a character's Emotion '''supports''' their goal for the interaction, mirrors their Tie toward the character reading them, or mirrors the nature of an Intimacy used to bolster their Resolve, the difficulty of the read intentions action is '''reduced'''. If the Emotion '''opposes''' these, the difficulty of the read intentions action is '''increased'''.&lt;br /&gt;
&lt;br /&gt;
===Facts===&lt;br /&gt;
&lt;br /&gt;
Convincing someone of a fact is handled as an '''instil''' attempt. The resultant belief becomes a Principle (usually Minor), which behaves normally.&lt;br /&gt;
&lt;br /&gt;
==Presence==&lt;br /&gt;
&lt;br /&gt;
===Seduction===&lt;br /&gt;
&lt;br /&gt;
'''Seduction''' attempts require an applicable Intimacy – usually a positive Tie toward the Exalt, or an Emotion of lust or awe - to be handled as a '''persuade''' attempt. Alternatively they can be handled as a '''bargain''' attempt, for more professional arrangements. Sleeping with someone is usually considered an &amp;quot;Inconvenient&amp;quot; task. If it requires a person to break a mundane vow, it becomes a &amp;quot;Serious&amp;quot; task. If doing so requires them to give up their lifestyle completely, it becomes &amp;quot;Life-Changing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Socialise==&lt;br /&gt;
&lt;br /&gt;
===Reading People===&lt;br /&gt;
&lt;br /&gt;
The 'read intentions' action is replaced by the '''read''' action. When making a '''read''' action, the player may determine any '''one''' of the following about the subject:&lt;br /&gt;
&lt;br /&gt;
* Their desired outcome for the current interaction.&lt;br /&gt;
* All Emotions they are currently experiencing.&lt;br /&gt;
* The nature of any Ties they have toward the player’s character, or that are otherwise applicable to them.&lt;br /&gt;
* The nature of any Intimacies they used (if any) to bolster their Resolve against a specific '''influence''' attempt, that occurred previously in the scene. The subjects of Ties are only revealed if they are present on the scene.&lt;br /&gt;
* Whether they were being honest when they made a specific statement - receiving an answer of &amp;quot;Yes&amp;quot;, &amp;quot;No&amp;quot;, or &amp;quot;Kind Of&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you fail a '''read''' action against someone, you may not make further attempts against that person for the remainder of the scene. If taking part in a debate, or other form of contested influence where people take turns, making a '''read''' action is done in lieu of making an '''influence''' attempt.&lt;br /&gt;
&lt;br /&gt;
==Comments==&lt;/div&gt;</summary>
		<author><name>DeathBySurfeit</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=AcceptableInfluenceMethodology&amp;diff=94862</id>
		<title>AcceptableInfluenceMethodology</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=AcceptableInfluenceMethodology&amp;diff=94862"/>
				<updated>2016-05-10T14:06:34Z</updated>
		
		<summary type="html">&lt;p&gt;DeathBySurfeit: /* Case */ formattan&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Acceptable Influence Methodology=&lt;br /&gt;
&lt;br /&gt;
This is a system to rationalise the different forms of influence, and the use of Abilities to make them.&lt;br /&gt;
&lt;br /&gt;
==Actions And Abilities==&lt;br /&gt;
&lt;br /&gt;
* '''Bureaucracy''' is used for '''bargain''' attempts.&lt;br /&gt;
* '''Investigation''' is used for '''profile''' actions (not a form of influence).&lt;br /&gt;
* '''Linguistics''' is used for '''written influence''' attempts.&lt;br /&gt;
* '''Occult''' is used for '''warding''' attempts.&lt;br /&gt;
* '''Performance''' is used for '''inspire''' and '''instil''' attempts.&lt;br /&gt;
* '''Presence''' is used for '''persuade''' and '''threaten''' attempts.&lt;br /&gt;
* '''Socialise''' is used for '''read intentions''' actions (not a form of influence), and '''organisational influence''' attempts (see [[PrincipledOrganisationMethodology|Principled Organisation Methodology]]).&lt;br /&gt;
&lt;br /&gt;
If a Charm does not state the specific kind of '''influence''' it must be used on, it can be freely used on influence actions from other Abilities, and combo’d with their Charms. This does not apply to '''written influence''' attempts, which have their own Charms.&lt;br /&gt;
&lt;br /&gt;
Charms that enhance '''persuade''' attempts can also be used on '''bargain''', '''seduction''', '''threaten''' and '''warding''' attempts.&lt;br /&gt;
&lt;br /&gt;
==Investigation==&lt;br /&gt;
&lt;br /&gt;
Investigation rules have been replaced by the following:&lt;br /&gt;
&lt;br /&gt;
===Search===&lt;br /&gt;
&lt;br /&gt;
A '''search''' action is done to locate any hidden items of note in an area. It works as described in the first half of the ‘case scene’ action in EX3.&lt;br /&gt;
&lt;br /&gt;
Search attempts cannot be reattempted unless you receive direct evidence that points to something having been overlooked.&lt;br /&gt;
&lt;br /&gt;
===Case===&lt;br /&gt;
&lt;br /&gt;
A '''case''' action is done on the location of a battle, crime, or other significant event to discover more about what happened, and who was involved. It works as described in the second half of the ‘case scene’ action in EX3, except that it produces one actionable clue (about the event or its participants) if successful, and one further clue for each threshold success.&lt;br /&gt;
&lt;br /&gt;
Threshold successes also create a banked pool. If you '''case''' multiple locations, keep only the best result in your pool. These may be added as bonus dice to a single '''persuade''' attempt (including '''bargain''' and '''threaten''') to convince someone of a person’s culpability, or get them to confess to such - provided it is stunted appropriately. These work whether or not the person is actually guilty of the charges laid at their feet.&lt;br /&gt;
&lt;br /&gt;
'''Case''' actions cannot be reattempted until after you have used the banked successes.&lt;br /&gt;
&lt;br /&gt;
===Profile===&lt;br /&gt;
&lt;br /&gt;
A '''profile''' action is a way of discovering more about someone. To qualify for a profile attempt against someone, you must do one of the following:&lt;br /&gt;
&lt;br /&gt;
* Spend a full scene interacting with them&lt;br /&gt;
* Shadow them as a dramatic action lasting at least fifteen minutes&lt;br /&gt;
* Search a private space belonging to them (e.g. home or office) for at least fifteen minutes&lt;br /&gt;
&lt;br /&gt;
The basic Difficulty of a profile attempt is equal to the subject’s Guile. Each threshold success will provide a potentially useful piece of background information against them.&lt;br /&gt;
&lt;br /&gt;
Threshold successes also create a banked pool. These may be added as bonus dice to a single '''read''' action against that character - provided it is stunted appropriately.&lt;br /&gt;
&lt;br /&gt;
'''Profile''' actions against a character cannot be reattempted until after you have used the banked successes.&lt;br /&gt;
&lt;br /&gt;
==Linguistics==&lt;br /&gt;
&lt;br /&gt;
===Written Influence===&lt;br /&gt;
&lt;br /&gt;
Linguistics is used for all types of '''written influence''' attempts, and creates a document called a missive. Missives are targeted at either a specific person (and have no effect on others), or at a group (receiving the group penalty for influence). A person must actively choose to read a missive to be affected by any influence within it.&lt;br /&gt;
&lt;br /&gt;
Written influence attempts '''cannot''' be combined with Charms from other Abilities, except through use of dedicated Charms (Power-Snaring Image, in the Graceful Charm Methodology). Motes spent on creating a missive remain committed for as long as the Exalt wants the bonus to remain. If the missive was targeted at a specific person, the motes are automatically released as soon as they read it (notifying the Exalt that it has been read).&lt;br /&gt;
&lt;br /&gt;
==Occult==&lt;br /&gt;
&lt;br /&gt;
Some Occult Charms allow you to make a '''warding''' roll. This is a Charisma+Occult '''persuade''' attempt that does not require an Intimacy to be evoked, and cannot be resisted by spending Willpower unless the spirit has a higher Essence than the Solar. If successful, it has effects dependent on the Charm that triggered it. '''Warding''' rolls replace the roll to bind a demon summoned by sorcery.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
&lt;br /&gt;
There are no longer Charms for different types of performance.&lt;br /&gt;
&lt;br /&gt;
===Emotions===&lt;br /&gt;
&lt;br /&gt;
'''Inspire''' attempts create Emotions of the influencer’s choice (Anger, Sadness, Lust, etc). These are an Intimacy (neither Tie nor Principle) that is of Major strength unless stated otherwise. Emotions are not specific to a person, object, or event.&lt;br /&gt;
&lt;br /&gt;
An Emotion lasts until the character expresses them with an appropriate Serious task. The player of that character chooses the nature of the task, based on their circumstances and characterisation. Until a suitable task is completed, the Emotion remains.&lt;br /&gt;
&lt;br /&gt;
Emotions may affect a character's Guile in the same way that Intimacies affect Resolve. If a character's Emotion '''supports''' their goal for the interaction, mirrors their Tie toward the character reading them, or mirrors the nature of an Intimacy used to bolster their Resolve, the difficulty of the read intentions action is '''reduced'''. If the Emotion '''opposes''' these, the difficulty of the read intentions action is '''increased'''.&lt;br /&gt;
&lt;br /&gt;
===Facts===&lt;br /&gt;
&lt;br /&gt;
Convincing someone of a fact is handled as an '''instil''' attempt. The resultant belief becomes a Principle (usually Minor), which behaves normally.&lt;br /&gt;
&lt;br /&gt;
==Presence==&lt;br /&gt;
&lt;br /&gt;
===Seduction===&lt;br /&gt;
&lt;br /&gt;
'''Seduction''' attempts require an applicable Intimacy – usually a positive Tie toward the Exalt, or an Emotion of lust or awe - to be handled as a '''persuade''' attempt. Alternatively they can be handled as a '''bargain''' attempt, for more professional arrangements. Sleeping with someone is usually considered an &amp;quot;Inconvenient&amp;quot; task. If it requires a person to break a mundane vow, it becomes a &amp;quot;Serious&amp;quot; task. If doing so requires them to give up their lifestyle completely, it becomes &amp;quot;Life-Changing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Socialise==&lt;br /&gt;
&lt;br /&gt;
===Reading People===&lt;br /&gt;
&lt;br /&gt;
The 'read intentions' action is replaced by the '''read''' action. When making a '''read''' action, the player may determine any '''one''' of the following about the subject:&lt;br /&gt;
&lt;br /&gt;
* Their desired outcome for the current interaction.&lt;br /&gt;
* All Emotions they are currently experiencing.&lt;br /&gt;
* The nature of any Ties they have toward the player’s character, or that are otherwise applicable to them.&lt;br /&gt;
* The nature of any Intimacies they used (if any) to bolster their Resolve against a specific '''influence''' attempt, that occurred previously in the scene. The subjects of Ties are only revealed if they are present on the scene.&lt;br /&gt;
* Whether they were being honest when they made a specific statement - receiving an answer of &amp;quot;Yes&amp;quot;, &amp;quot;No&amp;quot;, or &amp;quot;Kind Of&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you fail a '''read''' action against someone, you may not make further attempts against that person for the remainder of the scene. If taking part in a debate, or other form of contested influence where people take turns, making a '''read''' action is done in lieu of making an '''influence''' attempt.&lt;br /&gt;
&lt;br /&gt;
==Comments==&lt;/div&gt;</summary>
		<author><name>DeathBySurfeit</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=AcceptableInfluenceMethodology&amp;diff=94861</id>
		<title>AcceptableInfluenceMethodology</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=AcceptableInfluenceMethodology&amp;diff=94861"/>
				<updated>2016-05-10T14:05:43Z</updated>
		
		<summary type="html">&lt;p&gt;DeathBySurfeit: /* Profile */ correcting terminology&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Acceptable Influence Methodology=&lt;br /&gt;
&lt;br /&gt;
This is a system to rationalise the different forms of influence, and the use of Abilities to make them.&lt;br /&gt;
&lt;br /&gt;
==Actions And Abilities==&lt;br /&gt;
&lt;br /&gt;
* '''Bureaucracy''' is used for '''bargain''' attempts.&lt;br /&gt;
* '''Investigation''' is used for '''profile''' actions (not a form of influence).&lt;br /&gt;
* '''Linguistics''' is used for '''written influence''' attempts.&lt;br /&gt;
* '''Occult''' is used for '''warding''' attempts.&lt;br /&gt;
* '''Performance''' is used for '''inspire''' and '''instil''' attempts.&lt;br /&gt;
* '''Presence''' is used for '''persuade''' and '''threaten''' attempts.&lt;br /&gt;
* '''Socialise''' is used for '''read intentions''' actions (not a form of influence), and '''organisational influence''' attempts (see [[PrincipledOrganisationMethodology|Principled Organisation Methodology]]).&lt;br /&gt;
&lt;br /&gt;
If a Charm does not state the specific kind of '''influence''' it must be used on, it can be freely used on influence actions from other Abilities, and combo’d with their Charms. This does not apply to '''written influence''' attempts, which have their own Charms.&lt;br /&gt;
&lt;br /&gt;
Charms that enhance '''persuade''' attempts can also be used on '''bargain''', '''seduction''', '''threaten''' and '''warding''' attempts.&lt;br /&gt;
&lt;br /&gt;
==Investigation==&lt;br /&gt;
&lt;br /&gt;
Investigation rules have been replaced by the following:&lt;br /&gt;
&lt;br /&gt;
===Search===&lt;br /&gt;
&lt;br /&gt;
A '''search''' action is done to locate any hidden items of note in an area. It works as described in the first half of the ‘case scene’ action in EX3.&lt;br /&gt;
&lt;br /&gt;
Search attempts cannot be reattempted unless you receive direct evidence that points to something having been overlooked.&lt;br /&gt;
&lt;br /&gt;
===Case===&lt;br /&gt;
&lt;br /&gt;
A '''case''' action is done on the location of a battle, crime, or other significant event to discover more about what happened, and who was involved. It works as described in the second half of the ‘case scene’ action in EX3, except that it produces one actionable clue (about the event or its participants) if successful, and one further clue for each threshold success.&lt;br /&gt;
&lt;br /&gt;
Threshold successes also create a banked pool. If you '''case''' multiple locations, keep only the best result in your pool. These may be added as bonus dice to a single persuade attempt (including bargain and threaten) to convince someone of a person’s culpability, or get them to confess to such - provided it is stunted appropriately. These work whether or not the person is actually guilty of the charges laid at their feet.&lt;br /&gt;
&lt;br /&gt;
'''Case''' actions cannot be reattempted until after you have used the banked successes.&lt;br /&gt;
&lt;br /&gt;
===Profile===&lt;br /&gt;
&lt;br /&gt;
A '''profile''' action is a way of discovering more about someone. To qualify for a profile attempt against someone, you must do one of the following:&lt;br /&gt;
&lt;br /&gt;
* Spend a full scene interacting with them&lt;br /&gt;
* Shadow them as a dramatic action lasting at least fifteen minutes&lt;br /&gt;
* Search a private space belonging to them (e.g. home or office) for at least fifteen minutes&lt;br /&gt;
&lt;br /&gt;
The basic Difficulty of a profile attempt is equal to the subject’s Guile. Each threshold success will provide a potentially useful piece of background information against them.&lt;br /&gt;
&lt;br /&gt;
Threshold successes also create a banked pool. These may be added as bonus dice to a single '''read''' action against that character - provided it is stunted appropriately.&lt;br /&gt;
&lt;br /&gt;
'''Profile''' actions against a character cannot be reattempted until after you have used the banked successes.&lt;br /&gt;
&lt;br /&gt;
==Linguistics==&lt;br /&gt;
&lt;br /&gt;
===Written Influence===&lt;br /&gt;
&lt;br /&gt;
Linguistics is used for all types of '''written influence''' attempts, and creates a document called a missive. Missives are targeted at either a specific person (and have no effect on others), or at a group (receiving the group penalty for influence). A person must actively choose to read a missive to be affected by any influence within it.&lt;br /&gt;
&lt;br /&gt;
Written influence attempts '''cannot''' be combined with Charms from other Abilities, except through use of dedicated Charms (Power-Snaring Image, in the Graceful Charm Methodology). Motes spent on creating a missive remain committed for as long as the Exalt wants the bonus to remain. If the missive was targeted at a specific person, the motes are automatically released as soon as they read it (notifying the Exalt that it has been read).&lt;br /&gt;
&lt;br /&gt;
==Occult==&lt;br /&gt;
&lt;br /&gt;
Some Occult Charms allow you to make a '''warding''' roll. This is a Charisma+Occult '''persuade''' attempt that does not require an Intimacy to be evoked, and cannot be resisted by spending Willpower unless the spirit has a higher Essence than the Solar. If successful, it has effects dependent on the Charm that triggered it. '''Warding''' rolls replace the roll to bind a demon summoned by sorcery.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
&lt;br /&gt;
There are no longer Charms for different types of performance.&lt;br /&gt;
&lt;br /&gt;
===Emotions===&lt;br /&gt;
&lt;br /&gt;
'''Inspire''' attempts create Emotions of the influencer’s choice (Anger, Sadness, Lust, etc). These are an Intimacy (neither Tie nor Principle) that is of Major strength unless stated otherwise. Emotions are not specific to a person, object, or event.&lt;br /&gt;
&lt;br /&gt;
An Emotion lasts until the character expresses them with an appropriate Serious task. The player of that character chooses the nature of the task, based on their circumstances and characterisation. Until a suitable task is completed, the Emotion remains.&lt;br /&gt;
&lt;br /&gt;
Emotions may affect a character's Guile in the same way that Intimacies affect Resolve. If a character's Emotion '''supports''' their goal for the interaction, mirrors their Tie toward the character reading them, or mirrors the nature of an Intimacy used to bolster their Resolve, the difficulty of the read intentions action is '''reduced'''. If the Emotion '''opposes''' these, the difficulty of the read intentions action is '''increased'''.&lt;br /&gt;
&lt;br /&gt;
===Facts===&lt;br /&gt;
&lt;br /&gt;
Convincing someone of a fact is handled as an '''instil''' attempt. The resultant belief becomes a Principle (usually Minor), which behaves normally.&lt;br /&gt;
&lt;br /&gt;
==Presence==&lt;br /&gt;
&lt;br /&gt;
===Seduction===&lt;br /&gt;
&lt;br /&gt;
'''Seduction''' attempts require an applicable Intimacy – usually a positive Tie toward the Exalt, or an Emotion of lust or awe - to be handled as a '''persuade''' attempt. Alternatively they can be handled as a '''bargain''' attempt, for more professional arrangements. Sleeping with someone is usually considered an &amp;quot;Inconvenient&amp;quot; task. If it requires a person to break a mundane vow, it becomes a &amp;quot;Serious&amp;quot; task. If doing so requires them to give up their lifestyle completely, it becomes &amp;quot;Life-Changing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Socialise==&lt;br /&gt;
&lt;br /&gt;
===Reading People===&lt;br /&gt;
&lt;br /&gt;
The 'read intentions' action is replaced by the '''read''' action. When making a '''read''' action, the player may determine any '''one''' of the following about the subject:&lt;br /&gt;
&lt;br /&gt;
* Their desired outcome for the current interaction.&lt;br /&gt;
* All Emotions they are currently experiencing.&lt;br /&gt;
* The nature of any Ties they have toward the player’s character, or that are otherwise applicable to them.&lt;br /&gt;
* The nature of any Intimacies they used (if any) to bolster their Resolve against a specific '''influence''' attempt, that occurred previously in the scene. The subjects of Ties are only revealed if they are present on the scene.&lt;br /&gt;
* Whether they were being honest when they made a specific statement - receiving an answer of &amp;quot;Yes&amp;quot;, &amp;quot;No&amp;quot;, or &amp;quot;Kind Of&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you fail a '''read''' action against someone, you may not make further attempts against that person for the remainder of the scene. If taking part in a debate, or other form of contested influence where people take turns, making a '''read''' action is done in lieu of making an '''influence''' attempt.&lt;br /&gt;
&lt;br /&gt;
==Comments==&lt;/div&gt;</summary>
		<author><name>DeathBySurfeit</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=AcceptableInfluenceMethodology&amp;diff=94860</id>
		<title>AcceptableInfluenceMethodology</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=AcceptableInfluenceMethodology&amp;diff=94860"/>
				<updated>2016-05-10T14:04:50Z</updated>
		
		<summary type="html">&lt;p&gt;DeathBySurfeit: /* Case */ formattan&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Acceptable Influence Methodology=&lt;br /&gt;
&lt;br /&gt;
This is a system to rationalise the different forms of influence, and the use of Abilities to make them.&lt;br /&gt;
&lt;br /&gt;
==Actions And Abilities==&lt;br /&gt;
&lt;br /&gt;
* '''Bureaucracy''' is used for '''bargain''' attempts.&lt;br /&gt;
* '''Investigation''' is used for '''profile''' actions (not a form of influence).&lt;br /&gt;
* '''Linguistics''' is used for '''written influence''' attempts.&lt;br /&gt;
* '''Occult''' is used for '''warding''' attempts.&lt;br /&gt;
* '''Performance''' is used for '''inspire''' and '''instil''' attempts.&lt;br /&gt;
* '''Presence''' is used for '''persuade''' and '''threaten''' attempts.&lt;br /&gt;
* '''Socialise''' is used for '''read intentions''' actions (not a form of influence), and '''organisational influence''' attempts (see [[PrincipledOrganisationMethodology|Principled Organisation Methodology]]).&lt;br /&gt;
&lt;br /&gt;
If a Charm does not state the specific kind of '''influence''' it must be used on, it can be freely used on influence actions from other Abilities, and combo’d with their Charms. This does not apply to '''written influence''' attempts, which have their own Charms.&lt;br /&gt;
&lt;br /&gt;
Charms that enhance '''persuade''' attempts can also be used on '''bargain''', '''seduction''', '''threaten''' and '''warding''' attempts.&lt;br /&gt;
&lt;br /&gt;
==Investigation==&lt;br /&gt;
&lt;br /&gt;
Investigation rules have been replaced by the following:&lt;br /&gt;
&lt;br /&gt;
===Search===&lt;br /&gt;
&lt;br /&gt;
A '''search''' action is done to locate any hidden items of note in an area. It works as described in the first half of the ‘case scene’ action in EX3.&lt;br /&gt;
&lt;br /&gt;
Search attempts cannot be reattempted unless you receive direct evidence that points to something having been overlooked.&lt;br /&gt;
&lt;br /&gt;
===Case===&lt;br /&gt;
&lt;br /&gt;
A '''case''' action is done on the location of a battle, crime, or other significant event to discover more about what happened, and who was involved. It works as described in the second half of the ‘case scene’ action in EX3, except that it produces one actionable clue (about the event or its participants) if successful, and one further clue for each threshold success.&lt;br /&gt;
&lt;br /&gt;
Threshold successes also create a banked pool. If you '''case''' multiple locations, keep only the best result in your pool. These may be added as bonus dice to a single persuade attempt (including bargain and threaten) to convince someone of a person’s culpability, or get them to confess to such - provided it is stunted appropriately. These work whether or not the person is actually guilty of the charges laid at their feet.&lt;br /&gt;
&lt;br /&gt;
'''Case''' actions cannot be reattempted until after you have used the banked successes.&lt;br /&gt;
&lt;br /&gt;
===Profile===&lt;br /&gt;
&lt;br /&gt;
A '''profile''' action is a way of discovering more about someone. To qualify for a profile attempt against someone, you must do one of the following:&lt;br /&gt;
&lt;br /&gt;
* Spend a full scene interacting with them&lt;br /&gt;
* Shadow them as a dramatic action lasting at least fifteen minutes&lt;br /&gt;
* Search a private space belonging to them (e.g. home or office) for at least fifteen minutes&lt;br /&gt;
&lt;br /&gt;
The basic Difficulty of a profile attempt is equal to the subject’s Guile. Each threshold success will provide a potentially useful piece of background information against them.&lt;br /&gt;
&lt;br /&gt;
Threshold successes also create a banked pool. These may be added as bonus dice to a single '''read intentions''' action against that character - provided it is stunted appropriately.&lt;br /&gt;
&lt;br /&gt;
'''Profile''' actions against a character cannot be reattempted until after you have used the banked successes.&lt;br /&gt;
&lt;br /&gt;
==Linguistics==&lt;br /&gt;
&lt;br /&gt;
===Written Influence===&lt;br /&gt;
&lt;br /&gt;
Linguistics is used for all types of '''written influence''' attempts, and creates a document called a missive. Missives are targeted at either a specific person (and have no effect on others), or at a group (receiving the group penalty for influence). A person must actively choose to read a missive to be affected by any influence within it.&lt;br /&gt;
&lt;br /&gt;
Written influence attempts '''cannot''' be combined with Charms from other Abilities, except through use of dedicated Charms (Power-Snaring Image, in the Graceful Charm Methodology). Motes spent on creating a missive remain committed for as long as the Exalt wants the bonus to remain. If the missive was targeted at a specific person, the motes are automatically released as soon as they read it (notifying the Exalt that it has been read).&lt;br /&gt;
&lt;br /&gt;
==Occult==&lt;br /&gt;
&lt;br /&gt;
Some Occult Charms allow you to make a '''warding''' roll. This is a Charisma+Occult '''persuade''' attempt that does not require an Intimacy to be evoked, and cannot be resisted by spending Willpower unless the spirit has a higher Essence than the Solar. If successful, it has effects dependent on the Charm that triggered it. '''Warding''' rolls replace the roll to bind a demon summoned by sorcery.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
&lt;br /&gt;
There are no longer Charms for different types of performance.&lt;br /&gt;
&lt;br /&gt;
===Emotions===&lt;br /&gt;
&lt;br /&gt;
'''Inspire''' attempts create Emotions of the influencer’s choice (Anger, Sadness, Lust, etc). These are an Intimacy (neither Tie nor Principle) that is of Major strength unless stated otherwise. Emotions are not specific to a person, object, or event.&lt;br /&gt;
&lt;br /&gt;
An Emotion lasts until the character expresses them with an appropriate Serious task. The player of that character chooses the nature of the task, based on their circumstances and characterisation. Until a suitable task is completed, the Emotion remains.&lt;br /&gt;
&lt;br /&gt;
Emotions may affect a character's Guile in the same way that Intimacies affect Resolve. If a character's Emotion '''supports''' their goal for the interaction, mirrors their Tie toward the character reading them, or mirrors the nature of an Intimacy used to bolster their Resolve, the difficulty of the read intentions action is '''reduced'''. If the Emotion '''opposes''' these, the difficulty of the read intentions action is '''increased'''.&lt;br /&gt;
&lt;br /&gt;
===Facts===&lt;br /&gt;
&lt;br /&gt;
Convincing someone of a fact is handled as an '''instil''' attempt. The resultant belief becomes a Principle (usually Minor), which behaves normally.&lt;br /&gt;
&lt;br /&gt;
==Presence==&lt;br /&gt;
&lt;br /&gt;
===Seduction===&lt;br /&gt;
&lt;br /&gt;
'''Seduction''' attempts require an applicable Intimacy – usually a positive Tie toward the Exalt, or an Emotion of lust or awe - to be handled as a '''persuade''' attempt. Alternatively they can be handled as a '''bargain''' attempt, for more professional arrangements. Sleeping with someone is usually considered an &amp;quot;Inconvenient&amp;quot; task. If it requires a person to break a mundane vow, it becomes a &amp;quot;Serious&amp;quot; task. If doing so requires them to give up their lifestyle completely, it becomes &amp;quot;Life-Changing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Socialise==&lt;br /&gt;
&lt;br /&gt;
===Reading People===&lt;br /&gt;
&lt;br /&gt;
The 'read intentions' action is replaced by the '''read''' action. When making a '''read''' action, the player may determine any '''one''' of the following about the subject:&lt;br /&gt;
&lt;br /&gt;
* Their desired outcome for the current interaction.&lt;br /&gt;
* All Emotions they are currently experiencing.&lt;br /&gt;
* The nature of any Ties they have toward the player’s character, or that are otherwise applicable to them.&lt;br /&gt;
* The nature of any Intimacies they used (if any) to bolster their Resolve against a specific '''influence''' attempt, that occurred previously in the scene. The subjects of Ties are only revealed if they are present on the scene.&lt;br /&gt;
* Whether they were being honest when they made a specific statement - receiving an answer of &amp;quot;Yes&amp;quot;, &amp;quot;No&amp;quot;, or &amp;quot;Kind Of&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you fail a '''read''' action against someone, you may not make further attempts against that person for the remainder of the scene. If taking part in a debate, or other form of contested influence where people take turns, making a '''read''' action is done in lieu of making an '''influence''' attempt.&lt;br /&gt;
&lt;br /&gt;
==Comments==&lt;/div&gt;</summary>
		<author><name>DeathBySurfeit</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=ThreefoldStrategicMethodology&amp;diff=94859</id>
		<title>ThreefoldStrategicMethodology</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=ThreefoldStrategicMethodology&amp;diff=94859"/>
				<updated>2016-05-09T21:46:42Z</updated>
		
		<summary type="html">&lt;p&gt;DeathBySurfeit: Mounted and Naval strategy rolls now have full Merit support, like Command ones do.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Threefold Strategic Methodology=&lt;br /&gt;
'''''Or: Land Air And Sea Understanding'''''&lt;br /&gt;
&lt;br /&gt;
This is a system that abstracts together dramatic military, horseback, airship, or naval battles. If you are using this system, '''do not use the rules for''':&lt;br /&gt;
&lt;br /&gt;
* '''Ambushes''', where at least one side qualifies for a strategy roll&lt;br /&gt;
* '''Battle Groups''', unless they are encountered on their own&lt;br /&gt;
* '''Command Actions'''&lt;br /&gt;
* '''Naval Combat'''&lt;br /&gt;
&lt;br /&gt;
Mortals and other nameless hordes act, instead, as a backdrop for the excitement of Exalt-on-Exalt combat.&lt;br /&gt;
&lt;br /&gt;
This system uses the [[CrunchyMeritMethodology|Crunchy Merit Methodology]] rules.&lt;br /&gt;
&lt;br /&gt;
===Order Of Events===&lt;br /&gt;
&lt;br /&gt;
# All commanders decide on their intended Stratagem and make '''strategy''' rolls, if they qualify for them.&lt;br /&gt;
# The commander with the winning strategy roll implements their intended Stratagem (if they have enough threshold successes).&lt;br /&gt;
# The Exalts involved roll Join Battle and face off against one another using normal combat rules, modified by the Stratagem.&lt;br /&gt;
# The consequence of fleeing battle (depleted Command merits + any effect from Stratagems) is applied. &lt;br /&gt;
&lt;br /&gt;
===Strategy Rolls===&lt;br /&gt;
&lt;br /&gt;
Strategy rolls are made before forces join battle, if combat is planned ahead of time. To make a strategy roll, you must be the commander of your side, be aware that conflict is going to break out, and have qualifying merits:&lt;br /&gt;
&lt;br /&gt;
* Your side is bringing the Command Merit to bear on a land battle ('''Command''').&lt;br /&gt;
* All Exalts on your side is mounted (have the Mount Merit) in a land battle, or have flying mounts in a sea or air battle ('''Mounted''').&lt;br /&gt;
* Your side is bringing a cavalry-type Command Merit to bear on a land battle ('''Mounted''').&lt;br /&gt;
* Your side control at least one Ship in a sea battle ('''Naval''').&lt;br /&gt;
* Your side control at least one flying Ship in an air battle ('''Naval''').&lt;br /&gt;
&lt;br /&gt;
Each commander decides on a desired Stratagem, then makes a strategy roll. Strategy rolls are subject to the following modifiers:&lt;br /&gt;
&lt;br /&gt;
: +1 Difficulty if you do not know who the opposing commander is.&lt;br /&gt;
: +1 Difficulty if you do not know what forces the opposing commander is bringing.&lt;br /&gt;
&lt;br /&gt;
The highest result subtracts theirs from the highest result from a hostile commander. If they have enough remaining successes to meet the threshold of their desired Stratagem, it is applied to the subsequent battle. If not, no stratagem is in effect.&lt;br /&gt;
&lt;br /&gt;
If you do not qualify for a strategy roll, you may not make one; your opponent's roll, if they qualify for one, will go uncontested. If you qualify for more than one type of strategy roll, you may choose which one to make.&lt;br /&gt;
&lt;br /&gt;
===Merits===&lt;br /&gt;
&lt;br /&gt;
'''Command''' strategy rolls are made with Intelligence+War. Anyone can contribute their Command Merit(s) to their Commander, and the bonuses stack (up to the normal maximum of five Merit dice). If you apply a Command Merit and are subsequently forced to flee the battle, the Command Merit is reduced by one due to casualties and desertions. If a cavalry unit is reduced below a rating of two, it becomes a regular Command unit.&lt;br /&gt;
&lt;br /&gt;
'''Mounted''' strategy rolls are made with Intelligence+Ride. Anyone can contribute their Mount or cavalry Merit(s) to their Commander, and the bonuses stack (up to the normal maximum of five Merit dice). If you apply a Mount or cavalry Command Merit and are subsequently forced to flee the battle, the Merit is reduced by one due to injury, casualties and desertions. If a flying mount is reduced below a rating of three, or an amphibious mount reduced below a rating of two, it is killed.&lt;br /&gt;
&lt;br /&gt;
'''Naval''' strategy rolls are made with Intelligence+Sail. Anyone can contribute their Ship Merit(s) to their Commander, and the bonuses stack (up to the normal maximum of five Merit dice). If you apply a Ship Merit and are subsequently forced to flee the battle, the Command Merit is reduced by one due to battle damage. If an airship is reduced below a rating of three, it is destroyed.&lt;br /&gt;
&lt;br /&gt;
===Stratagems===&lt;br /&gt;
&lt;br /&gt;
Stratagems are listed below. You '''must''' stunt a stratagem to make it clear how you are accomplishing the effects described.&lt;br /&gt;
&lt;br /&gt;
====Threshold 1====&lt;br /&gt;
&lt;br /&gt;
* '''Pinned''': If the opposing forces flee the battle, any Command Merits they have brought have their ratings reduced by two rather than one. Alternatively, you may force them to leave behind a Mount or Ship.&lt;br /&gt;
* '''Strategic Placement''': You dictate where in the vicinity the battle takes place, for environmental advantage and stunting benefits.&lt;br /&gt;
* '''Hidden Approach''': The battle starts with both sides at short range from each other.&lt;br /&gt;
* '''Keep Your Distance''': The battle starts with both sides at long range from each other.&lt;br /&gt;
&lt;br /&gt;
====Threshold 2====&lt;br /&gt;
&lt;br /&gt;
* '''Fortifications''': The battle starts at long range, and the opposing force consider the battlefield to be difficult terrain.&lt;br /&gt;
* '''Mire Them''': The battle starts at short range, and the opposing force consider the battlefield to be difficult terrain.&lt;br /&gt;
* '''Skirmish''': If you are forced to flee the battle, your Command Merits are not reduced (Command rolls only).&lt;br /&gt;
* '''Fusillade''': Your opponents have their starting Initiative reduced by the rating of the Merit used in your strategy roll.&lt;br /&gt;
* '''The Runaround''': Your opponents start with a fatigue penalty to Athletics checks equal to your Mount merit (Mounted rolls only).&lt;br /&gt;
&lt;br /&gt;
====Threshold 3====&lt;br /&gt;
&lt;br /&gt;
* '''Ambush''': Your attacks in the first round of battle, against opponents with lower Initiative, are considered ambush attacks.&lt;br /&gt;
* '''Attrition''': The opposing commander's highest applicable Merit rating (Command/Mount/Ship) is reduced by one before the battle begins. If your highest Merit is equal to or lower than the reduced rating, your Merit's rating is also reduced by one.&lt;br /&gt;
* '''Hold At Bay''': Each Exalt on your side may make a single social influence check against one of your opponents. If they try to interrupt, you may make a reflexive ambush attack against them before Join Battle is rolled.&lt;br /&gt;
* '''Not Today''': The battle is avoided altogether.&lt;br /&gt;
* '''No Escape''': The battle takes place in a three-by-three range band square, from which your opponents cannot escape without use of appropriate Charms.&lt;br /&gt;
* '''Ram''': The battle begins with ships alongside each other. If your opponent's Ship has a lower merit rating than yours, it is crippled and loses its merit dice bonus until repaired (Naval rolls only).&lt;br /&gt;
* '''Sea Of Blades''': Your opponents have a -1 onslaught penalty for the duration of the battle.&lt;br /&gt;
&lt;br /&gt;
Ride, Sail, and War Charms can be created and used to increase the effects of these. STs should allow players to invent their own Stratagems, and agree the effects and threshold for them.&lt;br /&gt;
&lt;br /&gt;
==Comments==&lt;/div&gt;</summary>
		<author><name>DeathBySurfeit</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=AcceptableInfluenceMethodology&amp;diff=94858</id>
		<title>AcceptableInfluenceMethodology</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=AcceptableInfluenceMethodology&amp;diff=94858"/>
				<updated>2016-05-09T21:10:30Z</updated>
		
		<summary type="html">&lt;p&gt;DeathBySurfeit: /* Reading Intentions */ now called simply 'read'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Acceptable Influence Methodology=&lt;br /&gt;
&lt;br /&gt;
This is a system to rationalise the different forms of influence, and the use of Abilities to make them.&lt;br /&gt;
&lt;br /&gt;
==Actions And Abilities==&lt;br /&gt;
&lt;br /&gt;
* '''Bureaucracy''' is used for '''bargain''' attempts.&lt;br /&gt;
* '''Investigation''' is used for '''profile''' actions (not a form of influence).&lt;br /&gt;
* '''Linguistics''' is used for '''written influence''' attempts.&lt;br /&gt;
* '''Occult''' is used for '''warding''' attempts.&lt;br /&gt;
* '''Performance''' is used for '''inspire''' and '''instil''' attempts.&lt;br /&gt;
* '''Presence''' is used for '''persuade''' and '''threaten''' attempts.&lt;br /&gt;
* '''Socialise''' is used for '''read intentions''' actions (not a form of influence), and '''organisational influence''' attempts (see [[PrincipledOrganisationMethodology|Principled Organisation Methodology]]).&lt;br /&gt;
&lt;br /&gt;
If a Charm does not state the specific kind of '''influence''' it must be used on, it can be freely used on influence actions from other Abilities, and combo’d with their Charms. This does not apply to '''written influence''' attempts, which have their own Charms.&lt;br /&gt;
&lt;br /&gt;
Charms that enhance '''persuade''' attempts can also be used on '''bargain''', '''seduction''', '''threaten''' and '''warding''' attempts.&lt;br /&gt;
&lt;br /&gt;
==Investigation==&lt;br /&gt;
&lt;br /&gt;
Investigation rules have been replaced by the following:&lt;br /&gt;
&lt;br /&gt;
===Search===&lt;br /&gt;
&lt;br /&gt;
A '''search''' action is done to locate any hidden items of note in an area. It works as described in the first half of the ‘case scene’ action in EX3.&lt;br /&gt;
&lt;br /&gt;
Search attempts cannot be reattempted unless you receive direct evidence that points to something having been overlooked.&lt;br /&gt;
&lt;br /&gt;
===Case===&lt;br /&gt;
&lt;br /&gt;
A '''case''' action is done on the location of a battle, crime, or other significant event to discover more about what happened, and who was involved. It works as described in the second half of the ‘case scene’ action in EX3, except that it produces one actionable clue (about the event or its participants) if successful, and one further clue for each threshold success.&lt;br /&gt;
&lt;br /&gt;
Threshold successes also create a banked pool. If you '''case''' multiple locations, keep only the best result in your pool. These may be added as bonus dice to a single persuade attempt (including bargain and threaten) to convince someone of a person’s culpability, or get them to confess to such - provided it is stunted appropriately. These work whether or not the person is actually guilty of the charges laid at their feet.&lt;br /&gt;
&lt;br /&gt;
Case actions cannot be reattempted until after you have used the banked successes.&lt;br /&gt;
&lt;br /&gt;
===Profile===&lt;br /&gt;
&lt;br /&gt;
A '''profile''' action is a way of discovering more about someone. To qualify for a profile attempt against someone, you must do one of the following:&lt;br /&gt;
&lt;br /&gt;
* Spend a full scene interacting with them&lt;br /&gt;
* Shadow them as a dramatic action lasting at least fifteen minutes&lt;br /&gt;
* Search a private space belonging to them (e.g. home or office) for at least fifteen minutes&lt;br /&gt;
&lt;br /&gt;
The basic Difficulty of a profile attempt is equal to the subject’s Guile. Each threshold success will provide a potentially useful piece of background information against them.&lt;br /&gt;
&lt;br /&gt;
Threshold successes also create a banked pool. These may be added as bonus dice to a single '''read intentions''' action against that character - provided it is stunted appropriately.&lt;br /&gt;
&lt;br /&gt;
'''Profile''' actions against a character cannot be reattempted until after you have used the banked successes.&lt;br /&gt;
&lt;br /&gt;
==Linguistics==&lt;br /&gt;
&lt;br /&gt;
===Written Influence===&lt;br /&gt;
&lt;br /&gt;
Linguistics is used for all types of '''written influence''' attempts, and creates a document called a missive. Missives are targeted at either a specific person (and have no effect on others), or at a group (receiving the group penalty for influence). A person must actively choose to read a missive to be affected by any influence within it.&lt;br /&gt;
&lt;br /&gt;
Written influence attempts '''cannot''' be combined with Charms from other Abilities, except through use of dedicated Charms (Power-Snaring Image, in the Graceful Charm Methodology). Motes spent on creating a missive remain committed for as long as the Exalt wants the bonus to remain. If the missive was targeted at a specific person, the motes are automatically released as soon as they read it (notifying the Exalt that it has been read).&lt;br /&gt;
&lt;br /&gt;
==Occult==&lt;br /&gt;
&lt;br /&gt;
Some Occult Charms allow you to make a '''warding''' roll. This is a Charisma+Occult '''persuade''' attempt that does not require an Intimacy to be evoked, and cannot be resisted by spending Willpower unless the spirit has a higher Essence than the Solar. If successful, it has effects dependent on the Charm that triggered it. '''Warding''' rolls replace the roll to bind a demon summoned by sorcery.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
&lt;br /&gt;
There are no longer Charms for different types of performance.&lt;br /&gt;
&lt;br /&gt;
===Emotions===&lt;br /&gt;
&lt;br /&gt;
'''Inspire''' attempts create Emotions of the influencer’s choice (Anger, Sadness, Lust, etc). These are an Intimacy (neither Tie nor Principle) that is of Major strength unless stated otherwise. Emotions are not specific to a person, object, or event.&lt;br /&gt;
&lt;br /&gt;
An Emotion lasts until the character expresses them with an appropriate Serious task. The player of that character chooses the nature of the task, based on their circumstances and characterisation. Until a suitable task is completed, the Emotion remains.&lt;br /&gt;
&lt;br /&gt;
Emotions may affect a character's Guile in the same way that Intimacies affect Resolve. If a character's Emotion '''supports''' their goal for the interaction, mirrors their Tie toward the character reading them, or mirrors the nature of an Intimacy used to bolster their Resolve, the difficulty of the read intentions action is '''reduced'''. If the Emotion '''opposes''' these, the difficulty of the read intentions action is '''increased'''.&lt;br /&gt;
&lt;br /&gt;
===Facts===&lt;br /&gt;
&lt;br /&gt;
Convincing someone of a fact is handled as an '''instil''' attempt. The resultant belief becomes a Principle (usually Minor), which behaves normally.&lt;br /&gt;
&lt;br /&gt;
==Presence==&lt;br /&gt;
&lt;br /&gt;
===Seduction===&lt;br /&gt;
&lt;br /&gt;
'''Seduction''' attempts require an applicable Intimacy – usually a positive Tie toward the Exalt, or an Emotion of lust or awe - to be handled as a '''persuade''' attempt. Alternatively they can be handled as a '''bargain''' attempt, for more professional arrangements. Sleeping with someone is usually considered an &amp;quot;Inconvenient&amp;quot; task. If it requires a person to break a mundane vow, it becomes a &amp;quot;Serious&amp;quot; task. If doing so requires them to give up their lifestyle completely, it becomes &amp;quot;Life-Changing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Socialise==&lt;br /&gt;
&lt;br /&gt;
===Reading People===&lt;br /&gt;
&lt;br /&gt;
The 'read intentions' action is replaced by the '''read''' action. When making a '''read''' action, the player may determine any '''one''' of the following about the subject:&lt;br /&gt;
&lt;br /&gt;
* Their desired outcome for the current interaction.&lt;br /&gt;
* All Emotions they are currently experiencing.&lt;br /&gt;
* The nature of any Ties they have toward the player’s character, or that are otherwise applicable to them.&lt;br /&gt;
* The nature of any Intimacies they used (if any) to bolster their Resolve against a specific '''influence''' attempt, that occurred previously in the scene. The subjects of Ties are only revealed if they are present on the scene.&lt;br /&gt;
* Whether they were being honest when they made a specific statement - receiving an answer of &amp;quot;Yes&amp;quot;, &amp;quot;No&amp;quot;, or &amp;quot;Kind Of&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you fail a '''read''' action against someone, you may not make further attempts against that person for the remainder of the scene. If taking part in a debate, or other form of contested influence where people take turns, making a '''read''' action is done in lieu of making an '''influence''' attempt.&lt;br /&gt;
&lt;br /&gt;
==Comments==&lt;/div&gt;</summary>
		<author><name>DeathBySurfeit</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=AcceptableInfluenceMethodology&amp;diff=94857</id>
		<title>AcceptableInfluenceMethodology</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=AcceptableInfluenceMethodology&amp;diff=94857"/>
				<updated>2016-05-09T18:06:58Z</updated>
		
		<summary type="html">&lt;p&gt;DeathBySurfeit: /* Occult */ formattan&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Acceptable Influence Methodology=&lt;br /&gt;
&lt;br /&gt;
This is a system to rationalise the different forms of influence, and the use of Abilities to make them.&lt;br /&gt;
&lt;br /&gt;
==Actions And Abilities==&lt;br /&gt;
&lt;br /&gt;
* '''Bureaucracy''' is used for '''bargain''' attempts.&lt;br /&gt;
* '''Investigation''' is used for '''profile''' actions (not a form of influence).&lt;br /&gt;
* '''Linguistics''' is used for '''written influence''' attempts.&lt;br /&gt;
* '''Occult''' is used for '''warding''' attempts.&lt;br /&gt;
* '''Performance''' is used for '''inspire''' and '''instil''' attempts.&lt;br /&gt;
* '''Presence''' is used for '''persuade''' and '''threaten''' attempts.&lt;br /&gt;
* '''Socialise''' is used for '''read intentions''' actions (not a form of influence), and '''organisational influence''' attempts (see [[PrincipledOrganisationMethodology|Principled Organisation Methodology]]).&lt;br /&gt;
&lt;br /&gt;
If a Charm does not state the specific kind of '''influence''' it must be used on, it can be freely used on influence actions from other Abilities, and combo’d with their Charms. This does not apply to '''written influence''' attempts, which have their own Charms.&lt;br /&gt;
&lt;br /&gt;
Charms that enhance '''persuade''' attempts can also be used on '''bargain''', '''seduction''', '''threaten''' and '''warding''' attempts.&lt;br /&gt;
&lt;br /&gt;
==Investigation==&lt;br /&gt;
&lt;br /&gt;
Investigation rules have been replaced by the following:&lt;br /&gt;
&lt;br /&gt;
===Search===&lt;br /&gt;
&lt;br /&gt;
A '''search''' action is done to locate any hidden items of note in an area. It works as described in the first half of the ‘case scene’ action in EX3.&lt;br /&gt;
&lt;br /&gt;
Search attempts cannot be reattempted unless you receive direct evidence that points to something having been overlooked.&lt;br /&gt;
&lt;br /&gt;
===Case===&lt;br /&gt;
&lt;br /&gt;
A '''case''' action is done on the location of a battle, crime, or other significant event to discover more about what happened, and who was involved. It works as described in the second half of the ‘case scene’ action in EX3, except that it produces one actionable clue (about the event or its participants) if successful, and one further clue for each threshold success.&lt;br /&gt;
&lt;br /&gt;
Threshold successes also create a banked pool. If you '''case''' multiple locations, keep only the best result in your pool. These may be added as bonus dice to a single persuade attempt (including bargain and threaten) to convince someone of a person’s culpability, or get them to confess to such - provided it is stunted appropriately. These work whether or not the person is actually guilty of the charges laid at their feet.&lt;br /&gt;
&lt;br /&gt;
Case actions cannot be reattempted until after you have used the banked successes.&lt;br /&gt;
&lt;br /&gt;
===Profile===&lt;br /&gt;
&lt;br /&gt;
A '''profile''' action is a way of discovering more about someone. To qualify for a profile attempt against someone, you must do one of the following:&lt;br /&gt;
&lt;br /&gt;
* Spend a full scene interacting with them&lt;br /&gt;
* Shadow them as a dramatic action lasting at least fifteen minutes&lt;br /&gt;
* Search a private space belonging to them (e.g. home or office) for at least fifteen minutes&lt;br /&gt;
&lt;br /&gt;
The basic Difficulty of a profile attempt is equal to the subject’s Guile. Each threshold success will provide a potentially useful piece of background information against them.&lt;br /&gt;
&lt;br /&gt;
Threshold successes also create a banked pool. These may be added as bonus dice to a single '''read intentions''' action against that character - provided it is stunted appropriately.&lt;br /&gt;
&lt;br /&gt;
'''Profile''' actions against a character cannot be reattempted until after you have used the banked successes.&lt;br /&gt;
&lt;br /&gt;
==Linguistics==&lt;br /&gt;
&lt;br /&gt;
===Written Influence===&lt;br /&gt;
&lt;br /&gt;
Linguistics is used for all types of '''written influence''' attempts, and creates a document called a missive. Missives are targeted at either a specific person (and have no effect on others), or at a group (receiving the group penalty for influence). A person must actively choose to read a missive to be affected by any influence within it.&lt;br /&gt;
&lt;br /&gt;
Written influence attempts '''cannot''' be combined with Charms from other Abilities, except through use of dedicated Charms (Power-Snaring Image, in the Graceful Charm Methodology). Motes spent on creating a missive remain committed for as long as the Exalt wants the bonus to remain. If the missive was targeted at a specific person, the motes are automatically released as soon as they read it (notifying the Exalt that it has been read).&lt;br /&gt;
&lt;br /&gt;
==Occult==&lt;br /&gt;
&lt;br /&gt;
Some Occult Charms allow you to make a '''warding''' roll. This is a Charisma+Occult '''persuade''' attempt that does not require an Intimacy to be evoked, and cannot be resisted by spending Willpower unless the spirit has a higher Essence than the Solar. If successful, it has effects dependent on the Charm that triggered it. '''Warding''' rolls replace the roll to bind a demon summoned by sorcery.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
&lt;br /&gt;
There are no longer Charms for different types of performance.&lt;br /&gt;
&lt;br /&gt;
===Emotions===&lt;br /&gt;
&lt;br /&gt;
'''Inspire''' attempts create Emotions of the influencer’s choice (Anger, Sadness, Lust, etc). These are an Intimacy (neither Tie nor Principle) that is of Major strength unless stated otherwise. Emotions are not specific to a person, object, or event.&lt;br /&gt;
&lt;br /&gt;
An Emotion lasts until the character expresses them with an appropriate Serious task. The player of that character chooses the nature of the task, based on their circumstances and characterisation. Until a suitable task is completed, the Emotion remains.&lt;br /&gt;
&lt;br /&gt;
Emotions may affect a character's Guile in the same way that Intimacies affect Resolve. If a character's Emotion '''supports''' their goal for the interaction, mirrors their Tie toward the character reading them, or mirrors the nature of an Intimacy used to bolster their Resolve, the difficulty of the read intentions action is '''reduced'''. If the Emotion '''opposes''' these, the difficulty of the read intentions action is '''increased'''.&lt;br /&gt;
&lt;br /&gt;
===Facts===&lt;br /&gt;
&lt;br /&gt;
Convincing someone of a fact is handled as an '''instil''' attempt. The resultant belief becomes a Principle (usually Minor), which behaves normally.&lt;br /&gt;
&lt;br /&gt;
==Presence==&lt;br /&gt;
&lt;br /&gt;
===Seduction===&lt;br /&gt;
&lt;br /&gt;
'''Seduction''' attempts require an applicable Intimacy – usually a positive Tie toward the Exalt, or an Emotion of lust or awe - to be handled as a '''persuade''' attempt. Alternatively they can be handled as a '''bargain''' attempt, for more professional arrangements. Sleeping with someone is usually considered an &amp;quot;Inconvenient&amp;quot; task. If it requires a person to break a mundane vow, it becomes a &amp;quot;Serious&amp;quot; task. If doing so requires them to give up their lifestyle completely, it becomes &amp;quot;Life-Changing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Socialise==&lt;br /&gt;
&lt;br /&gt;
===Reading Intentions===&lt;br /&gt;
&lt;br /&gt;
When making a read intentions action, the player may determine any '''one''' of the following about the subject:&lt;br /&gt;
&lt;br /&gt;
* Their desired outcome for the current interaction.&lt;br /&gt;
* All Emotions they are currently experiencing.&lt;br /&gt;
* The nature of any Ties they have toward the player’s character, or that are otherwise applicable to them.&lt;br /&gt;
* The nature of any Intimacies they used (if any) to bolster their Resolve against a specific '''influence''' attempt, that occurred previously in the scene. The subjects of Ties are only revealed if they are present on the scene.&lt;br /&gt;
* Whether they were being honest when they made a specific statement - receiving an answer of &amp;quot;Yes&amp;quot;, &amp;quot;No&amp;quot;, or &amp;quot;Kind Of&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you fail a read intentions action against someone, you may not make further attempts against that person for the remainder of the scene. If taking part in a debate, or other form of contested influence where people take turns, making a read intentions action is done in lieu of making an influence attempt.&lt;br /&gt;
&lt;br /&gt;
==Comments==&lt;/div&gt;</summary>
		<author><name>DeathBySurfeit</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=AcceptableInfluenceMethodology&amp;diff=94856</id>
		<title>AcceptableInfluenceMethodology</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=AcceptableInfluenceMethodology&amp;diff=94856"/>
				<updated>2016-05-09T18:05:39Z</updated>
		
		<summary type="html">&lt;p&gt;DeathBySurfeit: added warding&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Acceptable Influence Methodology=&lt;br /&gt;
&lt;br /&gt;
This is a system to rationalise the different forms of influence, and the use of Abilities to make them.&lt;br /&gt;
&lt;br /&gt;
==Actions And Abilities==&lt;br /&gt;
&lt;br /&gt;
* '''Bureaucracy''' is used for '''bargain''' attempts.&lt;br /&gt;
* '''Investigation''' is used for '''profile''' actions (not a form of influence).&lt;br /&gt;
* '''Linguistics''' is used for '''written influence''' attempts.&lt;br /&gt;
* '''Occult''' is used for '''warding''' attempts.&lt;br /&gt;
* '''Performance''' is used for '''inspire''' and '''instil''' attempts.&lt;br /&gt;
* '''Presence''' is used for '''persuade''' and '''threaten''' attempts.&lt;br /&gt;
* '''Socialise''' is used for '''read intentions''' actions (not a form of influence), and '''organisational influence''' attempts (see [[PrincipledOrganisationMethodology|Principled Organisation Methodology]]).&lt;br /&gt;
&lt;br /&gt;
If a Charm does not state the specific kind of '''influence''' it must be used on, it can be freely used on influence actions from other Abilities, and combo’d with their Charms. This does not apply to '''written influence''' attempts, which have their own Charms.&lt;br /&gt;
&lt;br /&gt;
Charms that enhance '''persuade''' attempts can also be used on '''bargain''', '''seduction''', '''threaten''' and '''warding''' attempts.&lt;br /&gt;
&lt;br /&gt;
==Investigation==&lt;br /&gt;
&lt;br /&gt;
Investigation rules have been replaced by the following:&lt;br /&gt;
&lt;br /&gt;
===Search===&lt;br /&gt;
&lt;br /&gt;
A '''search''' action is done to locate any hidden items of note in an area. It works as described in the first half of the ‘case scene’ action in EX3.&lt;br /&gt;
&lt;br /&gt;
Search attempts cannot be reattempted unless you receive direct evidence that points to something having been overlooked.&lt;br /&gt;
&lt;br /&gt;
===Case===&lt;br /&gt;
&lt;br /&gt;
A '''case''' action is done on the location of a battle, crime, or other significant event to discover more about what happened, and who was involved. It works as described in the second half of the ‘case scene’ action in EX3, except that it produces one actionable clue (about the event or its participants) if successful, and one further clue for each threshold success.&lt;br /&gt;
&lt;br /&gt;
Threshold successes also create a banked pool. If you '''case''' multiple locations, keep only the best result in your pool. These may be added as bonus dice to a single persuade attempt (including bargain and threaten) to convince someone of a person’s culpability, or get them to confess to such - provided it is stunted appropriately. These work whether or not the person is actually guilty of the charges laid at their feet.&lt;br /&gt;
&lt;br /&gt;
Case actions cannot be reattempted until after you have used the banked successes.&lt;br /&gt;
&lt;br /&gt;
===Profile===&lt;br /&gt;
&lt;br /&gt;
A '''profile''' action is a way of discovering more about someone. To qualify for a profile attempt against someone, you must do one of the following:&lt;br /&gt;
&lt;br /&gt;
* Spend a full scene interacting with them&lt;br /&gt;
* Shadow them as a dramatic action lasting at least fifteen minutes&lt;br /&gt;
* Search a private space belonging to them (e.g. home or office) for at least fifteen minutes&lt;br /&gt;
&lt;br /&gt;
The basic Difficulty of a profile attempt is equal to the subject’s Guile. Each threshold success will provide a potentially useful piece of background information against them.&lt;br /&gt;
&lt;br /&gt;
Threshold successes also create a banked pool. These may be added as bonus dice to a single '''read intentions''' action against that character - provided it is stunted appropriately.&lt;br /&gt;
&lt;br /&gt;
'''Profile''' actions against a character cannot be reattempted until after you have used the banked successes.&lt;br /&gt;
&lt;br /&gt;
==Linguistics==&lt;br /&gt;
&lt;br /&gt;
===Written Influence===&lt;br /&gt;
&lt;br /&gt;
Linguistics is used for all types of '''written influence''' attempts, and creates a document called a missive. Missives are targeted at either a specific person (and have no effect on others), or at a group (receiving the group penalty for influence). A person must actively choose to read a missive to be affected by any influence within it.&lt;br /&gt;
&lt;br /&gt;
Written influence attempts '''cannot''' be combined with Charms from other Abilities, except through use of dedicated Charms (Power-Snaring Image, in the Graceful Charm Methodology). Motes spent on creating a missive remain committed for as long as the Exalt wants the bonus to remain. If the missive was targeted at a specific person, the motes are automatically released as soon as they read it (notifying the Exalt that it has been read).&lt;br /&gt;
&lt;br /&gt;
==Occult==&lt;br /&gt;
&lt;br /&gt;
Some Occult Charms allow you to make a '''warding''' roll. This is a Charisma+Occult '''persuade''' attempt that does not require an Intimacy to be evoked, and cannot be resisted by spending Willpower unless the spirit has a higher Essence than the Solar. If successful, it has effects dependent on the Charm that triggered it. Warding rolls replace the roll to bind a demon summoned by sorcery.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
&lt;br /&gt;
There are no longer Charms for different types of performance.&lt;br /&gt;
&lt;br /&gt;
===Emotions===&lt;br /&gt;
&lt;br /&gt;
'''Inspire''' attempts create Emotions of the influencer’s choice (Anger, Sadness, Lust, etc). These are an Intimacy (neither Tie nor Principle) that is of Major strength unless stated otherwise. Emotions are not specific to a person, object, or event.&lt;br /&gt;
&lt;br /&gt;
An Emotion lasts until the character expresses them with an appropriate Serious task. The player of that character chooses the nature of the task, based on their circumstances and characterisation. Until a suitable task is completed, the Emotion remains.&lt;br /&gt;
&lt;br /&gt;
Emotions may affect a character's Guile in the same way that Intimacies affect Resolve. If a character's Emotion '''supports''' their goal for the interaction, mirrors their Tie toward the character reading them, or mirrors the nature of an Intimacy used to bolster their Resolve, the difficulty of the read intentions action is '''reduced'''. If the Emotion '''opposes''' these, the difficulty of the read intentions action is '''increased'''.&lt;br /&gt;
&lt;br /&gt;
===Facts===&lt;br /&gt;
&lt;br /&gt;
Convincing someone of a fact is handled as an '''instil''' attempt. The resultant belief becomes a Principle (usually Minor), which behaves normally.&lt;br /&gt;
&lt;br /&gt;
==Presence==&lt;br /&gt;
&lt;br /&gt;
===Seduction===&lt;br /&gt;
&lt;br /&gt;
'''Seduction''' attempts require an applicable Intimacy – usually a positive Tie toward the Exalt, or an Emotion of lust or awe - to be handled as a '''persuade''' attempt. Alternatively they can be handled as a '''bargain''' attempt, for more professional arrangements. Sleeping with someone is usually considered an &amp;quot;Inconvenient&amp;quot; task. If it requires a person to break a mundane vow, it becomes a &amp;quot;Serious&amp;quot; task. If doing so requires them to give up their lifestyle completely, it becomes &amp;quot;Life-Changing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Socialise==&lt;br /&gt;
&lt;br /&gt;
===Reading Intentions===&lt;br /&gt;
&lt;br /&gt;
When making a read intentions action, the player may determine any '''one''' of the following about the subject:&lt;br /&gt;
&lt;br /&gt;
* Their desired outcome for the current interaction.&lt;br /&gt;
* All Emotions they are currently experiencing.&lt;br /&gt;
* The nature of any Ties they have toward the player’s character, or that are otherwise applicable to them.&lt;br /&gt;
* The nature of any Intimacies they used (if any) to bolster their Resolve against a specific '''influence''' attempt, that occurred previously in the scene. The subjects of Ties are only revealed if they are present on the scene.&lt;br /&gt;
* Whether they were being honest when they made a specific statement - receiving an answer of &amp;quot;Yes&amp;quot;, &amp;quot;No&amp;quot;, or &amp;quot;Kind Of&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you fail a read intentions action against someone, you may not make further attempts against that person for the remainder of the scene. If taking part in a debate, or other form of contested influence where people take turns, making a read intentions action is done in lieu of making an influence attempt.&lt;br /&gt;
&lt;br /&gt;
==Comments==&lt;/div&gt;</summary>
		<author><name>DeathBySurfeit</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=PrincipledOrganisationMethodology&amp;diff=94855</id>
		<title>PrincipledOrganisationMethodology</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=PrincipledOrganisationMethodology&amp;diff=94855"/>
				<updated>2016-05-09T16:10:27Z</updated>
		
		<summary type="html">&lt;p&gt;DeathBySurfeit: /* Influencing Organisations */ Socialise is always used for the resulting Influence roll&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Principled Organisation Methodology=&lt;br /&gt;
'''''Or: Organisations Are People Too Attitude'''''&lt;br /&gt;
&lt;br /&gt;
This is a formalisation of the rules to change the attitudes of an organisation, touched upon in the Socialise tree.&lt;br /&gt;
&lt;br /&gt;
==Organisational Principles==&lt;br /&gt;
&lt;br /&gt;
Organisations have Principles, much as people do. These have three effects:&lt;br /&gt;
&lt;br /&gt;
* Any member of an organisation adds the organisation's Principles to their own, when they are acting or approached in an official capacity.&lt;br /&gt;
* An organisation as a whole can be the subject to influence (see below). When this happens, its Principles are applied as modifiers to its Resolve.&lt;br /&gt;
* Principles determine roughly how an organisation behaves: a narrative benefit in its own right.&lt;br /&gt;
&lt;br /&gt;
If a member of an organisation is a malcontent, but acting in an official capacity, it is perfectly possible for them to have contrary Principles applied to their Resolve.&lt;br /&gt;
&lt;br /&gt;
==Influencing Organisations==&lt;br /&gt;
&lt;br /&gt;
You may make any kind of social influence roll against an organisation, by completing a Cultural project (see [[UnifiedProjectMethodology|Unified Project Methodology]]). This is an extended roll against a Difficulty equal to '''the organisation leader's Resolve''', using Attribute+Ability combinations appropriate to your stunts. Unlike other types of project, Cultural projects do not require a starting merit, and do not produce any merits. The project's rating is equal to the organisation's Magnitude:&lt;br /&gt;
&lt;br /&gt;
* 1-dot: goal number 2, roll once/week (farmer's club, insurgent cell)&lt;br /&gt;
* 2-dot: goal number 5, roll once/month (independent mercenary company, local Guild outfit)&lt;br /&gt;
* 3-dot: goal number 25, roll once/season (city-state government, spirit court)&lt;br /&gt;
* 4-dot: goal number 50, roll once/year (Celestial bureau, the Lintha)&lt;br /&gt;
* 5-dot: goal number 100, roll once/decade (Thousand Scales, The Guild)&lt;br /&gt;
&lt;br /&gt;
You may not have more Cultural project dots on the go than your dots in Socialise.&lt;br /&gt;
&lt;br /&gt;
Once the project is completed, you may make the influence roll, using Socialise as its Ability. If you want to use Charms to enhance your rolls or their effects, they must be activated at the beginning of the project and '''remain committed''' for the duration. Any special effects from Charms are applied to all members of the organisation, including Exalts. 'Rank and file' members of an organisation will never spend Willpower to resist effects from organisational influence.&lt;br /&gt;
&lt;br /&gt;
Organisations never initiate Decision Points, unless their leader has Charms that allow them to do so.&lt;br /&gt;
&lt;br /&gt;
==Comments==&lt;/div&gt;</summary>
		<author><name>DeathBySurfeit</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=PrincipledOrganisationMethodology&amp;diff=94854</id>
		<title>PrincipledOrganisationMethodology</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=PrincipledOrganisationMethodology&amp;diff=94854"/>
				<updated>2016-05-09T16:08:19Z</updated>
		
		<summary type="html">&lt;p&gt;DeathBySurfeit: clarified!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Principled Organisation Methodology=&lt;br /&gt;
'''''Or: Organisations Are People Too Attitude'''''&lt;br /&gt;
&lt;br /&gt;
This is a formalisation of the rules to change the attitudes of an organisation, touched upon in the Socialise tree.&lt;br /&gt;
&lt;br /&gt;
==Organisational Principles==&lt;br /&gt;
&lt;br /&gt;
Organisations have Principles, much as people do. These have three effects:&lt;br /&gt;
&lt;br /&gt;
* Any member of an organisation adds the organisation's Principles to their own, when they are acting or approached in an official capacity.&lt;br /&gt;
* An organisation as a whole can be the subject to influence (see below). When this happens, its Principles are applied as modifiers to its Resolve.&lt;br /&gt;
* Principles determine roughly how an organisation behaves: a narrative benefit in its own right.&lt;br /&gt;
&lt;br /&gt;
If a member of an organisation is a malcontent, but acting in an official capacity, it is perfectly possible for them to have contrary Principles applied to their Resolve.&lt;br /&gt;
&lt;br /&gt;
==Influencing Organisations==&lt;br /&gt;
&lt;br /&gt;
You may make any kind of social influence roll against an organisation, by completing a Cultural project (see [[UnifiedProjectMethodology|Unified Project Methodology]]). This is an extended roll against a Difficulty equal to '''the organisation leader's Resolve''', using Attribute+Ability combinations appropriate to your stunts. Unlike other types of project, Cultural projects do not require a starting merit, and do not produce any merits. The project's rating is equal to the organisation's Magnitude:&lt;br /&gt;
&lt;br /&gt;
* 1-dot: goal number 2, roll once/week (farmer's club, insurgent cell)&lt;br /&gt;
* 2-dot: goal number 5, roll once/month (independent mercenary company, local Guild outfit)&lt;br /&gt;
* 3-dot: goal number 25, roll once/season (city-state government, spirit court)&lt;br /&gt;
* 4-dot: goal number 50, roll once/year (Celestial bureau, the Lintha)&lt;br /&gt;
* 5-dot: goal number 100, roll once/decade (Thousand Scales, The Guild)&lt;br /&gt;
&lt;br /&gt;
You may not have more Cultural project dots on the go than your dots in Socialise.&lt;br /&gt;
&lt;br /&gt;
Once the project is completed, you may make the influence roll. If you want to use Charms to enhance your rolls or their effects, they must be activated at the beginning of the project and '''remain committed''' for the duration. Any special effects from Charms are applied to all members of the organisation, including Exalts. 'Rank and file' members of an organisation will never spend Willpower to resist effects from organisational influence.&lt;br /&gt;
&lt;br /&gt;
Organisations never initiate Decision Points, unless their leader has Charms that allow them to do so.&lt;br /&gt;
&lt;br /&gt;
==Comments==&lt;/div&gt;</summary>
		<author><name>DeathBySurfeit</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=UnifiedProjectMethodology&amp;diff=94853</id>
		<title>UnifiedProjectMethodology</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=UnifiedProjectMethodology&amp;diff=94853"/>
				<updated>2016-05-09T16:04:16Z</updated>
		
		<summary type="html">&lt;p&gt;DeathBySurfeit: renamed 'Craft Project' to 'Creation Project'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Unified Project Methodology=&lt;br /&gt;
'''''Or: Projects In Celestial Essence Supported Stories (PRinCESS)'''''&lt;br /&gt;
&lt;br /&gt;
This is a method to unify the Craft and Leadership rules in Exalted Third Edition. The intent is to create something more accessible than Craft, but more structured than Leadership.&lt;br /&gt;
&lt;br /&gt;
===Project Rating===&lt;br /&gt;
&lt;br /&gt;
Projects are used to provide you with new Story merits. Projects are rated with dots: 0-5, then N/A. The project’s dot-rating is '''always''' the dot-rating of the merit level you are upgrading to.&lt;br /&gt;
&lt;br /&gt;
* 0-dot: flavour-only projects. Completed without a roll at ST’s discretion.&lt;br /&gt;
* 1-dot: Difficulty 1, goal number 2, roll once/week.&lt;br /&gt;
* 2-dot: Difficulty 2, goal number 5, roll once/month.&lt;br /&gt;
* 3-dot: Difficulty 3, goal number 25, roll once/season.&lt;br /&gt;
* 4-dot: Difficulty 4, goal number 50, roll once/year.&lt;br /&gt;
* 5-dot: Difficulty 5, goal number 100, roll once/decade.&lt;br /&gt;
* N/A-dot: At Storyteller discretion.&lt;br /&gt;
&lt;br /&gt;
You must already have a merit one level lower than your goal, which will be replaced by the new higher-level merit. If it is impossible to have a merit at the level of your project, you will need to replace one type of merit with another.&lt;br /&gt;
&lt;br /&gt;
''Example: A character has a one-dot Ally, and they want to improve to having a three-dot Ally. They cannot have a two-dot Ally under the normal rules - instead, they engage in one project to replace their one-dot Ally with two-dot Connections, then another to replace their two-dot Connections with a three-dot Ally.&lt;br /&gt;
&lt;br /&gt;
If you want to create a powerful artifact from scratch, you will need to complete projects that create lower-levelled components or prototypes along the way (a 1-dot project, followed by a 2-dot project, and so on). Repairing a First Age mechanism is represented by a project to upgrade the dormant device (typically a 3- or 4-dot artifact) to its higher-levelled active state.&lt;br /&gt;
&lt;br /&gt;
===Supporting Merits===&lt;br /&gt;
&lt;br /&gt;
You may choose one or more of your suitable Story Merits to help you complete the project. These Supporting Merits will make it easier to complete, but you will lose one dot from each of them upon completion of the project.&lt;br /&gt;
&lt;br /&gt;
You may offer Supporting Merits to other characters to help with their projects, but a merit can only be a Supporting Merit to one project at a time.&lt;br /&gt;
&lt;br /&gt;
===Project Types &amp;amp; Slots===&lt;br /&gt;
&lt;br /&gt;
There are three types of project:&lt;br /&gt;
&lt;br /&gt;
* '''Leadership''': starting, joining, leveraging, or expanding organisations. Limited by Bureaucracy.&lt;br /&gt;
* '''Creation''': creating artifacts, manses, expensive items, or sorcerous works. Limited by Craft.&lt;br /&gt;
* '''Cultural''': social influence against organisations with [[PrincipledOrganisationMethodology|Principled Organisation Methodology]]. Limited by Socialise.&lt;br /&gt;
&lt;br /&gt;
You may not have more project-dots of each type on the go than you have dots in its limiting Ability.&lt;br /&gt;
&lt;br /&gt;
===Progressing Projects===&lt;br /&gt;
&lt;br /&gt;
You roll against the project’s difficulty once per elapsed in-game time period. You may also roll for a single project at the end of each session (or for every ~4 hours of play), but does this will not allow you to complete the project before one of its time periods has elapsed.&lt;br /&gt;
&lt;br /&gt;
Roll [Attribute]+[Ability]+[Specialisations]+[All Supporting Merits], against a Difficulty equal to the project’s dot-rating. The Attribute and Ability used is determined by the nature of the stunt used for the roll.&lt;br /&gt;
&lt;br /&gt;
When you accrue successes equal to the goal number, the project completes and the merit is upgraded. Lose one dot from any supporting merits used in the project.&lt;br /&gt;
&lt;br /&gt;
===Complications===&lt;br /&gt;
&lt;br /&gt;
If you fail when making a project roll at the end of a session, a complication occurs. The ST should create a scene or segment of the next session where you deal with an unexpected challenge to the project’s success.&lt;br /&gt;
&lt;br /&gt;
* If the challenge is dealt with especially well, you get a bonus project roll.&lt;br /&gt;
* If the challenge is dealt with satisfactorily, there is no further effect.&lt;br /&gt;
* If the challenge is dealt with badly, you will lose a dot from a Supporting Merit. If you have no Supporting Merits for the project, the project will fail and must be started again.&lt;br /&gt;
&lt;br /&gt;
==Special Project Types==&lt;br /&gt;
&lt;br /&gt;
===Conversion Projects===&lt;br /&gt;
&lt;br /&gt;
You can quickly turn one Merit into another with a '''conversion project'''. The contributing Merit is removed and replaced with either:&lt;br /&gt;
&lt;br /&gt;
* Another Merit of the same rating. The project has a dot-rating of (old Merit - 1).&lt;br /&gt;
* Another Merit with a rating one lower. The project has a dot-rating of (old Merit - 3).&lt;br /&gt;
&lt;br /&gt;
===Hostile Projects===&lt;br /&gt;
&lt;br /&gt;
You can use a '''hostile project''' to attack the Story Merits of another character. A hostile project has a rating ''one dot lower'' than the Merit being attacked. If successful, the Merit under attack will have its rating reduced by 1.&lt;br /&gt;
&lt;br /&gt;
==Comments==&lt;/div&gt;</summary>
		<author><name>DeathBySurfeit</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=AcceptableInfluenceMethodology&amp;diff=94852</id>
		<title>AcceptableInfluenceMethodology</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=AcceptableInfluenceMethodology&amp;diff=94852"/>
				<updated>2016-05-09T16:02:44Z</updated>
		
		<summary type="html">&lt;p&gt;DeathBySurfeit: Rationalised layout, added Investigation, clarified Seduction.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Acceptable Influence Methodology=&lt;br /&gt;
&lt;br /&gt;
This is a system to rationalise the different forms of influence, and the use of Abilities to make them.&lt;br /&gt;
&lt;br /&gt;
==Actions And Abilities==&lt;br /&gt;
&lt;br /&gt;
* '''Bureaucracy''' is used for '''bargain''' attempts.&lt;br /&gt;
* '''Investigation''' is used for '''profile''' actions (not a form of influence).&lt;br /&gt;
* '''Linguistics''' is used for '''written influence''' attempts.&lt;br /&gt;
* '''Performance''' is used for '''inspire''' and '''instil''' attempts.&lt;br /&gt;
* '''Presence''' is used for '''persuade''' and '''threaten''' attempts.&lt;br /&gt;
* '''Socialise''' is used for '''read intentions''' actions (not a form of influence), and '''organisational influence''' attempts (see [[PrincipledOrganisationMethodology|Principled Organisation Methodology]]).&lt;br /&gt;
&lt;br /&gt;
If a Charm does not state the specific kind of '''influence''' it must be used on, it can be freely used on influence actions from other Abilities, and combo’d with their Charms. This does not apply to '''written influence''' attempts, which have their own Charms.&lt;br /&gt;
&lt;br /&gt;
Charms that enhance '''persuade''' attempts can also be used on '''bargain''', '''seduction''' and '''threaten''' attempts.&lt;br /&gt;
&lt;br /&gt;
==Investigation==&lt;br /&gt;
&lt;br /&gt;
Investigation rules have been replaced by the following:&lt;br /&gt;
&lt;br /&gt;
===Search===&lt;br /&gt;
&lt;br /&gt;
A '''search''' action is done to locate any hidden items of note in an area. It works as described in the first half of the ‘case scene’ action in EX3.&lt;br /&gt;
&lt;br /&gt;
Search attempts cannot be reattempted unless you receive direct evidence that points to something having been overlooked.&lt;br /&gt;
&lt;br /&gt;
===Case===&lt;br /&gt;
&lt;br /&gt;
A '''case''' action is done on the location of a battle, crime, or other significant event to discover more about what happened, and who was involved. It works as described in the second half of the ‘case scene’ action in EX3, except that it produces one actionable clue (about the event or its participants) if successful, and one further clue for each threshold success.&lt;br /&gt;
&lt;br /&gt;
Threshold successes also create a banked pool. If you '''case''' multiple locations, keep only the best result in your pool. These may be added as bonus dice to a single persuade attempt (including bargain and threaten) to convince someone of a person’s culpability, or get them to confess to such - provided it is stunted appropriately. These work whether or not the person is actually guilty of the charges laid at their feet.&lt;br /&gt;
&lt;br /&gt;
Case actions cannot be reattempted until after you have used the banked successes.&lt;br /&gt;
&lt;br /&gt;
===Profile===&lt;br /&gt;
&lt;br /&gt;
A '''profile''' action is a way of discovering more about someone. To qualify for a profile attempt against someone, you must do one of the following:&lt;br /&gt;
&lt;br /&gt;
* Spend a full scene interacting with them&lt;br /&gt;
* Shadow them as a dramatic action lasting at least fifteen minutes&lt;br /&gt;
* Search a private space belonging to them (e.g. home or office) for at least fifteen minutes&lt;br /&gt;
&lt;br /&gt;
The basic Difficulty of a profile attempt is equal to the subject’s Guile. Each threshold success will provide a potentially useful piece of background information against them.&lt;br /&gt;
&lt;br /&gt;
Threshold successes also create a banked pool. These may be added as bonus dice to a single '''read intentions''' action against that character - provided it is stunted appropriately.&lt;br /&gt;
&lt;br /&gt;
'''Profile''' actions against a character cannot be reattempted until after you have used the banked successes.&lt;br /&gt;
&lt;br /&gt;
==Linguistics==&lt;br /&gt;
&lt;br /&gt;
===Written Influence===&lt;br /&gt;
&lt;br /&gt;
Linguistics is used for all types of '''written influence''' attempts, and creates a document called a missive. Missives are targeted at either a specific person (and have no effect on others), or at a group (receiving the group penalty for influence). A person must actively choose to read a missive to be affected by any influence within it.&lt;br /&gt;
&lt;br /&gt;
Written influence attempts '''cannot''' be combined with Charms from other Abilities, except through use of dedicated Charms (Power-Snaring Image, in the Graceful Charm Methodology). Motes spent on creating a missive remain committed for as long as the Exalt wants the bonus to remain. If the missive was targeted at a specific person, the motes are automatically released as soon as they read it (notifying the Exalt that it has been read).&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
&lt;br /&gt;
There are no longer Charms for different types of performance.&lt;br /&gt;
&lt;br /&gt;
===Emotions===&lt;br /&gt;
&lt;br /&gt;
'''Inspire''' attempts create Emotions of the influencer’s choice (Anger, Sadness, Lust, etc). These are an Intimacy (neither Tie nor Principle) that is of Major strength unless stated otherwise. Emotions are not specific to a person, object, or event.&lt;br /&gt;
&lt;br /&gt;
An Emotion lasts until the character expresses them with an appropriate Serious task. The player of that character chooses the nature of the task, based on their circumstances and characterisation. Until a suitable task is completed, the Emotion remains.&lt;br /&gt;
&lt;br /&gt;
Emotions may affect a character's Guile in the same way that Intimacies affect Resolve. If a character's Emotion '''supports''' their goal for the interaction, mirrors their Tie toward the character reading them, or mirrors the nature of an Intimacy used to bolster their Resolve, the difficulty of the read intentions action is '''reduced'''. If the Emotion '''opposes''' these, the difficulty of the read intentions action is '''increased'''.&lt;br /&gt;
&lt;br /&gt;
===Facts===&lt;br /&gt;
&lt;br /&gt;
Convincing someone of a fact is handled as an '''instil''' attempt. The resultant belief becomes a Principle (usually Minor), which behaves normally.&lt;br /&gt;
&lt;br /&gt;
==Presence==&lt;br /&gt;
&lt;br /&gt;
===Seduction===&lt;br /&gt;
&lt;br /&gt;
'''Seduction''' attempts require an applicable Intimacy – usually a positive Tie toward the Exalt, or an Emotion of lust or awe - to be handled as a '''persuade''' attempt. Alternatively they can be handled as a '''bargain''' attempt, for more professional arrangements. Sleeping with someone is usually considered an &amp;quot;Inconvenient&amp;quot; task. If it requires a person to break a mundane vow, it becomes a &amp;quot;Serious&amp;quot; task. If doing so requires them to give up their lifestyle completely, it becomes &amp;quot;Life-Changing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Socialise==&lt;br /&gt;
&lt;br /&gt;
===Reading Intentions===&lt;br /&gt;
&lt;br /&gt;
When making a read intentions action, the player may determine any '''one''' of the following about the subject:&lt;br /&gt;
&lt;br /&gt;
* Their desired outcome for the current interaction.&lt;br /&gt;
* All Emotions they are currently experiencing.&lt;br /&gt;
* The nature of any Ties they have toward the player’s character, or that are otherwise applicable to them.&lt;br /&gt;
* The nature of any Intimacies they used (if any) to bolster their Resolve against a specific '''influence''' attempt, that occurred previously in the scene. The subjects of Ties are only revealed if they are present on the scene.&lt;br /&gt;
* Whether they were being honest when they made a specific statement - receiving an answer of &amp;quot;Yes&amp;quot;, &amp;quot;No&amp;quot;, or &amp;quot;Kind Of&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you fail a read intentions action against someone, you may not make further attempts against that person for the remainder of the scene. If taking part in a debate, or other form of contested influence where people take turns, making a read intentions action is done in lieu of making an influence attempt.&lt;br /&gt;
&lt;br /&gt;
==Comments==&lt;/div&gt;</summary>
		<author><name>DeathBySurfeit</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=GracefulCharmMethodology/SolarBureaucracy&amp;diff=94851</id>
		<title>GracefulCharmMethodology/SolarBureaucracy</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=GracefulCharmMethodology/SolarBureaucracy&amp;diff=94851"/>
				<updated>2016-05-03T17:35:50Z</updated>
		
		<summary type="html">&lt;p&gt;DeathBySurfeit: /* Insightful Buyer Technique */ tweaked&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Bureaucracy=&lt;br /&gt;
&lt;br /&gt;
These Charms use the [[UnifiedProjectMethodology|Unified Project Methodology]], [[PrincipledOrganisationMethodology|Principled Organisation Methodology]], and [[CrunchyMeritMethodology|Crunchy Merit Methodology]] rules.&lt;br /&gt;
&lt;br /&gt;
[https://www.dropbox.com/s/tki4y521spmo0ax/bureaucracy.png Charm Tree]&lt;br /&gt;
&lt;br /&gt;
==Trade==&lt;br /&gt;
&lt;br /&gt;
===Consumer's Evaluating Glance===&lt;br /&gt;
* Cost: 3m&lt;br /&gt;
* Type: Reflexive&lt;br /&gt;
* Mins: Bureaucracy 2, Essence 1&lt;br /&gt;
&lt;br /&gt;
Used when someone makes a '''bargain''' attempt toward them, the Solar immediately becomes aware of whether the bargain being offered is as valuable as it seems (including whether the bargainer intends to cheat them). If it is not, the Solar can automatically resist the Bargain attempt without spending Willpower.&lt;br /&gt;
&lt;br /&gt;
===Insightful Buyer Technique===&lt;br /&gt;
* Cost: 3m&lt;br /&gt;
* Type: Supplemental&lt;br /&gt;
* Mins: Bureaucracy 4, Essence 1&lt;br /&gt;
&lt;br /&gt;
This '''acquisition''' check can be used to purchase an item of any Resources rating, even if the market is not large enough to provide it. If successful, a person from the market will seek out the item and deliver it to the Solar as quickly as is feasibly possible.&lt;br /&gt;
&lt;br /&gt;
===All-Seeing Master Procurer===&lt;br /&gt;
* Cost: 5m&lt;br /&gt;
* Type: Simple&lt;br /&gt;
* Duration: One project&lt;br /&gt;
* Mins: Bureaucracy 4, Essence 2&lt;br /&gt;
* Prereqs: Consumer's Evaluating Glance&lt;br /&gt;
&lt;br /&gt;
Used to support a ''conversion project'', this reduces the rating of the project by 2 for the purposes of determining Difficulty, goal numbers, and time increments.&lt;br /&gt;
&lt;br /&gt;
===Illimitable Master Fence===&lt;br /&gt;
* Cost: 3m, 1wp&lt;br /&gt;
* Type: Simple&lt;br /&gt;
* Duration: Indefinite&lt;br /&gt;
* Mins: Bureaucracy 5, Essence 3&lt;br /&gt;
* Prereqs: All-Seeing Master Procurer&lt;br /&gt;
&lt;br /&gt;
When activating this Charm, the Solar names a specific item. If an effort is made to sell it while the Charm is active, the Solar gets a reflexive Manipulation+Bureaucracy '''bargain''' attempt against the seller, whether or not they are present – if successful, the seller will inadvertently approach the Solar as the first prospective buyer.&lt;br /&gt;
&lt;br /&gt;
===Ungoverned Market Awareness===&lt;br /&gt;
* Type: Permanent&lt;br /&gt;
* Mins: Bureaucracy 5, Essence 4&lt;br /&gt;
* Prereqs: Illimitable Master Fence&lt;br /&gt;
&lt;br /&gt;
The Solar is reflexively aware all transactions within the reach of their senses, including who has made them and what has been traded. This will often allow them to identify the details of secret deals made in any setting, without a roll.&lt;br /&gt;
&lt;br /&gt;
===Irresistible Salesman Spirit===&lt;br /&gt;
* Cost: 6m&lt;br /&gt;
* Type: Supplemental&lt;br /&gt;
* Keywords: Psyche&lt;br /&gt;
* Mins: Bureaucracy 5, Essence 2&lt;br /&gt;
* Prereqs: Consumer's Evaluating Glance&lt;br /&gt;
&lt;br /&gt;
Resisting this '''bargain''' attempt costs the Solar’s Essence in temporary Willpower, rather than just 1.&lt;br /&gt;
&lt;br /&gt;
===Empowered Barter Stance===&lt;br /&gt;
* Type: Permanent&lt;br /&gt;
* Mins: Bureaucracy 5, Essence 3&lt;br /&gt;
* Prereqs: Irresistible Salesman Spirit&lt;br /&gt;
&lt;br /&gt;
Once per day, when making a successful '''bargain''' attempt that supports one of their Intimacies, the Solar gains a point of temporary Willpower.&lt;br /&gt;
&lt;br /&gt;
===Silken Salesman’s Snare===&lt;br /&gt;
* Cost: 3m, 1wp&lt;br /&gt;
* Type: Supplemental&lt;br /&gt;
* Keywords: Psyche&lt;br /&gt;
* Mins: Bureaucracy 5, Essence 3&lt;br /&gt;
* Prereqs: Irresistible Salesman Spirit&lt;br /&gt;
&lt;br /&gt;
If this '''bargain''' attempt is successful, the target can only use Defining Intimacies for any Decision Point to resist it.&lt;br /&gt;
&lt;br /&gt;
===Soul-Snaring Pitch===&lt;br /&gt;
* Cost: 4m, 1wp&lt;br /&gt;
* Type: Simple&lt;br /&gt;
* Keywords: Psyche&lt;br /&gt;
* Mins: Bureaucracy 5, Essence 4&lt;br /&gt;
* Prereqs: Silken Salesman's Snare&lt;br /&gt;
&lt;br /&gt;
The Solar makes a special Manipulation+Bureaucracy '''bargain''' attempt to convince the subject of an item's value. If successful, the subject gains a Defining Intimacy of “Acquire and Keep (Item)”.&lt;br /&gt;
&lt;br /&gt;
==Politics==&lt;br /&gt;
&lt;br /&gt;
===Measuring Glance===&lt;br /&gt;
* Cost: 2m&lt;br /&gt;
* Type: Reflexive&lt;br /&gt;
* Mins: Bureaucracy 3, Essence 1&lt;br /&gt;
&lt;br /&gt;
The Solar makes an immediate read intentions action, which will always succeed unless contested with magic. This will inform them of any Principles the person has in common with an organisation they are a part of, and any they have which conflict with them.&lt;br /&gt;
&lt;br /&gt;
===Enigmatic Bureau Understanding===&lt;br /&gt;
* Type: Permanent&lt;br /&gt;
* Mins: Bureaucracy 4, Essence 1&lt;br /&gt;
* Prereqs: Measuring Glance&lt;br /&gt;
&lt;br /&gt;
When an attempt is made to instil a member of the Solar’s organisation with a Principle that opposes the organisation’s, the Solar recognises it. If the Solar runs the organisation, this is immediate – if not, they will notice when they next meet the person affected.&lt;br /&gt;
&lt;br /&gt;
===Bureau-Reforming Kata===&lt;br /&gt;
* Type: Permanent&lt;br /&gt;
* Mins: Bureaucracy 5, Essence 2&lt;br /&gt;
* Prereqs: Enigmatic Bureau Understanding&lt;br /&gt;
&lt;br /&gt;
The Solar is automatically made aware when hostile magic is used against their organisation, but not its nature. Using Bureau-Rectifying Method nullifies the effects of the hostile magic.&lt;br /&gt;
&lt;br /&gt;
===Woe-Capturing Web===&lt;br /&gt;
* Type: Permanent&lt;br /&gt;
* Mins: Bureaucracy 5, Essence 3&lt;br /&gt;
* Prereqs: Bureau-Reforming Kata&lt;br /&gt;
&lt;br /&gt;
When hostile magic is nullified by Bureau-Rectifying Method, it cannot be cancelled by its user while Bureau-Rectifying Method remains in place. The Solar can track the course of interactions back to the curse’s originator with a contested Wits+Bureaucracy roll.&lt;br /&gt;
&lt;br /&gt;
===Taboo-Inflicting Diatribe===&lt;br /&gt;
* Cost: 13m, 1wp&lt;br /&gt;
* Type: Simple&lt;br /&gt;
* Duration: Indefinite&lt;br /&gt;
* Mins: Bureaucracy 5, Essence 4&lt;br /&gt;
* Prereqs: Woe-Capturing Web&lt;br /&gt;
&lt;br /&gt;
Members of an organisation the Solar controls treat actions against the Principles of the organisation as unacceptable orders. and will never voluntarily perform them.&lt;br /&gt;
&lt;br /&gt;
===Order-Conferring Action===&lt;br /&gt;
* Type: Permanent&lt;br /&gt;
* Mins: Bureaucracy 5, Essence 5&lt;br /&gt;
* Prereqs: Taboo-Inflicting Diatribe&lt;br /&gt;
&lt;br /&gt;
The Solar’s organisation is considered a ‘Creational Bulwark’: increase the Difficulty of any '''hostile projects''' or '''organisational influence''' against it by creatures of darkness by the Solar’s Essence.&lt;br /&gt;
&lt;br /&gt;
===Semantic Argument Technique===&lt;br /&gt;
* Cost: 2m, 1wp&lt;br /&gt;
* Type: Supplemental&lt;br /&gt;
* Keywords: Psyche&lt;br /&gt;
* Mins: Bureaucracy 5, Essence 2&lt;br /&gt;
* Prereqs: Measuring Glance&lt;br /&gt;
&lt;br /&gt;
This influence attempt treats the target as having the same Principles as an organisation they are a part of, and not their own. If they are a member of more than one organisation, the Solar can choose which they mirror.&lt;br /&gt;
&lt;br /&gt;
===Eclectic Verbiage Of Law===&lt;br /&gt;
* Type: Permanent&lt;br /&gt;
* Mins: Bureaucracy 5, Essence 3&lt;br /&gt;
* Prereqs: Semantic Argument Technique&lt;br /&gt;
&lt;br /&gt;
Semantic Argument Technique can be used to treat a target’s Principles as being the same as the governing body of the nation they are within.&lt;br /&gt;
&lt;br /&gt;
===Subject-Hailing Ideology===&lt;br /&gt;
* Type: Permanent&lt;br /&gt;
* Mins: Bureaucracy 5, Essence 4&lt;br /&gt;
* Prereqs: Eclectic Verbiage Of Law&lt;br /&gt;
&lt;br /&gt;
Semantic Argument Technique can be used to treat all of a target’s Intimacies as being the same as they were at a specified point in the past. The Solar chooses the time hailed back to, which can be reasonably vague (such as ‘when you still loved X’).&lt;br /&gt;
&lt;br /&gt;
===Underling-Promoting Touch===&lt;br /&gt;
* Cost: 5m, 1wp&lt;br /&gt;
* Type: Simple&lt;br /&gt;
* Duraton: Indefinite&lt;br /&gt;
* Mins: Bureaucracy 5, Essence 2&lt;br /&gt;
* Prereqs: Measuring Glance&lt;br /&gt;
&lt;br /&gt;
The Solar makes a member of an organisation they control into their champion: any positive Ties that someone holds toward the Solar also apply to their champion, and the champion has access to the Solar’s story merits. The champion may undertake a single Leadership or Cultural project at a time, with access to the same dice pools as the Solar.&lt;br /&gt;
&lt;br /&gt;
===Prophet-Uplifting Evocation===&lt;br /&gt;
* Type: Permanent&lt;br /&gt;
* Mins: Bureaucracy 5, Essence 3&lt;br /&gt;
* Prereqs: Underling-Promoting Touch&lt;br /&gt;
&lt;br /&gt;
The Solar’s champion also gains the organisation’s Principles at Defining strength, which cannot be decayed while the Charm remains.&lt;br /&gt;
&lt;br /&gt;
==Management==&lt;br /&gt;
&lt;br /&gt;
===Deft Official’s Way===&lt;br /&gt;
* Cost: 2m per dot, 1wp&lt;br /&gt;
* Type: Simple&lt;br /&gt;
* Duration: One project&lt;br /&gt;
* Mins: Bureaucracy 1, Essence 1&lt;br /&gt;
&lt;br /&gt;
The Solar may start a Leadership project in excess of their normal limit. They cannot start a project with a higher rating than their Essence.&lt;br /&gt;
&lt;br /&gt;
===Frugal Merchant Method===&lt;br /&gt;
* Cost: 3m&lt;br /&gt;
* Type: Simple&lt;br /&gt;
* Duration: One project&lt;br /&gt;
* Mins: Bureaucracy 4, Essence 1&lt;br /&gt;
* Prereqs: Deft Official’s Way&lt;br /&gt;
&lt;br /&gt;
Used when adding a Supporting Merit to a project, this prevents the merit from having its rating reduced – upon completion of the project, or through hostile magic. The Solar cannot protect a merit with a higher rating than their Essence.&lt;br /&gt;
&lt;br /&gt;
===Enlightened Discourse Method===&lt;br /&gt;
* Type: Permanent&lt;br /&gt;
* Mins: Bureaucracy 5, Essence 2&lt;br /&gt;
* Prereqs: Deft Official’s Way&lt;br /&gt;
&lt;br /&gt;
The Solar is aware when someone initiates an '''organisational influence''' attempt against an organisation they are a part of (see [[PrincipledOrganisationMethodology|Principled Organisation Methodology]]), and can activate Charms to bolster the organisation's Resolve as though it were the Solar's own.&lt;br /&gt;
&lt;br /&gt;
===Worshipful Lackey Acquisition===&lt;br /&gt;
* Type: Permanent&lt;br /&gt;
* Mins: Bureaucracy 5, Essence 3&lt;br /&gt;
* Prereqs: Enlightened Discourse Method&lt;br /&gt;
&lt;br /&gt;
When someone fails an '''organisational influence''' attempt against an organisation the Solar controls, they end up joining the organisation (if they haven’t already) and gaining its Principles as though it were their own. These must be decayed using the normal rules.&lt;br /&gt;
&lt;br /&gt;
===Speed The Wheels===&lt;br /&gt;
* Cost: 8m&lt;br /&gt;
* Type: Simple&lt;br /&gt;
* Keywords: Once/Session&lt;br /&gt;
* Mins: Bureaucracy 5, Essence 1&lt;br /&gt;
* Prereqs: Deft Official’s Way&lt;br /&gt;
&lt;br /&gt;
The Solar may make a single Bureaucracy check that ignores the normal speed of doing things, and delivers results within a scene. This may be used to make a bonus project roll each session.&lt;br /&gt;
&lt;br /&gt;
===Bureau-Rectifying Method===&lt;br /&gt;
* Cost: 10m, 1wp&lt;br /&gt;
* Type: Simple&lt;br /&gt;
* Duration: One project&lt;br /&gt;
* Mins: Bureaucracy 5, Essence 2&lt;br /&gt;
* Prereqs: Speed The Wheels &lt;br /&gt;
&lt;br /&gt;
A Leadership project to improve the Solar’s organisation, or one in which they are providing a Supporting Merit, is reduced by one time increment. The Solar may treat any organisation they are supporting as their own, for the purposes of Bureaucracy Charms.&lt;br /&gt;
&lt;br /&gt;
===Infinitely-Efficient Register===&lt;br /&gt;
* Type: Permanent&lt;br /&gt;
* Mins: Bureaucracy 5, Essence 3&lt;br /&gt;
* Prereqs: Bureau Rectifying Method&lt;br /&gt;
&lt;br /&gt;
Once per story, the Solar’s organisation instantly completes a Leadership project that they could attempt. The Solar chooses the nature of the project, and then discovers that it has already been done.&lt;br /&gt;
&lt;br /&gt;
===Indolent Official Charm===&lt;br /&gt;
* Cost: 5m&lt;br /&gt;
* Type: Simple&lt;br /&gt;
* Duration: Indefinite&lt;br /&gt;
* Keywords: Psyche&lt;br /&gt;
* Mins: Bureaucracy 5, Essence 2&lt;br /&gt;
* Prereqs: Speed The Wheels&lt;br /&gt;
&lt;br /&gt;
The Solar specifies one action to be taken by an organisation (a single project roll counts as an action) - this action has its time increment increased by two. If the Solar releases this Charm, it is restored to full speed.&lt;br /&gt;
&lt;br /&gt;
===Foul Air Of Argument Technique===&lt;br /&gt;
* Cost: 13m, 1wp&lt;br /&gt;
* Type: Simple&lt;br /&gt;
* Duration: Indefinite&lt;br /&gt;
* Keywords: Psyche&lt;br /&gt;
* Mins: Bureaucracy 5, Essence 3&lt;br /&gt;
* Prereqs: Indolent Official Charm&lt;br /&gt;
&lt;br /&gt;
The Solar specifies a project, or an action to be taken by an organisation. While this Charm is in effect, progress on this task is impossible.&lt;/div&gt;</summary>
		<author><name>DeathBySurfeit</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=MartialArts/NaughtyLotusStyle&amp;diff=94850</id>
		<title>MartialArts/NaughtyLotusStyle</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=MartialArts/NaughtyLotusStyle&amp;diff=94850"/>
				<updated>2016-05-03T17:06:54Z</updated>
		
		<summary type="html">&lt;p&gt;DeathBySurfeit: Now in glorious 3E!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Naughty Lotus Style =&lt;br /&gt;
&lt;br /&gt;
* back to [[DeathBySurfeit]]&lt;br /&gt;
* back to [[MartialArts]]&lt;br /&gt;
* back to [[CelestialMartialArts]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt; “The fearsome mistresses of Naughty Lotus Style are undefeatable! They ca... oh Heaven above, that kick was &amp;lt;b&amp;gt;awfully&amp;lt;/b&amp;gt; high, wasn't it?” &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
This Style of martial arts, often the butt of snide remarks and subject of quiet fascination (often by the same people), was initially developed by a Chosen of Serenity who wished to enhance her natural talents in the field. That's an unfortunate choice of terms, but you get the idea.&lt;br /&gt;
&lt;br /&gt;
== Form Weapons ==&lt;br /&gt;
&lt;br /&gt;
Naughty Lotus Style considers attacks made with hammers of all sizes (and their artifact equivalents) to be unarmed; practitioners of this Style wield them with such speed and ferocity that it is almost impossible to notice where they came from. This Style is incompatible with armour of any kind. Obviously.&lt;br /&gt;
&lt;br /&gt;
== Charms: Third Edition ==&lt;br /&gt;
&lt;br /&gt;
===Petal-Plucking Defence===&lt;br /&gt;
* Cost: 1m&lt;br /&gt;
* Type: Reflexive&lt;br /&gt;
* Mins: Martial Arts 2, Essence 1&lt;br /&gt;
&lt;br /&gt;
''The lotus looses its petals as an offering against the ravages of time, staying the approach of winter.''&lt;br /&gt;
&lt;br /&gt;
Used in response to being hit by a '''decisive''' attack, convert all non-aggravated damage in the attack to modesty damage. Modesty damage is represented by dots in the middle of health track boxes, incurs wound penalties as normal (due to the difficulty of fighting while retaining decency), and will cause the martial artist to faint if it reaches the Incapacitated level. It cannot be healed by effects that heal bashing, lethal, or aggravated damage, but is fully recovered at the end of the combat when clothes are rearranged, replaced, or repaired. It is not possible to recover modesty damage by fixing wardrobe malfunctions in the middle of combat. Because that would be cheating.&lt;br /&gt;
 &lt;br /&gt;
Mastery: Petal-Plucking Defence may be activated in response to '''withering''' attack.&lt;br /&gt;
&lt;br /&gt;
===Blinding Pantyflash Blow===&lt;br /&gt;
* Cost: 2m&lt;br /&gt;
* Type: Supplemental&lt;br /&gt;
* Mins: Martial Arts 3, Essence 1&lt;br /&gt;
* Prereqs: Petal-Plucking Defence&lt;br /&gt;
&lt;br /&gt;
''The lotus has one thing on its mind. Is it the same thing you do?''&lt;br /&gt;
&lt;br /&gt;
The target of this Martial Arts attack has their Parry and Evasion scores limited to a maximum of their Resolve.&lt;br /&gt;
&lt;br /&gt;
Mastery: The martial artist does not apply their wound penalty to this attack.&lt;br /&gt;
&lt;br /&gt;
===Wondrous Petal Rain===&lt;br /&gt;
* Cost: 3m, 1wp&lt;br /&gt;
* Type: Reflexive&lt;br /&gt;
* Keywords: Counterattack&lt;br /&gt;
* Mins: Martial Arts 3, Essence 1&lt;br /&gt;
* Prereqs: Petal-Plucking Defence&lt;br /&gt;
&lt;br /&gt;
''Who could deny the visual poetry of a petal falling from its blossom?''&lt;br /&gt;
&lt;br /&gt;
The martial artist may make a reflexive Distract gambit against their attacker, adding the amount of modesty damage dealt by the original attack to the Initiative invested in the gambit.&lt;br /&gt;
&lt;br /&gt;
Mastery: The martial artist does not apply their wound penalty to this attack.&lt;br /&gt;
&lt;br /&gt;
===Eternal Summer Meditation===&lt;br /&gt;
* Type: Permanent&lt;br /&gt;
* Mins: Martial Arts 3, Essence 2&lt;br /&gt;
* Prereqs: Blinding Pantyflash Blow, Wondrous Petal Rain/Fragrant Wildflower Lure&lt;br /&gt;
&lt;br /&gt;
''The lotus dwells amidst the birds and the bees of summer, a destiny deep in the auspices of the Cerulean Lute of Harmony.''&lt;br /&gt;
&lt;br /&gt;
The difficulty of any attempts to Ambush or Hold At Bay the martial artist’s team is increased by the martial artist’s Appearance.&lt;br /&gt;
 &lt;br /&gt;
If an attempt fails for this reason, the opposing force encounters the martial artist in a moment of indecency, and gives lie to their position. The martial artist starts the encounter unarmed and unarmoured, and is subject to normal Ambush effects. The rest of the martial artist’s team Join Battle as normal.&lt;br /&gt;
&lt;br /&gt;
Mastery: When an Ambush fails for this reason, the martial artist may make a reflexive Appearance+Performance instil attempt to create an emotion or Tie of Lust.&lt;br /&gt;
&lt;br /&gt;
===Naughty Lotus Form===&lt;br /&gt;
* Cost: 6m&lt;br /&gt;
* Type: Simple&lt;br /&gt;
* Duration: One scene&lt;br /&gt;
* Keywords: Form&lt;br /&gt;
* Mins: Martial Arts 4, Essence 2&lt;br /&gt;
* Prereqs: Eternal Summer Meditation&lt;br /&gt;
&lt;br /&gt;
''The martial artist conjures a spectral (and highly suggestive) bloom of vibrant flowers, quickly fluttering away to leave their flesh infused with Heavenly vigour.''&lt;br /&gt;
&lt;br /&gt;
The martial artist adds their Appearance in dice to any Martial Arts roll against anyone who has been instilled with an emotion or applicable Tie of Lust (this counts toward the maximum that can be provided by Charms). When they take modesty damage, apply their wound penalty to the attacker until the end of the attacker’s next turn.&lt;br /&gt;
&lt;br /&gt;
Special activation rules: When the martial artist takes as many points of modesty damage from a single attack as their attacker’s Resolve, they may activate Naughty Lotus Form reflexively.&lt;br /&gt;
&lt;br /&gt;
===Baka Smiting Retaliation===&lt;br /&gt;
* Cost: 3m, 1wp&lt;br /&gt;
* Type: Supplemental&lt;br /&gt;
* Mins: Martial Arts 5, Essence 2&lt;br /&gt;
* Prereqs: Naughty Lotus Form&lt;br /&gt;
&lt;br /&gt;
''The lotus is sought only by insects, who are easily crushed underfoot.''&lt;br /&gt;
&lt;br /&gt;
This Martial Arts attack cannot be counterattacked. If the target has an emotion or applicable Tie of Lust, deduct the strength of that Intimacy from their Parry or Evasion score (-2 for Minor, -3 for Major, -4 for Defining) against this attack.&lt;br /&gt;
&lt;br /&gt;
Celestial: Dragon-Blooded only receive the protection from counterattacks if the target has an emotion or Tie of Lust.&lt;br /&gt;
&lt;br /&gt;
===Honey For The Bees Approach===&lt;br /&gt;
* Cost: 2m, 2i&lt;br /&gt;
* Type: Reflexive&lt;br /&gt;
* Mins: Martial Arts 5, Essence 2&lt;br /&gt;
* Prereqs: Naughty Lotus Form&lt;br /&gt;
&lt;br /&gt;
''A lotus's structure is such that its visitor can think of nothing but the sweet nectar within.''&lt;br /&gt;
&lt;br /&gt;
The martial artist makes a reflexive Clash against any attack initiated by an opponent within short range. If the Clash is successful, the attacker is dealt Initiative damage equal to the martial artist’s threshold successes.&lt;br /&gt;
&lt;br /&gt;
Celestial: Dragon-Blooded do not cause Initiative damage if the Clash is successful.&lt;br /&gt;
&lt;br /&gt;
===Sticky Nectar Trap===&lt;br /&gt;
* Cost: 5m&lt;br /&gt;
* Type: Reflexive&lt;br /&gt;
* Mins: Martial Arts 5, Essence 3&lt;br /&gt;
* Prereqs: Honey For The Bees Approach&lt;br /&gt;
&lt;br /&gt;
''When you touch the lotus, your hand is always out of place.''&lt;br /&gt;
&lt;br /&gt;
Used when the martial artist makes a grapple control roll, the martial artist becomes aware of all non-instantaneous Charms their opponent has in effect and may immediately deactivate one. That Charm cannot be reactivated until the grapple ends.&lt;br /&gt;
&lt;br /&gt;
Celestial: Dragon-Blooded may only activate this Charm when an opponent initiated the grapple.&lt;br /&gt;
&lt;br /&gt;
===Font Of Nosebleeds Kata===&lt;br /&gt;
* Cost: 6m, 2i&lt;br /&gt;
* Type: Simple&lt;br /&gt;
* Keywords: Once/scene&lt;br /&gt;
* Mins: Martial Arts 5, Essence 3&lt;br /&gt;
* Prereqs: Baka Smiting Retaliation&lt;br /&gt;
&lt;br /&gt;
''If you should dare defile the lotus, it is your own body that is forfeit.''&lt;br /&gt;
&lt;br /&gt;
The martial artist makes an Appearance+Performance instil attempt (which may be against one or multiple targets, no further away than short range). If successful, the subjects are hit with raw lethal damage equal to the number of health levels of modesty damage the martial artist currently has, plus the threshold successes from the instil attempt.&lt;br /&gt;
&lt;br /&gt;
Celestial: Dragon-Blooded may not add their threshold successes to the damage inflicted by this attack.&lt;br /&gt;
&lt;br /&gt;
===Blossom Opens For the Sun===&lt;br /&gt;
* Cost: 6m, 1wp&lt;br /&gt;
* Type: Simple&lt;br /&gt;
* Duration: One scene&lt;br /&gt;
* Keywords: Once/scene&lt;br /&gt;
* Mins: Martial Arts 5, Essence 3&lt;br /&gt;
* Prereqs: Sticky Nectar Trap, Font Of Nosebleeds Kata&lt;br /&gt;
&lt;br /&gt;
''The lotus seems as prosaic as any other plant, until the summer months come and their leaves pull back – suddenly, their blossom is revealed, and the world revolves around them.''&lt;br /&gt;
&lt;br /&gt;
In the instant this Charm is activated, time seems to slow to a standstill. The martial artist's clothes cascade away in vast swathes of ethereal petal blossom, the light of their anima not ''quite'' enough to reveal what lies beneath in anything more than silhouette. Flashy emblems dance around their periphery, but all eyes are invariably upon them. When the light fades, they stand clad in the Blessed Raiments of the Naughty Lotus – this attire is unique in its appearance to each martial artist, but universally provocative.&lt;br /&gt;
&lt;br /&gt;
All modesty damage is removed when this Charm activates. If the martial artist was wearing artifact armour, this goes Elsewhere until the Charm ends; mundane clothing and armour simply disappears. While the Charm is in effect:&lt;br /&gt;
&lt;br /&gt;
* All non-aggravated damage is automatically converted into modesty damage.&lt;br /&gt;
* The martial artist’s Appearance is increased by one.&lt;br /&gt;
* The martial artist gains temporary -4 health levels equal to their (boosted) Appearance.&lt;br /&gt;
* The martial artist may make instil attempts to create emotions or Ties of Lust in creatures or entities who would normally consider this unacceptable influence, or who have no libido whatsoever.&lt;br /&gt;
* The martial artist may not make any other type of influence attempt.&lt;br /&gt;
&lt;br /&gt;
Celestial: Dragon-Blooded may not make instil attempts against creatures or entities who would not normally be affected.&lt;br /&gt;
&lt;br /&gt;
Special activation rules: If the martial artist loses their entire health track to modesty damage caused by a single attack, they may activate Blossom Opens For The Sun reflexively. This prevents them from fainting due to modesty damage.&lt;br /&gt;
&lt;br /&gt;
== Charms: Previous Editions ==&lt;br /&gt;
&lt;br /&gt;
'''''Eternal Summer Meditation'''''&lt;br /&gt;
:'''Cost: '''None&lt;br /&gt;
:'''Duration: '''N/A&lt;br /&gt;
:'''Type: '''Permanent&lt;br /&gt;
:'''Keywords: '''None&lt;br /&gt;
:'''Minima: '''1/2&lt;br /&gt;
:'''Prereq. Charms: '''None&lt;br /&gt;
&lt;br /&gt;
As part of her initiation into the Naughty Lotus style, the would-be practitioner meditates deeply on the nature of the birds and the bees of summer, placing her destiny into the auspices of the Cerulean Lute of Harmony. Whilst this has no mechanical effect, she will find that a disproportionate amount of unexpected visits, ninja attacks and other events of importance will occur when she is bathing, undressing, or in a state otherwise noncondusive to platonic affairs. She seems a treasure oft whispered of in a lewd manner, and no end of admirers (of varying degrees of moral recititude and desirability) will come her way.&lt;br /&gt;
&lt;br /&gt;
'''''Petal-Plucking Defence'''''&lt;br /&gt;
:'''Cost: '''1m &lt;br /&gt;
:'''Duration: '''Instant&lt;br /&gt;
:'''Type: '''Reflexive (Step 10)&lt;br /&gt;
:'''Keywords: '''Combo-OK, Emotion&lt;br /&gt;
:'''Minima: '''3/2&lt;br /&gt;
:'''Prereq. Charms:''' Eternal Summer Meditation&lt;br /&gt;
&lt;br /&gt;
The lotus looses its petals as an offering against the ravages of time, staying the approach of winter. This Charm is the martial artist's first line of defence against harm – but exacts a terrible price. All bashing and lethal damage received by the martial artist from this attack is converted into &amp;lt;i&amp;gt;modesty damage&amp;lt;/i&amp;gt;, as denoted by a small dot in the middle of health level boxes. Calculate wound penalties as normal - this wound penalty represents the difficulty of fighting in a non-explicit fashion. Attacks or defences enhanced by Charms of this Style do not count modesty damage when calculating wound penalties, as a little fanservice is expected.&lt;br /&gt;
&lt;br /&gt;
If the martial artist is reduced to Incapacitated by modesty damage, they promptly faint for the remainder of the scene. Otherwise, modesty damage is recovered as soon as new clothes are put on or existing ones rejigged, which may not be done until combat is over. Because that would be cheating.&lt;br /&gt;
&lt;br /&gt;
'''''Blinding Pantyflash Blow'''''&lt;br /&gt;
:'''Cost: '''1m &lt;br /&gt;
:'''Duration: '''Instant&lt;br /&gt;
:'''Type: '''Supplemental&lt;br /&gt;
:'''Keywords: '''Combo-OK, Emotion&lt;br /&gt;
:'''Minima: '''2/2&lt;br /&gt;
:'''Prereq. Charms:''' Eternal Summer Meditation&lt;br /&gt;
&lt;br /&gt;
With a poorly considered kick or busom-bouncing extension of a fist, the martial artist draws her foe's attention away from where it should be. Her opponent's DV against this attack cannot exceed their dodge MDV, after enhancement from Charms.&lt;br /&gt;
&lt;br /&gt;
''First Edition: Her opponent's dodge and parry pools against this attack may not exceed (twice their Temperance) + Essence, after enhancement from Charms.''&lt;br /&gt;
&lt;br /&gt;
'''''Naughty Lotus Form'''''&lt;br /&gt;
:'''Cost: '''5m &lt;br /&gt;
:'''Duration: '''One scene&lt;br /&gt;
:'''Type: '''Simple&lt;br /&gt;
:'''Keywords: '''Obvious, Form&lt;br /&gt;
:'''Minima: '''3/3&lt;br /&gt;
:'''Prereq. Charms:''' Petal-Plucking Defence, Blinding Pantyflash Blow&lt;br /&gt;
&lt;br /&gt;
Focusing Essence about herself with a flashing smile, the martial artist conjures a spectral (and highly suggestive) bloom of vibrant flowers, quickly fluttering away to leave her flesh infused with Heavenly vigour. She is unbelieveably gorgeous! Provided she stunts accordingly, the martial artist may add her Appearance as bonus dice to any Martial Arts roll. Her appeal transcends simple mortal limits, allowing her to use Charms with the Emotion descriptor (as well as seduction attempts) regardless of whether her target would normally be immune to such influence; Charm-enhanced mental defences, however, guard against them normally.&lt;br /&gt;
&lt;br /&gt;
This Charm is a martial arts Form-type Charm, with all the usual benefits and drawbacks.&lt;br /&gt;
&lt;br /&gt;
''First Edition: The martial artist retains the ability to seduce and use emotion-affecting spells and attacks against creatures that would not normally be vulnerable to them. It is up to the Storyteller's discretion what effects constitute emotional influence.''&lt;br /&gt;
&lt;br /&gt;
'''''Baka Smiting Retaliation'''''&lt;br /&gt;
:'''Cost: '''3m &lt;br /&gt;
:'''Duration: '''Instant&lt;br /&gt;
:'''Type: '''Supplemental&lt;br /&gt;
:'''Keywords: '''Combo-OK, Emotion&lt;br /&gt;
:'''Minima: '''4/3&lt;br /&gt;
:'''Prereq. Charms: '''Naughty Lotus Form&lt;br /&gt;
&lt;br /&gt;
Those dirty perverts that eye up a Naughty Lotus practitioner deserve a good slapping! This Charm, used to supplement an attack against a foe that has already attacked or been attacked by the martial artist, allows her to count any Virtue dice rolled on the attack as automatic successes; this effect is independent of the Emotion descriptor. Her target receives no dice from channelling a virtue in defence against this attack; they are too naughty!&lt;br /&gt;
&lt;br /&gt;
'''''Honey For The Bees Approach'''''&lt;br /&gt;
:'''Cost: '''3m &lt;br /&gt;
:'''Duration: '''Instant&lt;br /&gt;
:'''Type: '''Reflexive (Step 2)&lt;br /&gt;
:'''Keywords: '''Combo-OK, Emotion&lt;br /&gt;
:'''Minima: '''3/3&lt;br /&gt;
:'''Prereq. Charms: '''Naughty Lotus Form&lt;br /&gt;
&lt;br /&gt;
A flower's very structure is such that a visiting bee can think of nothing but the sweet nectar within. With a carefully practiced popped-button accident or its kind, the martial artist can suddenly divert her attacker's attention away from his blow. In lieu of normal dodges or parries, she may activate this Charm, giving her a DV equal to her Appearance + Martial Arts + Essence, divided by two. This DV is applicable even against unblockable, unparriable and immaterial attacks.&lt;br /&gt;
&lt;br /&gt;
''First Edition: This charm gives the martial artist a reflexive defence against all attacks that may be used in lieu of both parrying and dodging; their dicepool for this is their Appearance + Martial Arts. In power combat, add the martial artist's Essence to this total.''&lt;br /&gt;
&lt;br /&gt;
'''''Font Of Nosebleeds Kata'''''&lt;br /&gt;
:'''Cost: '''5m,1w&lt;br /&gt;
:'''Duration: '''Instant&lt;br /&gt;
:'''Type: '''Simple&lt;br /&gt;
:'''Keywords: '''Obvious, Emotion&lt;br /&gt;
:'''Minima: '''4/3&lt;br /&gt;
:'''Prereq. Charms: '''Baka-Smiting Retaliation&lt;br /&gt;
&lt;br /&gt;
With an act of unspeakable titillation, the martial artist drives her audience over the edge. Invocation of this Charm causes an instantaneous nosebleed in all within line of sight; treat them as bleeding normally. Exalts and other magical beings can escape this fate by succeeding at a Temperance check.&lt;br /&gt;
&lt;br /&gt;
'''''Exploding Nostril Attack'''''&lt;br /&gt;
:'''Cost: '''8m &lt;br /&gt;
:'''Duration: '''Instant&lt;br /&gt;
:'''Type: '''Simple&lt;br /&gt;
:'''Keywords: '''Combo-basic, Emotion&lt;br /&gt;
:'''Minima: '''5/3&lt;br /&gt;
:'''Prereq. Charms: '''Font Of Nosebleeds Kata, Honey For The Bees Approach&lt;br /&gt;
&lt;br /&gt;
The naughty lotus, upon full maturation, is so tantalising that it cannot possibly propogate itself – it is instead surrounded by a halo of delighted bugs, sighing and cooing to themselves (and occasionally twitching in a faintly disturbing way). As the martial artist becomes so transcendant, she gains the ability to stop her foes in their tracks with but a glance. Well, possibly some more besides, but a glance is definitely involved.&lt;br /&gt;
&lt;br /&gt;
The Exploding Nostril attack is resolved as a social attack, rolling the martial artist's Appearance + Martial Arts against her foe's dodge mental defence; this social attack cannot be parried, but Charms may be used by her subject to protect himself. If successful, the martial artist gains no influence, but her poor victim suffers automatic levels of lethal damage equal to her net successes, and is rapidly bleeding to death.&lt;br /&gt;
&lt;br /&gt;
''First Edition: The martial artist rolls her Appearance + Martial Arts against a difficulty equal to her opponent's Temperance. This does not count as an attack, and can be defended against only by Charms that allow for avoidance of any deleterious effect (such as Duck Fate) or that resist mental influence. Tally her net successes; for each of these successes, her opponent must either spend a point of temporary Willpower or take an automatic level of lethal damage. If any damage is taken this way, her opponent is also bleeding.''&lt;br /&gt;
&lt;br /&gt;
'''''Blossom Opens For The Sun'''''&lt;br /&gt;
:'''Cost: 6 motes, 1 Willpower'''&lt;br /&gt;
:'''Duration: '''One scene&lt;br /&gt;
:'''Type: '''Reflexive&lt;br /&gt;
:'''Keywords: '''Combo-Basic&lt;br /&gt;
:'''Minima: '''5/4&lt;br /&gt;
:'''Prereq. Charms:''' Exploding Nostril Attack&lt;br /&gt;
&lt;br /&gt;
The lotus seems as prosaic as any other plant, until the summer months come and their leaves pull back – suddenly, their blossom is revealed, and the summer bugs can do nothing but gawp. In the instant this Charm is activated, time seems to slow to a standstill. The martial artist's clothes cascade away in vast swathes of ethereal petal blossom, the light of their anima not &amp;lt;i&amp;gt;quite&amp;lt;/i&amp;gt; enough to reveal what lies beneath in anything more than silhouette. Flashy emblems dance around their periphery, but all eyes are invariably upon them.&lt;br /&gt;
&lt;br /&gt;
When the light fades, they stand clad in the Blessed Raiments of the Naughty Lotus – this attire is unique in its appearance to each martial artist, but common to all in that its cut is universally provocative, and its skirt does not exceed six inches in length. Any modesty damage taken before activation of this Charm is instantly healed. Any benefit to clothing or armour previously worn is lost (artifact armour goes Elsewhere, whilst mundane equipment simply disappears), but is replaced with a bonus to natural bashing and lethal soak equal to the wearer's permanent Essence. All bashing and lethal damage received for the remainder of the scene is converted to modesty damage, exactly as though Petal-Plucking Defence were used. Finally, her opponents must succeed at a Temperance check or else spend a point of Willpower to launch an attack against her – mortals automatically fail this check, and mortal extras will not spend Willpower to overcome it. This ability has an unnatural Emotion mind-influencing effect, but the remainder is not.&lt;br /&gt;
&lt;br /&gt;
== Feedback ==&lt;br /&gt;
&lt;br /&gt;
This makes me want to upgrade to 2nd Ed. just to use this style. Or play some BESM, or something. Either way, quite funny work! - [[DeadManSeven]]&lt;br /&gt;
&lt;br /&gt;
:Thanks, [[DeadManSeven]]! To have such strong appreciation from a veteran MA builder such as yourself is a real compliment; I like your work a lot, and it's good to be able to offer something in return. NLS was clearly made to entertain, but also to address the lack of material for games that take themselves less seriously - or Storytellers that have drunk too much Dr Pepper. If you'd like, I could add in 1e conversions for the rules; it's not very complex to reverse-engineer them...[[DeathBySurfeit]]&lt;br /&gt;
&lt;br /&gt;
The style is amusing and fun in its sillyness... I would love to see what the style would be like if you convert it back to 1e... ~ [[haku]] the baka mazoku&lt;br /&gt;
&lt;br /&gt;
Haha. Wonderful. I third the request for 1st ed conversions. &amp;lt;br&amp;gt; -- [[Darloth]]&lt;br /&gt;
&lt;br /&gt;
Awesome reception. Wrote out first-edition conversions for all Charms (where they differ), because I feel wubbed...[[DeathBySurfeit]]&lt;br /&gt;
&lt;br /&gt;
I'd suggest (Temperance*2)+Essence (Or maybe (Temp+Ess)*2 if that's too small)as the pool cap for Blinding Pantyflash Blow, to keep the temperance linked defenses. Otherwise, it doesn't do anything to the Temp 1, Conv 5, Val 5 muscle-bound idiots who abound as an anime trope. &amp;lt;Br&amp;gt; -- [[Darloth]]&lt;br /&gt;
&lt;br /&gt;
:Good idea. I've gone for the lower limit, to compensate for first-edition chumps being able to both dodge and parry the same attack (so individual dice pools count for less)...[[DeathBySurfeit]]&lt;br /&gt;
&lt;br /&gt;
Seeing this style inspired me to finish a write up for some special armour I had a while back, and its so fitting it hurts. [[ArabianNinja/RaimentofDevoteesBenefit|Raiment of Devotees' Benefit]] for Naughty Lotus Style, fitting, and so very very not right, but so very very amusing. Over-all A nifty style, and the 1e conversion is very appreciated. :) - [[ArabianNinja]]&lt;br /&gt;
&lt;br /&gt;
:Glad you were inspired so! And even more that you enjoyed the Style. I mean, it's not here for it's artistic merit, so I have to get &amp;lt;i&amp;gt;some&amp;lt;/i&amp;gt; mileage out of it...[[DeathBySurfeit]]&lt;br /&gt;
&lt;br /&gt;
Petal Plucking Defense seems underpowered - given that the only benefit you get out of it is that you can ignore wound penalties if and only if you're using this style, it seems much too expensive.  I'd drop it to 1 mote. --[[Kukla]]&lt;br /&gt;
&lt;br /&gt;
:I agree with the Kukla.  For 3 motes it should either have some duration to it (Essence ammount of actions), or if you keep it instant (making it a concious effort for the strike to hit ones critical clothing support strap instead of ones critial organ) than yes, drop the cost.   I'd prefer it to last a bit longer, but of course you're the creator, not me =) -[[Zodiak]]&lt;br /&gt;
&lt;br /&gt;
:An alternative, to keep with the theme: perhaps the modesty damage shouldn't convert to bashing damage? You still faint from embarassment, but you're not actually hurt. Possibly let someone cover you up and revive you once you've fainted, renewing your modesty and will to fight. Maybe you could spend a willpower to do this yourself, since modesty is in the mind. - [[IanPrice]]&lt;br /&gt;
&lt;br /&gt;
:Good point, [[Kukla]]; I've implemented [[IanPrice]]'s suggestion, and dropped the cost to a single mote. Given the low cost of even perfect defences nowadays, it doesn't seem out of line. I've also provided a brief tweak to Blinding Pantyflash Blow to base it off dodge MDV; this, I believe, balances the Charm at higher echelons of Exalted...[[DeathBySurfeit]]&lt;br /&gt;
&lt;br /&gt;
::I'm glad you found my comment useful. I also think your pantyflash modification is sound. =) - [[IanPrice]]&lt;/div&gt;</summary>
		<author><name>DeathBySurfeit</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=User:DeathBySurfeit&amp;diff=94849</id>
		<title>User:DeathBySurfeit</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=User:DeathBySurfeit&amp;diff=94849"/>
				<updated>2016-05-03T16:50:47Z</updated>
		
		<summary type="html">&lt;p&gt;DeathBySurfeit: reorganising&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Self-advertising =&lt;br /&gt;
&lt;br /&gt;
I'm a moderately-experienced Exalted Storyteller with a love of cinematicism, tinkering, and Rebecca Borgstrom's imagination. In the course of my games, I inevitably amass a small arsenal of concepts, characters, game mechanics and house rules that are really wasted sitting in folders at home - hence the Wikification! Well, that, and insurance against some IT-related catastrophe.&lt;br /&gt;
&lt;br /&gt;
I really hope this material helps someone out there. Any comments, suggestions or criticisms are welcomed with open arms, as there's no way of me making these to myself. Also, I love attention; the more feedback I get, the larger the number of people I appear to be writing for (and thus the more motivated I am).&lt;br /&gt;
&lt;br /&gt;
= Actual Content =&lt;br /&gt;
&lt;br /&gt;
== Third Edition ==&lt;br /&gt;
&lt;br /&gt;
=== Graceful Edition Overhaul ===&lt;br /&gt;
&lt;br /&gt;
* [[UnifiedProjectMethodology]] - A merging of the Leadership and Craft project rules to provide a 'best of both' approach.&lt;br /&gt;
* [[PrincipledOrganisationMethodology]] - Rules for social influence against organisations.&lt;br /&gt;
* [[AcceptableInfluenceMethodology]] - More structured rules for what to use in social influence, and when.&lt;br /&gt;
* [[CrunchyMeritMethodology]] - A more objective set of rules for what Story Merits do.&lt;br /&gt;
* [[ThreefoldStrategicMethodology]] - An abstraction of mass/naval combat as a backdrop for Exalt-on-Exalt combat.&lt;br /&gt;
* [[GracefulCharmMethodology]] - An overhaul of the 3e Charmsets, so that they follow best practice established in previous editions.&lt;br /&gt;
&lt;br /&gt;
=== Other Content===&lt;br /&gt;
&lt;br /&gt;
* [[IntimateLimitMethodology]] - Bigger, more personal Limit Breaks.&lt;br /&gt;
* [[MartialArts/NaughtyLotusStyle]] - An unconventional Martial Arts style, focusing on the sheer destructive potential of fanservice.&lt;br /&gt;
&lt;br /&gt;
== Previous Editions ==&lt;br /&gt;
&lt;br /&gt;
=== Infernal Exalted ===&lt;br /&gt;
&lt;br /&gt;
[[DBSInfernalExalted]] - An introduction, and notes on their development. 1st edition; 2nd edition will follow release of the Abyssals book.&lt;br /&gt;
* [[DBSInfernalExalted/Castes]] - A description of the different Infernal castes.&lt;br /&gt;
* [[DBSInfernalExalted/Backgrounds]] - Details on the backgrounds available to Infernals.&lt;br /&gt;
* [[DBSInfernalExalted/Artifacts]] - Rules for vitriol and vitrioline artifacts.&lt;br /&gt;
* [[DBSInfernalExalted/Natures]] - Advice on Infernal Natures, and a fair few original ones.&lt;br /&gt;
* [[DBSInfernalExalted/Sins]] - An explanation of where Infernal Virtues go.&lt;br /&gt;
* [[DBSInfernalExalted/Curse]] - Mechanics for the Great Curse as it applies to Infernals.&lt;br /&gt;
* [[DBSInfernalExalted/Charms]] - Infernal Charm mechanics, theme, and description.&lt;br /&gt;
&lt;br /&gt;
[http://ethos.kicks-ass.org/stuff/infernal_sheet.jpg Infernal Character Sheet] - By kind and capable effort of [[Grandmasta]].&lt;br /&gt;
&lt;br /&gt;
=== Third Age ===&lt;br /&gt;
&lt;br /&gt;
[[TheThirdAge]] - A dark steam/cyberpunk setting placed after the successful Locust and Baalorian Crusades, with the reintroduction of Autocthon to Creation.&lt;br /&gt;
* [[TheThirdAge/Glossary]] - Terms and words used distinct from canon Exalted, for easy reference.&lt;br /&gt;
* [[TheThirdAge/History]] - Chronicles detailing the fall of the Second Age, and events leading up to the present day in the Third Age.&lt;br /&gt;
* [[TheThirdAge/Setting]] - Cultures, regions and locales unique to the Third Age, or irrevocably changed by the flow of time.&lt;br /&gt;
* [[TheThirdAge/Heroes]] - Exalts and other magical beings involved in the unfolding Age.&lt;br /&gt;
* [[TheThirdAge/Technology]] - Gadgets, machines and artifacts developed over the course of the many catacylsms.&lt;br /&gt;
* [[TheThirdAge/MartialArts]] - The essence-recalibrative martial arts designed to turn Dragon-Blooded into dedicated adherents of Autocthonian faith.&lt;br /&gt;
&lt;br /&gt;
=== Martial Arts Styles ===&lt;br /&gt;
&lt;br /&gt;
* [[DeathBySurfeit/AscendantQuillCascade]] - Notes on the triplet of Styles in the Ascending Quill Cascade&lt;br /&gt;
* [[MartialArts/TranquilScholarStyle]] - Defensive, estudious Terrestrial Style with a mental focus&lt;br /&gt;
* [[MartialArts/WorldlyCanvassedCalligrapherStyle]] - Convoluted, stylish Celestial Style with a manipulative theme&lt;br /&gt;
* [[MartialArts/AchromaticLexiconOfCreationStyle]] - Bizarre Sidereal Style with elements of shaping combat (!)&lt;br /&gt;
* [[MartialArts/LecherousDevilStyle]] - A Terrestrial style, the dark brother of Naughty Lotus.&lt;br /&gt;
* [[MartialArts/OctopusStyle]] - A traditional animal style, blending guile, strength and the horror of tentacled things man was not meant to know.&lt;br /&gt;
* [[MartialArts/ShatteringUrnStyle]] - Abyssal-flavoured style using blood as weaponry&lt;br /&gt;
* [[MartialArts/WhiteVeiledGardenerStyle]] - Sidereal style focusing on distancing and select killing&lt;br /&gt;
&lt;br /&gt;
=== Alchemical Charms ===&lt;br /&gt;
&lt;br /&gt;
Gizmos for the gizmo god!&lt;br /&gt;
* [[AlchemicalSensoryandSpiritual/DeathBySurfeit]]&lt;br /&gt;
* [[AlchemicalEssenceandWeaving/DeathBySurfeit]]&lt;br /&gt;
* [[AlchemicalStealthandDisguise/DeathBySurfeit]]&lt;br /&gt;
&lt;br /&gt;
== Other Stuff ==&lt;br /&gt;
&lt;br /&gt;
* [[Artifacts/DeathBySurfeit]] - Gizmos and whatsits I've come up with.&lt;br /&gt;
* [[Necromancy/DeathBySurfeit]] - Spoooooky spells.&lt;br /&gt;
* [[Hearthstones/DeathBySurfeit]] - Pretty gems for your enjoyment!&lt;br /&gt;
* [[DeathBySurfeit/PowerTrainingTimes]] - An accelerated, stunt-friendly training time variant.&lt;br /&gt;
* [[BonusPointExperience]] - A pretty much eponymous house rule.&lt;br /&gt;
&lt;br /&gt;
=== Fluff ===&lt;br /&gt;
&lt;br /&gt;
* [[APinchOfSalt]] - my old Western campaign.&lt;br /&gt;
* [[DeathBySurfeit/Ko]] - Character sheet, outcaste DB for a campaign I'm about to play.&lt;br /&gt;
&lt;br /&gt;
== Feedback ==&lt;br /&gt;
&lt;br /&gt;
Well, I was just tickled by this project, and therefore couldn't help but hack the Solar charactersheet into an Infernal one. I'm rather proud of it. [http://ethos.kicks-ass.org/stuff/infernal_sheet.jpg Do let me know if I missed anything?] ~ &amp;lt;i&amp;gt;[[Grandmasta]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wonderfully done - thanks ever so much for your help, and the character sheet is now duly adopted. I'm really glad you liked my efforts so much, and any other feedback or suggestions you can give would be most welcome...[[DeathBySurfeit]]&lt;br /&gt;
:Well, actual character creation rules would be nice, but I guess those would have to wait until after the Charms are finished, eh? ~ &amp;lt;i&amp;gt;[[G]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Except for weird-ass backgrounds, what do you need? These infernals seem like the Most-Evil-Guy type, and so I'd assume they follow the Abyssals in having character creations very, very similar to solars, but with better backgrounds in the backing kinda line. I could see some Leige or Sorcery backgrounds certainly. &amp;lt;br&amp;gt; -- [[Darloth]]&lt;br /&gt;
:The weird-ass backgrounds are actually what I was thinking of, specifically. ^_^() ~ &amp;lt;i&amp;gt;[[G]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:: You know, some original backgrounds would be interesting.  Anything come to mind, [[G]]? -[[Suzume]]&lt;br /&gt;
&lt;br /&gt;
::: Well, it has been suggested that Demon-Blooded get a form of Whispers that works with the Yozis instead of the Malfeans. That'd be a good place to start. :) They definitely need a Leige style background; even the lowliest of the Akuma (*scoff!*) get Patron and Inheritance 5 as part of the &amp;lt;i&amp;gt;basic deal.&amp;lt;/i&amp;gt; ~ &amp;lt;i&amp;gt;[[G]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::: Oh, and there's gotta be a Demonic Contacts...Allies...Henchmen ... hell, why not just make a catch-all &amp;quot;Demons I Chill With&amp;quot; background? ~ &amp;lt;i&amp;gt;[[G]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::::Actually, though I'm not so sure how it would fit in with [[DBSInfernalExalted|DeathBySurfeit]]'s stuff, [[IkselamInfernal/BackgroundProto|Ikselam]] has some preliminary backgrounds that I think are at least worth a look, being rather original.  -[[Suzume]]&lt;br /&gt;
&lt;br /&gt;
:::::I dunno if DBS would agree with me, but I would think the Yozis would be pretty careful in choosing who to pick as their Exalted. Careful enough to make conventions like a sliding scale of How Much Daddy Likes Me a tad irrelevant. Oh, they might like specific examples of the little bastards, but I'd think that'd be represented as a Merit (or Flaw?) than as a background. I guess they could be adapted, but it sounds like they were written with the possibility of an Infernal going rogue, which doesn't sound terribly likely to happen in this incarnation. :) ~ &amp;lt;i&amp;gt;[[G]], rambling&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Say, another random question. Do Infernals get their own signature Magical Material to play with? If so, what is it called? Daimonion? Ormulo? Gluebrass? :) ~ &amp;lt;i&amp;gt;[[G]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Black Lead, or at least that's what [[Spider]] and I have decided on for [[BoXPInfernals]]. If you reverse-engineer from Dukantha's Daiklave it's +2 accuracy, +1 damage, which can reasonably be toned down to +1/+1 each. --[[MUrielw]]&lt;br /&gt;
&lt;br /&gt;
I'll be uploading them shortly, but I've actually been working on much of what you have mentioned. Character creation is basically the same as Solars, with the addition of Voices (similar to Whispers) and Sorcery (similar to Necromancy) backgrounds. With regards Magical Materials, I'm presently deciding on whether to go for [[willows]]'s idea of corrupted materials or my campaign's addition of vitrioline (after a reference in Games of Divinity to it as the caustic element unique to to Malfeas). I'll upload them when I'm finished (Voices was done some time ago), but feedback on the MM debate would be of great help...[[DeathBySurfeit]]&lt;br /&gt;
:I'm divided on it myself; I like the corrupted materials (to match with the corrupted Shards), but there is a definite appeal in a new material entirely. I'm not sure how much I like the term 'vitrioline', though...it sounds like a kind of fuel. Poking around some bilingual dictionaries, I don't see anything better...look in alchemy? - [[willows]]&lt;br /&gt;
&lt;br /&gt;
Could stick with Vitriline... since Vitriol seems to be limited to Malfeas, it would certainly be a possiblity as a material. Heck, there's even a pseudo-elemental of it. &amp;lt;br&amp;gt; -- [[Darloth]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Aside from a preexisting tendency to align Vitioline / Vitriline with the minorMM's, I like the idea of solidified Malice.  ^_^  Mayhap a compromise idea would be that the Infernals use the 5MM, but they must be alloyed and corupted by the Yozi's crunchy-hate.  It's one thought anyway.  -[[Suzume]]&lt;br /&gt;
:&amp;lt;i&amp;gt;-We're Catholic.&amp;lt;/i&amp;gt;&lt;br /&gt;
:&amp;lt;i&amp;gt;-Oh, then you want &amp;lt;b&amp;gt;That's Pure Evil Coming Out of Your Backside, You Naughty Child&amp;lt;/b&amp;gt;.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I say give them Vitriol, or Vitrioline, if that's native to Malfeas. If it's not already what would be considered a &amp;quot;magical&amp;quot; material, have THAT alloyed with atrocity and damnation and call it what you will. [[WaiyaddoNoDan]] convinced me that corrupted MMs are cheesy. :) ~ &amp;lt;i&amp;gt;[[G]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vitrioline, vitriol refined and purified a thousand times over, will be finished off shortly, as will character creation rules. I'm currently seeking themes for the Athletics and Dodge trees, if anyone's got a creative mind spare...[[DeathBySurfeit]]&lt;br /&gt;
&lt;br /&gt;
Athletics could be based around how progressively less and less physical 'laws' apply to them. I mean... start with things like friction, work up to gravity on a small scale, and eventually just negate gravity, intertia, stuff like that entirely? I can certainly see an inertia-less charm as some sort of dodge-charm as well. &amp;lt;br&amp;gt; -- [[Darloth]]&lt;br /&gt;
&lt;br /&gt;
:That idea seems almost exactly like the Alchemical Strength Charms, though. -- [[Will]]&lt;br /&gt;
&lt;br /&gt;
:Also, the altering geometry shtick works pretty well too.  Two points separated by a vast distance are also tangental, and the infernal just sort of steps across.  Or say an arrow is fired,  and travels in its normal, basically parabolic path.  It just happens that now that very same parabolic path takes it straight up and over the infernal, as she stands there smiling at you, ready to take that step from one point to another, and take your insides on a trip outside--thanks to his trusty poignard of... whatever they end up using--on her way.  ^_^  -[[Suzume]]  (Try waking up in the middle of the night from dreaming of that, explaining that to your lover, and having her give you the &amp;quot;disgusted&amp;quot; look because it made you very happy.  ^_^ )&lt;br /&gt;
&lt;br /&gt;
Impatient demand for more stuff! o_o ~ &amp;lt;i&amp;gt;[[G]]&amp;lt;/i&amp;gt;&lt;br /&gt;
: Delighted cheering! ~ &amp;lt;i&amp;gt;[[G]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ideas presently very welcome on the subject of the Dodge tree. It's somewhat a crucial tree; Infernals presently have an extremely noticeable lack of defensive Charms, so if they were to be included at all they'd be included there. The tree &amp;lt;b&amp;gt;could&amp;lt;/b&amp;gt; be orientated around physical and social defence mechanisms, or it could be orientated around counterattack charms, obscure evasion methods, stealth and other such things. Or something else entirely. Thanks for the comments in advance...[[DeathBySurfeit]]&lt;br /&gt;
&lt;br /&gt;
:Hmmmmmm.... Several demons and demon types dance, so why not have them doing demon dances that break reality and allow them to do such things as warp space to shift attacks away from themselves, avoid the bonds of hate, friendship, etc.  They should probably have a charm that allows them to retarget attacks on other people or the attacker.  I haven't read through all of the charms so if you have already used any of these, I'm sorry.  Still, I like the mental image I get of somone dancing in place while reality fractures like a broken mirror around them and all attacks on that person get warped around to strike the attacker.  &amp;lt;br&amp;gt;-- [[BrilliantRain]]&lt;br /&gt;
&lt;br /&gt;
:Just realised something else.  Regardless of what else you do, they should probably have a dodge charm that allows them to make a charm enhanced dodge that counts as a parry or soak instead of a dodge, otherwise they will be vulnerable to a decent subset of charms.  After all there are charms out there that totally ignore dodge and charms that ignore non-charm enhanced defences. &amp;lt;br&amp;gt;-- [[BrilliantRain]]&lt;br /&gt;
&lt;br /&gt;
:I was thinking perhaps that since the Infernal shtick as far as combat goes thus far appears to be &amp;quot;kill you before you can kill me,&amp;quot; the Dodge tree might not focus so much on avoiding attacks as &amp;lt;i&amp;gt;dissuading&amp;lt;/i&amp;gt; attackers from attacking in the first place. I can definitely see a series of &amp;quot;Sure, go ahead and hit me. Heh heh heh.&amp;quot; Charms being right at home there. Or maybe a Celestial Safety Amongst Enemies. Maybe a Charm or set thereof which trick the target into thinking one of his comrades is actually the Infernal? ~ &amp;lt;i&amp;gt;[[G]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Whoo, congrats on finishing! I've kind of watched this over the months it's developed, and I think the project is preeeetty neat. Now.. Infernal chargen rules! Citizens demand it! -- [[Will]]&lt;br /&gt;
&lt;br /&gt;
I'll get working on them. In the meantime, just imagine they're Solars with differently named weaponry, castes and Charm sets...[[DeathBySurfeit]]&lt;br /&gt;
&lt;br /&gt;
This is great stuff! Well done! *so yoinked* - [[Nikink]]&lt;br /&gt;
&lt;br /&gt;
I aim to, er, be yoinked. Mwa to all those Friend Citizens who voted for [[DBSInfernalExalted/MartialArts|Five Falling Butterflies Style]]! ...[[DeathBySurfeit]]&lt;br /&gt;
&lt;br /&gt;
That is one awesome Charmset, sir or ma'am. Obviously our visions of the Infernals differ, but I covet your talent. --[[MUrielw]]&lt;br /&gt;
&lt;br /&gt;
:Many thanks, sir or ma'am! I've somehow omitted to link to your own rendition of those charming individuals, but that's since fixed. Eee, I don't look forward to converting all the Charms to their second edition variants. Still, nobbleyess obleegay...[[DeathBySurfeit]]&lt;br /&gt;
&lt;br /&gt;
Talking about Nobbly-Ess Oblighey, check your gmail. Sorry to everyone else, but DBS will never see this if I don't major it, and you would not -believe- how difficult it is to get in contact otherwise. &amp;lt;br&amp;gt; -- [[Darloth]]&lt;br /&gt;
&lt;br /&gt;
Hahahahahahahahahhahahahahhaha! Gold, pure gold! B-) -[[nikink]]&lt;br /&gt;
&lt;br /&gt;
^_^ ...[[DeathBySurfeit]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This might not be the right place to ask, but since you've been giving me advice I hope you can give me some more. I tried to do as you said and made new pages without spaces in the name. But that left old pages with the bad names and I think maybe they should be deleted. But I dont know how to do it... can you help me? /[[Swifty]]&lt;br /&gt;
&lt;br /&gt;
Sadly, he cannot help you delete pages, as it is basically impossible. However, if you move all the stuff onto the better-named page, you can either leave the old one blank or use a redirect to make the old page point at the new page. An example of how to do that can be found [[TextFormattingRules|Here]], under the miscellaneous section. Doing either of those keeps the wasted space to a minimum, and then the old pages will eventually fall out of use.&lt;br /&gt;
&lt;br /&gt;
In other news, [[DeathBySurfeit|DbS]], that gif is awesome! &amp;lt;br&amp;gt; -- [[Darloth]] &lt;br /&gt;
&lt;br /&gt;
:[[Darloth]] got it in one. Don't worry about leaving redundant pages around; if you delete all references to them, they're as good as removed anyway. Glad you liekd the gif, [[Darloth|Dar]]! I think the meme is old enough to start being funny again...[[DeathBySurfeit]]&lt;br /&gt;
&lt;br /&gt;
By the way  - did Square pay you for the english translation of Balthier, or did you just mentally imprint yourself onto him from afar? &amp;lt;br&amp;gt; -- [[Darloth]] &amp;lt;i&amp;gt;finds the similarities disturbing sometimes&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Gah! I shall have to demand royalties...[[DeathBySurfeit]]&lt;br /&gt;
&lt;br /&gt;
HOLY CRAP.  Has that GIF been here all this time?  Is it yours?  It is amazing.  Amazing.&lt;br /&gt;
&amp;lt;br&amp;gt;~ [[Shataina]]&lt;br /&gt;
&lt;br /&gt;
:It has been here for some time, and I was the one who compiled the images together into an animation that [[DeathBySurfeit]] posted on the The Freedom Stone forum some time back. Mind you, my version was more vibrant for some odd reason, compared to the other one that someone else made ~ [[Haku]]&lt;br /&gt;
&lt;br /&gt;
:Mmm! I had a flash of inspiration, spent a little time in photoshop and the ever-delightful [[Haku]] rendered it into a gif for me. It was supposed to only be a temporary thing, but I've since become quite attached to it...[[DeathBySurfeit]]&lt;br /&gt;
&lt;br /&gt;
You should talk with Jachra - he hangs around on [[OpenRPG]] a fair bit, and I think you two would get on well on the subject of faeries. &amp;lt;br&amp;gt; -- [[Darloth]].&lt;/div&gt;</summary>
		<author><name>DeathBySurfeit</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=ThreefoldStrategicMethodology&amp;diff=94848</id>
		<title>ThreefoldStrategicMethodology</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=ThreefoldStrategicMethodology&amp;diff=94848"/>
				<updated>2016-05-03T15:48:51Z</updated>
		
		<summary type="html">&lt;p&gt;DeathBySurfeit: /* Threshold 3 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Threefold Strategic Methodology=&lt;br /&gt;
'''''Or: Land Air And Sea Understanding'''''&lt;br /&gt;
&lt;br /&gt;
This is a system that abstracts together dramatic military, horseback, airship, or naval battles. If you are using this system, '''do not use the rules for''':&lt;br /&gt;
&lt;br /&gt;
* '''Ambushes''', where at least one side qualifies for a strategy roll&lt;br /&gt;
* '''Battle Groups''', unless they are encountered on their own&lt;br /&gt;
* '''Command Actions'''&lt;br /&gt;
* '''Naval Combat'''&lt;br /&gt;
&lt;br /&gt;
Mortals and other nameless hordes act, instead, as a backdrop for the excitement of Exalt-on-Exalt combat.&lt;br /&gt;
&lt;br /&gt;
This system uses the [[CrunchyMeritMethodology|Crunchy Merit Methodology]] rules.&lt;br /&gt;
&lt;br /&gt;
===Order Of Events===&lt;br /&gt;
&lt;br /&gt;
# All commanders decide on their intended Stratagem and make '''strategy''' rolls, if they qualify for them.&lt;br /&gt;
# The commander with the winning strategy roll implements their intended Stratagem (if they have enough threshold successes).&lt;br /&gt;
# The Exalts involved roll Join Battle and face off against one another using normal combat rules, modified by the Stratagem.&lt;br /&gt;
# The consequence of fleeing battle (depleted Command merits + any effect from Stratagems) is applied. &lt;br /&gt;
&lt;br /&gt;
===Strategy Rolls===&lt;br /&gt;
&lt;br /&gt;
Strategy rolls are made before forces join battle, if combat is planned ahead of time. To make a strategy roll, you must be the commander of your side, be aware that conflict is going to break out, and have qualifying merits:&lt;br /&gt;
&lt;br /&gt;
* Your side is bringing the Command Merit to bear on a land battle ('''Command''').&lt;br /&gt;
* All Exalts on your side is mounted (have the Mount Merit) in a land battle, or have flying mounts in a sea or air battle ('''Mounted''').&lt;br /&gt;
* Your side is bringing a cavalry-type Command Merit to bear on a land battle ('''Mounted''').&lt;br /&gt;
* Your side control at least one Ship in a sea battle ('''Naval''').&lt;br /&gt;
* Your side control at least one flying Ship in an air battle ('''Naval''').&lt;br /&gt;
&lt;br /&gt;
Each commander decides on a desired Stratagem, then makes a strategy roll. Strategy rolls are subject to the following modifiers:&lt;br /&gt;
&lt;br /&gt;
: +1 Difficulty if you do not know who the opposing commander is.&lt;br /&gt;
: +1 Difficulty if you do not know what forces the opposing commander is bringing.&lt;br /&gt;
&lt;br /&gt;
The highest result subtracts theirs from the highest result from a hostile commander. If they have enough remaining successes to meet the threshold of their desired Stratagem, it is applied to the subsequent battle. If not, no stratagem is in effect.&lt;br /&gt;
&lt;br /&gt;
If you do not qualify for a strategy roll, you may not make one; your opponent's roll, if they qualify for one, will go uncontested. If you qualify for more than one type of strategy roll, you may choose which one to make.&lt;br /&gt;
&lt;br /&gt;
===Merits===&lt;br /&gt;
&lt;br /&gt;
'''Command''' strategy rolls are made with Intelligence+War. Anyone can contribute their Command Merit(s) to their Commander, and the bonuses stack (up to the normal maximum of five Merit dice). If you apply a Command Merit and are subsequently forced to flee the battle, the Command Merit is reduced by one due to casualties and desertions.&lt;br /&gt;
&lt;br /&gt;
'''Mounted''' strategy rolls are made with Intelligence+Ride. Use the highest Mount Merit on the commander’s side to determine Merit bonuses.&lt;br /&gt;
&lt;br /&gt;
'''Naval''' strategy rolls are made with Intelligence+Sail. Use the highest Ship Merit on the commander’s side to determine Merit bonuses.&lt;br /&gt;
&lt;br /&gt;
===Stratagems===&lt;br /&gt;
&lt;br /&gt;
Stratagems are listed below. You '''must''' stunt a stratagem to make it clear how you are accomplishing the effects described.&lt;br /&gt;
&lt;br /&gt;
====Threshold 1====&lt;br /&gt;
&lt;br /&gt;
* '''Pinned''': If the opposing forces flee the battle, any Command Merits they have brought have their ratings reduced by two rather than one. Alternatively, you may force them to leave behind a Mount or Ship.&lt;br /&gt;
* '''Strategic Placement''': You dictate where in the vicinity the battle takes place, for environmental advantage and stunting benefits.&lt;br /&gt;
* '''Hidden Approach''': The battle starts with both sides at short range from each other.&lt;br /&gt;
* '''Keep Your Distance''': The battle starts with both sides at long range from each other.&lt;br /&gt;
&lt;br /&gt;
====Threshold 2====&lt;br /&gt;
&lt;br /&gt;
* '''Fortifications''': The battle starts at long range, and the opposing force consider the battlefield to be difficult terrain.&lt;br /&gt;
* '''Mire Them''': The battle starts at short range, and the opposing force consider the battlefield to be difficult terrain.&lt;br /&gt;
* '''Skirmish''': If you are forced to flee the battle, your Command Merits are not reduced (Command rolls only).&lt;br /&gt;
* '''Fusillade''': Your opponents have their starting Initiative reduced by the rating of the Merit used in your strategy roll.&lt;br /&gt;
* '''The Runaround''': Your opponents start with a fatigue penalty to Athletics checks equal to your Mount merit (Mounted rolls only).&lt;br /&gt;
&lt;br /&gt;
====Threshold 3====&lt;br /&gt;
&lt;br /&gt;
* '''Ambush''': Your attacks in the first round of battle, against opponents with lower Initiative, are considered ambush attacks.&lt;br /&gt;
* '''Attrition''': The opposing commander's highest applicable Merit rating (Command/Mount/Ship) is reduced by one before the battle begins. If your highest Merit is equal to or lower than the reduced rating, your Merit's rating is also reduced by one.&lt;br /&gt;
* '''Hold At Bay''': Each Exalt on your side may make a single social influence check against one of your opponents. If they try to interrupt, you may make a reflexive ambush attack against them before Join Battle is rolled.&lt;br /&gt;
* '''Not Today''': The battle is avoided altogether.&lt;br /&gt;
* '''No Escape''': The battle takes place in a three-by-three range band square, from which your opponents cannot escape without use of appropriate Charms.&lt;br /&gt;
* '''Ram''': The battle begins with ships alongside each other. If your opponent's Ship has a lower merit rating than yours, it is crippled and loses its merit dice bonus until repaired (Naval rolls only).&lt;br /&gt;
* '''Sea Of Blades''': Your opponents have a -1 onslaught penalty for the duration of the battle.&lt;br /&gt;
&lt;br /&gt;
Ride, Sail, and War Charms can be created and used to increase the effects of these. STs should allow players to invent their own Stratagems, and agree the effects and threshold for them.&lt;br /&gt;
&lt;br /&gt;
==Comments==&lt;/div&gt;</summary>
		<author><name>DeathBySurfeit</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=ThreefoldStrategicMethodology&amp;diff=94847</id>
		<title>ThreefoldStrategicMethodology</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=ThreefoldStrategicMethodology&amp;diff=94847"/>
				<updated>2016-05-03T15:46:45Z</updated>
		
		<summary type="html">&lt;p&gt;DeathBySurfeit: /* Strategy Rolls */ added cavalry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Threefold Strategic Methodology=&lt;br /&gt;
'''''Or: Land Air And Sea Understanding'''''&lt;br /&gt;
&lt;br /&gt;
This is a system that abstracts together dramatic military, horseback, airship, or naval battles. If you are using this system, '''do not use the rules for''':&lt;br /&gt;
&lt;br /&gt;
* '''Ambushes''', where at least one side qualifies for a strategy roll&lt;br /&gt;
* '''Battle Groups''', unless they are encountered on their own&lt;br /&gt;
* '''Command Actions'''&lt;br /&gt;
* '''Naval Combat'''&lt;br /&gt;
&lt;br /&gt;
Mortals and other nameless hordes act, instead, as a backdrop for the excitement of Exalt-on-Exalt combat.&lt;br /&gt;
&lt;br /&gt;
This system uses the [[CrunchyMeritMethodology|Crunchy Merit Methodology]] rules.&lt;br /&gt;
&lt;br /&gt;
===Order Of Events===&lt;br /&gt;
&lt;br /&gt;
# All commanders decide on their intended Stratagem and make '''strategy''' rolls, if they qualify for them.&lt;br /&gt;
# The commander with the winning strategy roll implements their intended Stratagem (if they have enough threshold successes).&lt;br /&gt;
# The Exalts involved roll Join Battle and face off against one another using normal combat rules, modified by the Stratagem.&lt;br /&gt;
# The consequence of fleeing battle (depleted Command merits + any effect from Stratagems) is applied. &lt;br /&gt;
&lt;br /&gt;
===Strategy Rolls===&lt;br /&gt;
&lt;br /&gt;
Strategy rolls are made before forces join battle, if combat is planned ahead of time. To make a strategy roll, you must be the commander of your side, be aware that conflict is going to break out, and have qualifying merits:&lt;br /&gt;
&lt;br /&gt;
* Your side is bringing the Command Merit to bear on a land battle ('''Command''').&lt;br /&gt;
* All Exalts on your side is mounted (have the Mount Merit) in a land battle, or have flying mounts in a sea or air battle ('''Mounted''').&lt;br /&gt;
* Your side is bringing a cavalry-type Command Merit to bear on a land battle ('''Mounted''').&lt;br /&gt;
* Your side control at least one Ship in a sea battle ('''Naval''').&lt;br /&gt;
* Your side control at least one flying Ship in an air battle ('''Naval''').&lt;br /&gt;
&lt;br /&gt;
Each commander decides on a desired Stratagem, then makes a strategy roll. Strategy rolls are subject to the following modifiers:&lt;br /&gt;
&lt;br /&gt;
: +1 Difficulty if you do not know who the opposing commander is.&lt;br /&gt;
: +1 Difficulty if you do not know what forces the opposing commander is bringing.&lt;br /&gt;
&lt;br /&gt;
The highest result subtracts theirs from the highest result from a hostile commander. If they have enough remaining successes to meet the threshold of their desired Stratagem, it is applied to the subsequent battle. If not, no stratagem is in effect.&lt;br /&gt;
&lt;br /&gt;
If you do not qualify for a strategy roll, you may not make one; your opponent's roll, if they qualify for one, will go uncontested. If you qualify for more than one type of strategy roll, you may choose which one to make.&lt;br /&gt;
&lt;br /&gt;
===Merits===&lt;br /&gt;
&lt;br /&gt;
'''Command''' strategy rolls are made with Intelligence+War. Anyone can contribute their Command Merit(s) to their Commander, and the bonuses stack (up to the normal maximum of five Merit dice). If you apply a Command Merit and are subsequently forced to flee the battle, the Command Merit is reduced by one due to casualties and desertions.&lt;br /&gt;
&lt;br /&gt;
'''Mounted''' strategy rolls are made with Intelligence+Ride. Use the highest Mount Merit on the commander’s side to determine Merit bonuses.&lt;br /&gt;
&lt;br /&gt;
'''Naval''' strategy rolls are made with Intelligence+Sail. Use the highest Ship Merit on the commander’s side to determine Merit bonuses.&lt;br /&gt;
&lt;br /&gt;
===Stratagems===&lt;br /&gt;
&lt;br /&gt;
Stratagems are listed below. You '''must''' stunt a stratagem to make it clear how you are accomplishing the effects described.&lt;br /&gt;
&lt;br /&gt;
====Threshold 1====&lt;br /&gt;
&lt;br /&gt;
* '''Pinned''': If the opposing forces flee the battle, any Command Merits they have brought have their ratings reduced by two rather than one. Alternatively, you may force them to leave behind a Mount or Ship.&lt;br /&gt;
* '''Strategic Placement''': You dictate where in the vicinity the battle takes place, for environmental advantage and stunting benefits.&lt;br /&gt;
* '''Hidden Approach''': The battle starts with both sides at short range from each other.&lt;br /&gt;
* '''Keep Your Distance''': The battle starts with both sides at long range from each other.&lt;br /&gt;
&lt;br /&gt;
====Threshold 2====&lt;br /&gt;
&lt;br /&gt;
* '''Fortifications''': The battle starts at long range, and the opposing force consider the battlefield to be difficult terrain.&lt;br /&gt;
* '''Mire Them''': The battle starts at short range, and the opposing force consider the battlefield to be difficult terrain.&lt;br /&gt;
* '''Skirmish''': If you are forced to flee the battle, your Command Merits are not reduced (Command rolls only).&lt;br /&gt;
* '''Fusillade''': Your opponents have their starting Initiative reduced by the rating of the Merit used in your strategy roll.&lt;br /&gt;
* '''The Runaround''': Your opponents start with a fatigue penalty to Athletics checks equal to your Mount merit (Mounted rolls only).&lt;br /&gt;
&lt;br /&gt;
====Threshold 3====&lt;br /&gt;
&lt;br /&gt;
* '''Ambush''': Your attacks in the first round of battle, against opponents with lower Initiative, are considered ambush attacks.&lt;br /&gt;
* '''Attrition''': The opposing commander's Merit rating is reduced by one before the battle begins. If your Merit is equal to or lower than the reduced rating, your Merit's rating is also reduced by one.&lt;br /&gt;
* '''Hold At Bay''': Each Exalt on your side may make a single social influence check against one of your opponents. If they try to interrupt, you may make a reflexive ambush attack against them before Join Battle is rolled.&lt;br /&gt;
* '''Not Today''': The battle is avoided altogether.&lt;br /&gt;
* '''No Escape''': The battle takes place in a three-by-three range band square, from which your opponents cannot escape without use of appropriate Charms.&lt;br /&gt;
* '''Ram''': The battle begins with ships alongside each other. If your opponent's Ship has a lower merit rating than yours, it is crippled and loses its merit dice bonus until repaired (Naval rolls only).&lt;br /&gt;
* '''Sea Of Blades''': Your opponents have a -1 onslaught penalty for the duration of the battle.&lt;br /&gt;
&lt;br /&gt;
Ride, Sail, and War Charms can be created and used to increase the effects of these. STs should allow players to invent their own Stratagems, and agree the effects and threshold for them.&lt;br /&gt;
&lt;br /&gt;
==Comments==&lt;/div&gt;</summary>
		<author><name>DeathBySurfeit</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=CrunchyMeritMethodology&amp;diff=94846</id>
		<title>CrunchyMeritMethodology</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=CrunchyMeritMethodology&amp;diff=94846"/>
				<updated>2016-05-03T15:45:30Z</updated>
		
		<summary type="html">&lt;p&gt;DeathBySurfeit: /* Command */ added cavalry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Crunchy Merit Methodology=&lt;br /&gt;
&lt;br /&gt;
This revamp is intended to use the new, stronger framework for projects, crafts and social influence to attach more crunchy rules to Story Merits.&lt;br /&gt;
&lt;br /&gt;
It seeks to answer the question: what do Story Merits ''do''?&lt;br /&gt;
&lt;br /&gt;
==Merit Dice==&lt;br /&gt;
&lt;br /&gt;
Story Merits often add bonus Merit dice to appropriate rolls. To use these dice, you must use a stunt that illustrates how the Merit assists you.&lt;br /&gt;
&lt;br /&gt;
It is possible to receive dice from more than one Merit on a single action, but you may not add more than a total of five Merit dice. Merit dice are not considered as coming from Charms.&lt;br /&gt;
&lt;br /&gt;
When using these rules with the [[UnifiedProjectMethodology|Unified Project Methodology]], you may not add the Merit dice below to a Project roll. If you want to use a Merit for a Project, make it a Supporting Merit.&lt;br /&gt;
&lt;br /&gt;
==Revised Merits==&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
Allies are no longer repurchased multiple times to reflect different characters.&lt;br /&gt;
&lt;br /&gt;
When you are having difficulty doing something, you may call upon your Allies. You may do this a number of times each story equal to your Allies rating.&lt;br /&gt;
&lt;br /&gt;
When your Allies respond, they will provide the chance to reattempt a task (if it would otherwise be impossible), and add bonus dice equal to your Allies rating to the roll. This will take a form appropriate to your Allies, as determined by the ST – they may intercede directly, provide you with something you can use, or send someone to assist.&lt;br /&gt;
&lt;br /&gt;
===Artifact===&lt;br /&gt;
This merit is unchanged from as described in Third Edition.&lt;br /&gt;
&lt;br /&gt;
===Backing===&lt;br /&gt;
You may add your Backing in Merit dice to:&lt;br /&gt;
&lt;br /&gt;
* Social influence rolls targeting members of the organisation. &lt;br /&gt;
* Rolls to accomplish something that the organisation specialises in.&lt;br /&gt;
&lt;br /&gt;
You must add your Backing to the Difficulty of:&lt;br /&gt;
&lt;br /&gt;
* Mundane attempts to conceal yourself from members of the organisation.&lt;br /&gt;
* Social influence rolls targeting anyone who has a negative Intimacy toward the organisation.&lt;br /&gt;
&lt;br /&gt;
You may not have more dots in a Backing merit than the Magnitude of the organisation it is with.&lt;br /&gt;
&lt;br /&gt;
===Breeding===&lt;br /&gt;
You may add your Breeding in Merit dice to:&lt;br /&gt;
&lt;br /&gt;
* Rolls to determine whether your child Exalts as a Dragon-Blooded.&lt;br /&gt;
* Rolls to seduce Dragon-Blooded characters.&lt;br /&gt;
&lt;br /&gt;
===Command===&lt;br /&gt;
Command may be purchased multiple times, to represent different forces. You may add your Command in Merit dice to:&lt;br /&gt;
&lt;br /&gt;
* All War rolls.&lt;br /&gt;
* Rolls to threaten someone.&lt;br /&gt;
&lt;br /&gt;
You must add your Command to the Difficulty of:&lt;br /&gt;
&lt;br /&gt;
* Attempts to evade detection.&lt;br /&gt;
* Attempts to outrun or outmanoeuvre someone, other than via strategy rolls.&lt;br /&gt;
&lt;br /&gt;
In addition, you will need to make sure that they are fed and sheltered. You may leave your troops behind (and often do!), suspending these effects until you are reunited.&lt;br /&gt;
&lt;br /&gt;
You may choose to make your troops cavalry. Having cavalry always allows you to make Mounted strategy rolls, and they do not apply a penalty to outrun or outmanoeuvre people. However, they only provide (Merit-1) dice to appropriate rolls.&lt;br /&gt;
&lt;br /&gt;
====Morale====&lt;br /&gt;
Troops can have their Morale broken with a successful '''threaten''' action (or one provided by supernatural fear). For this purpose, they have Resolve equal to their merit rating, and usually have applicable Principles.&lt;br /&gt;
&lt;br /&gt;
If troops have their Morale broken, they provide no benefit to their commander (and cannot be used to allow Command Charms) until the battle is over, or their Morale is restored with a '''rally''' action. This is a special '''persuade''' action made with Charisma+War, at a difficulty equal to the merit's rating. If successful, the troops return in (merit rating) turns.&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
You may add your Contacts in Merit dice to rolls to:&lt;br /&gt;
&lt;br /&gt;
* Determine the activity or intentions of anyone within the organisation.&lt;br /&gt;
* Strategy rolls against a commander who is a member of that organisation.&lt;br /&gt;
&lt;br /&gt;
===Cult===&lt;br /&gt;
This Merit is unchanged from as described in Third Edition.&lt;br /&gt;
&lt;br /&gt;
===Demesne===&lt;br /&gt;
You control a place of power within Creation.&lt;br /&gt;
&lt;br /&gt;
: OO: You control a Demesne.&amp;lt;br&amp;gt;&lt;br /&gt;
: OOO: You control a Demesne upon which a Manse has been built, and have its Hearthstone.&amp;lt;br&amp;gt;&lt;br /&gt;
: OOOO: You control a Major Demesne.&amp;lt;br&amp;gt;&lt;br /&gt;
: OOOOO: You control a Major Demesne upon which a Manse has been built, and have its Hearthstone.&lt;br /&gt;
&lt;br /&gt;
You automatically detect any Essence expenditure within your Demesne. You may identify who used it and where (Perception+Occult, Difficulty 3), or the exact nature of the magic used (Difficulty 5).&lt;br /&gt;
&lt;br /&gt;
When you are in a Demesne you control, you may add its rating (2 or 4) in Merit dice to:&lt;br /&gt;
&lt;br /&gt;
* Motes regenerated per hour&lt;br /&gt;
* Motes regenerated per turn in combat&lt;br /&gt;
* All instantaneous checks&lt;br /&gt;
&lt;br /&gt;
''Attempting to confront an Exalt within their Manse or Demesne is a very foolish idea.&lt;br /&gt;
&lt;br /&gt;
When you are in a Demense you are attuned to (but do not control), or you are carrying the Hearthstone for your Manse, you receive the motes/hour bonus but no others.&lt;br /&gt;
&lt;br /&gt;
===Demons===&lt;br /&gt;
&lt;br /&gt;
This Story Merit can be purchased multiple times, for different demons, but is most typically granted by the use of Sorcery. When you acquire Demons, pick a Speciality that best reflects the nature and capabilities of the Demon.&lt;br /&gt;
&lt;br /&gt;
: O: A First Circle demon&lt;br /&gt;
: OO: A group of identical First Circle demons&lt;br /&gt;
: OOO: A Second Circle demon&lt;br /&gt;
: OOOO: A Second Circle demon, and attached demonic host&lt;br /&gt;
: OOOOO: A Third Circle demon&lt;br /&gt;
&lt;br /&gt;
You may add your Demons in Merit dice to any roll, of any Ability, that matches the Demons' Speciality.&lt;br /&gt;
&lt;br /&gt;
It is highly likely that other people will have Principles that, seeing you in the company of demons, will help them resist your social influence.&lt;br /&gt;
&lt;br /&gt;
You may leave your Demons behind somewhere, suspending these effects until you are reunited.&lt;br /&gt;
&lt;br /&gt;
===Familiar===&lt;br /&gt;
You may add your Familiar in Merit dice to:&lt;br /&gt;
&lt;br /&gt;
* Rolls to actively search an area to locate something or someone within it.&lt;br /&gt;
* Rolls to track someone.&lt;br /&gt;
* Rolls to forage for food in the wilderness.&lt;br /&gt;
&lt;br /&gt;
You must add your Familiar to the Difficulty of all social influence (other than Threaten) in civilised society.&lt;br /&gt;
&lt;br /&gt;
You may leave a Familiar behind somewhere, suspending these effects until you are reunited.&lt;br /&gt;
&lt;br /&gt;
===Followers===&lt;br /&gt;
Each purchase of Followers are experts in a different Ability: choose between Bureaucracy, Craft (Any), Investigation, Larceny, Lore, Medicine, Occult, Performance, Sail, Socialise, and Survival.&lt;br /&gt;
&lt;br /&gt;
You may add your Followers in Merit dice to any non-instantaneous roll that is made using their expert Ability.&lt;br /&gt;
&lt;br /&gt;
''Example: A group of Occultists could help with setting up a ritual. They could not help with aiming a sorcerous spell, as it is an instantaneous check.&lt;br /&gt;
&lt;br /&gt;
You must add your Followers to the Difficulty of:&lt;br /&gt;
&lt;br /&gt;
* Attempts to evade detection.&lt;br /&gt;
* Attempts to outrun or outmanoeuvre someone.&lt;br /&gt;
&lt;br /&gt;
In addition, you will need to make sure that they are fed and sheltered. You may leave your Followers behind (and often do!), suspending these effects until you are reunited.&lt;br /&gt;
&lt;br /&gt;
===Hearthstone===&lt;br /&gt;
This Merit has been merged into the Demense Merit.&lt;br /&gt;
&lt;br /&gt;
===influence===&lt;br /&gt;
This Merit has been replaced by the Renown Merit.&lt;br /&gt;
&lt;br /&gt;
===Manse===&lt;br /&gt;
This Merit has been merged into the Demense Merit.&lt;br /&gt;
&lt;br /&gt;
===Mentor===&lt;br /&gt;
When you do not know how to accomplish something, you may call upon your Mentor. You may do this a number of times each story equal to your Mentor rating.&lt;br /&gt;
&lt;br /&gt;
When they respond, they will explain a good way of accomplishing what you want, as determined by the ST. They will not resolve the problem for you.&lt;br /&gt;
&lt;br /&gt;
===Mount===&lt;br /&gt;
This is a new Story merit to reflect the benefits of having a mount to ride on. If a character has a familiar or demon that serves as a mount, both merits should be taken to reflect this. An intelligent mount can be captured, but it cannot be claimed.&lt;br /&gt;
&lt;br /&gt;
: O: A functional but unimpressive mount, such as a workhorse.&lt;br /&gt;
: OO: A capable mount, such as a warhorse.&lt;br /&gt;
: OOO: An exceptional mount, such as a giant wolf or simhata, or a workable flying mount.&lt;br /&gt;
: OOOO: A monstrous mount, such as a river dragon or tyrant lizard, or an impressive flying mount.&lt;br /&gt;
: OOOOO: A monstrous and supernatural mount, such as a Wyld behemoth or very friendly elemental dragon.&lt;br /&gt;
&lt;br /&gt;
You may add your Mount in Merit dice to all Ride rolls. Flying mounts provide only (Mount-2) dice, but also many other benefits.&lt;br /&gt;
&lt;br /&gt;
An aquatic mount provides the same bonus as a land one. Amphibious mounts provide only (Mount-1) dice, but can be used equally on land and sea.&lt;br /&gt;
&lt;br /&gt;
You may leave your mount behind, suspending benefits from it until you are reunited.&lt;br /&gt;
&lt;br /&gt;
===Relics===&lt;br /&gt;
You may add your Relics in Merit dice to rolls to identify any item or effect.&lt;br /&gt;
&lt;br /&gt;
You must add your Relics to the Difficulty of:&lt;br /&gt;
&lt;br /&gt;
* All Athletics checks (they’re heavy!).&lt;br /&gt;
* Attempts to evade detection by magical sources.&lt;br /&gt;
&lt;br /&gt;
You may leave your Relics behind in a laboratory or study, suspending these effects while you are not there.&lt;br /&gt;
&lt;br /&gt;
===Renown===&lt;br /&gt;
When you take Renown, you should specify what you are renowned as. You may gain Renown multiple times, with different flavours.&lt;br /&gt;
&lt;br /&gt;
You may add your Renown in Merit dice to rolls to inspire, instil, or threaten people in a way that is directly supported by your reputation.&lt;br /&gt;
&lt;br /&gt;
You must add your Renown to the Difficulty of all attempts to inspire, instil, or threaten people in a way that directly conflicts with your reputation.&lt;br /&gt;
&lt;br /&gt;
''Example: Ha Ha Sushi has “Renown (Warlord) OOO”. If they tried to intimidate a guard into letting them into a party, they would receive a bonus from their Renown. If they tried to inspire a sense of camaraderie and good cheer to accomplish the same, they would receive a penalty instead.&lt;br /&gt;
&lt;br /&gt;
''Example: Three Word Name has “Renown (Slave Liberator) OOO”. If they tried to intimidate a Guild boss, they would receive a bonus from their Renown. If they tried to intimidate a slave, they would encounter a penalty instead.&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
You may add your Resources in Merit dice to:&lt;br /&gt;
* All bargain rolls against non-spirit characters.&lt;br /&gt;
* All acquisition rolls.&lt;br /&gt;
&lt;br /&gt;
====Acquisition Rolls====&lt;br /&gt;
Acquiring a mundane item is now a [Social Attribute]+[Bureaucracy or Larceny] '''acquisition''' roll, with a difficulty equal to the item's Resources rating. The market must be large enough to provide the item, based on its Resources rating:&lt;br /&gt;
&lt;br /&gt;
# Nomads around a campfire&lt;br /&gt;
# A village&lt;br /&gt;
# A town&lt;br /&gt;
# A city&lt;br /&gt;
# A trade city&lt;br /&gt;
&lt;br /&gt;
If the market is not large enough, a successful roll will instead tell the Exalt where the item can be found. If they journey to that location, they may acquire the item without a further check.&lt;br /&gt;
&lt;br /&gt;
Acquisition rolls may be reattempted once per day.&lt;br /&gt;
&lt;br /&gt;
===Retainer===&lt;br /&gt;
Each Retainer is an expert in a different Ability: choose between Bureaucracy, Craft (Any), Investigation, Larceny, Lore, Medicine, Occult, Performance, Sail, Socialise, and Survival.&lt;br /&gt;
&lt;br /&gt;
'''Once per session''', you may add your Retainer in Merit dice to any non-instantaneous roll that is made using their expert Ability.&lt;br /&gt;
&lt;br /&gt;
===Salary===&lt;br /&gt;
You may add your Salary in Merit dice to all bargain rolls against spirit characters.&lt;br /&gt;
&lt;br /&gt;
===Scars===&lt;br /&gt;
You have suffered great torment and temptation in your travels, and the burden of your decisions weighs heavily on you.&lt;br /&gt;
&lt;br /&gt;
'''Once per session''', you may add your Scars rating to your Resolve score.&lt;br /&gt;
&lt;br /&gt;
''Note: This is a new Story Merit, designed to accomplish two things: one, to give an alternative story reward where an Exalt's actions are noble but deeply unpopular; two, to balance the slight boost to social influence provided by Merit dice.&lt;br /&gt;
&lt;br /&gt;
===Ship===&lt;br /&gt;
&lt;br /&gt;
This is a new Story merit to reflect the benefits of having a ship to call your own, and a crew to run it.&lt;br /&gt;
&lt;br /&gt;
: O: A simple trading vessel.&lt;br /&gt;
: OO: A powerful trading vessel or light warship.&lt;br /&gt;
: OOO: A powerful warship or a Haslanti skyship.&lt;br /&gt;
: OOOO: A First Age pleasure vessel, or a skyship enhanced with First Age technology.&lt;br /&gt;
: OOOOO: A First Age warship or skyship.&lt;br /&gt;
&lt;br /&gt;
You may add your Ship in Merit dice to all Sail rolls. Skyships provide only (Ship-2) dice, and use this rating for Ram maneuvers, but also provide many other benefits.&lt;br /&gt;
&lt;br /&gt;
When you leave your ship in dock, you do not receive benefits from it until you are at sea (or in the sky) once more.&lt;br /&gt;
&lt;br /&gt;
==Comments==&lt;/div&gt;</summary>
		<author><name>DeathBySurfeit</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=ThreefoldStrategicMethodology&amp;diff=94845</id>
		<title>ThreefoldStrategicMethodology</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=ThreefoldStrategicMethodology&amp;diff=94845"/>
				<updated>2016-05-03T15:36:04Z</updated>
		
		<summary type="html">&lt;p&gt;DeathBySurfeit: /* Threshold 3 */ Attrition clarification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Threefold Strategic Methodology=&lt;br /&gt;
'''''Or: Land Air And Sea Understanding'''''&lt;br /&gt;
&lt;br /&gt;
This is a system that abstracts together dramatic military, horseback, airship, or naval battles. If you are using this system, '''do not use the rules for''':&lt;br /&gt;
&lt;br /&gt;
* '''Ambushes''', where at least one side qualifies for a strategy roll&lt;br /&gt;
* '''Battle Groups''', unless they are encountered on their own&lt;br /&gt;
* '''Command Actions'''&lt;br /&gt;
* '''Naval Combat'''&lt;br /&gt;
&lt;br /&gt;
Mortals and other nameless hordes act, instead, as a backdrop for the excitement of Exalt-on-Exalt combat.&lt;br /&gt;
&lt;br /&gt;
This system uses the [[CrunchyMeritMethodology|Crunchy Merit Methodology]] rules.&lt;br /&gt;
&lt;br /&gt;
===Order Of Events===&lt;br /&gt;
&lt;br /&gt;
# All commanders decide on their intended Stratagem and make '''strategy''' rolls, if they qualify for them.&lt;br /&gt;
# The commander with the winning strategy roll implements their intended Stratagem (if they have enough threshold successes).&lt;br /&gt;
# The Exalts involved roll Join Battle and face off against one another using normal combat rules, modified by the Stratagem.&lt;br /&gt;
# The consequence of fleeing battle (depleted Command merits + any effect from Stratagems) is applied. &lt;br /&gt;
&lt;br /&gt;
===Strategy Rolls===&lt;br /&gt;
&lt;br /&gt;
Strategy rolls are made before forces join battle, if combat is planned ahead of time. To make a strategy roll, you must be the commander of your side, be aware that conflict is going to break out, and have qualifying merits:&lt;br /&gt;
&lt;br /&gt;
* Your side is bringing the Command Merit to bear on a land battle ('''Command''').&lt;br /&gt;
* All of your side is mounted (have the Mount Merit) in a land battle, or have flying mounts in a sea or air battle ('''Mounted''').&lt;br /&gt;
* Your side control at least one Ship in a sea battle ('''Naval''').&lt;br /&gt;
* Your side control at least one flying Ship in an air battle ('''Naval''').&lt;br /&gt;
&lt;br /&gt;
Each commander decides on a desired Stratagem, then makes a strategy roll. Strategy rolls are subject to the following modifiers:&lt;br /&gt;
&lt;br /&gt;
: +1 Difficulty if you do not know who the opposing commander is.&lt;br /&gt;
: +1 Difficulty if you do not know what forces the opposing commander is bringing.&lt;br /&gt;
&lt;br /&gt;
The highest result subtracts theirs from the highest result from a hostile commander. If they have enough remaining successes to meet the threshold of their desired Stratagem, it is applied to the subsequent battle. If not, no stratagem is in effect.&lt;br /&gt;
&lt;br /&gt;
If you do not qualify for a strategy roll, you may not make one; your opponent's roll, if they qualify for one, will go uncontested. If you qualify for more than one type of strategy roll, you may choose which one to make.&lt;br /&gt;
&lt;br /&gt;
===Merits===&lt;br /&gt;
&lt;br /&gt;
'''Command''' strategy rolls are made with Intelligence+War. Anyone can contribute their Command Merit(s) to their Commander, and the bonuses stack (up to the normal maximum of five Merit dice). If you apply a Command Merit and are subsequently forced to flee the battle, the Command Merit is reduced by one due to casualties and desertions.&lt;br /&gt;
&lt;br /&gt;
'''Mounted''' strategy rolls are made with Intelligence+Ride. Use the highest Mount Merit on the commander’s side to determine Merit bonuses.&lt;br /&gt;
&lt;br /&gt;
'''Naval''' strategy rolls are made with Intelligence+Sail. Use the highest Ship Merit on the commander’s side to determine Merit bonuses.&lt;br /&gt;
&lt;br /&gt;
===Stratagems===&lt;br /&gt;
&lt;br /&gt;
Stratagems are listed below. You '''must''' stunt a stratagem to make it clear how you are accomplishing the effects described.&lt;br /&gt;
&lt;br /&gt;
====Threshold 1====&lt;br /&gt;
&lt;br /&gt;
* '''Pinned''': If the opposing forces flee the battle, any Command Merits they have brought have their ratings reduced by two rather than one. Alternatively, you may force them to leave behind a Mount or Ship.&lt;br /&gt;
* '''Strategic Placement''': You dictate where in the vicinity the battle takes place, for environmental advantage and stunting benefits.&lt;br /&gt;
* '''Hidden Approach''': The battle starts with both sides at short range from each other.&lt;br /&gt;
* '''Keep Your Distance''': The battle starts with both sides at long range from each other.&lt;br /&gt;
&lt;br /&gt;
====Threshold 2====&lt;br /&gt;
&lt;br /&gt;
* '''Fortifications''': The battle starts at long range, and the opposing force consider the battlefield to be difficult terrain.&lt;br /&gt;
* '''Mire Them''': The battle starts at short range, and the opposing force consider the battlefield to be difficult terrain.&lt;br /&gt;
* '''Skirmish''': If you are forced to flee the battle, your Command Merits are not reduced (Command rolls only).&lt;br /&gt;
* '''Fusillade''': Your opponents have their starting Initiative reduced by the rating of the Merit used in your strategy roll.&lt;br /&gt;
* '''The Runaround''': Your opponents start with a fatigue penalty to Athletics checks equal to your Mount merit (Mounted rolls only).&lt;br /&gt;
&lt;br /&gt;
====Threshold 3====&lt;br /&gt;
&lt;br /&gt;
* '''Ambush''': Your attacks in the first round of battle, against opponents with lower Initiative, are considered ambush attacks.&lt;br /&gt;
* '''Attrition''': The opposing commander's Merit rating is reduced by one before the battle begins. If your Merit is equal to or lower than the reduced rating, your Merit's rating is also reduced by one.&lt;br /&gt;
* '''Hold At Bay''': Each Exalt on your side may make a single social influence check against one of your opponents. If they try to interrupt, you may make a reflexive ambush attack against them before Join Battle is rolled.&lt;br /&gt;
* '''Not Today''': The battle is avoided altogether.&lt;br /&gt;
* '''No Escape''': The battle takes place in a three-by-three range band square, from which your opponents cannot escape without use of appropriate Charms.&lt;br /&gt;
* '''Ram''': The battle begins with ships alongside each other. If your opponent's Ship has a lower merit rating than yours, it is crippled and loses its merit dice bonus until repaired (Naval rolls only).&lt;br /&gt;
* '''Sea Of Blades''': Your opponents have a -1 onslaught penalty for the duration of the battle.&lt;br /&gt;
&lt;br /&gt;
Ride, Sail, and War Charms can be created and used to increase the effects of these. STs should allow players to invent their own Stratagems, and agree the effects and threshold for them.&lt;br /&gt;
&lt;br /&gt;
==Comments==&lt;/div&gt;</summary>
		<author><name>DeathBySurfeit</name></author>	</entry>

	</feed>