Difference between revisions of "FrivYeti/EnliRules"

From Exalted - Unofficial Wiki
Jump to: navigation, search
m
m
Line 1: Line 1:
 
== Setting-Specific Rules ==
 
== Setting-Specific Rules ==
  
=== Raising Essence ===
+
=== Combat Rules ===
  
In order to raise Essence past 1, the character needs to fill one of three prerequisites:
+
Combat in Enlightened functions very similarly to that in Exalted Second Edition. However, a few changes have been made, as follows:
  
Essence 2: Either a Student Form, a Student Art, or an Essence 1 Bestowment. <br>
+
Rate: Rate no longer exists. All actions are considered to have Rate 1.  
Essence 3: Either a Student Form, two Student Arts, or an Essence 2 Bestowment. <br>
 
Essence 4: Either an Adept Form, an Adept Art, or an Essence 3 Bestowment, plus must meditate for one year or fulfill a Motivation. <br>
 
Essence 5: Either an Adept Form, two Adept Arts, or an Essence 4 Bestowment, plus must meditate for one year or fulfill a Motivation. <br>
 
Essence 6: Either a Master Form, a Master Art, or an Essence 5 Bestowment, plus must meditate for one year or fulfill a Motivation, plus must be over 100 years old. <br>
 
  
=== Raising Kismet ===
+
New Combat Action - Flurry (Speed Variable, DV Variable): A character who wishes to do more than one thing at a time may choose to Flurry their actions. For example, someone sword-fighting while trying to rush across a bridge, or swinging from a vine while picking the manacles on their wrists. Anyone wishing to take two actions declares a Flurry action. It has a Speed equal to the higher of the two actions, and a DV penalty equal to the sum of the two actions, and both actions suffer a -2 die penalty. Attacks may be both actions in a Flurry. Characters may never Flurry more than two actions. The DV penalty of a Flurry is considered to be a single penalty for the purpose of effects that reduce such penalties.
  
Kismet functions much like Essence; there are requirements to raise it past 1.
+
New Combat Action - All-Out Attack (Speed +1, DV -1): A character may sacrifice defense and recovery time to deliver a devastating blow. All-Out Attack is an Attack action that modifies a normal attack. Its Accuracy and Damage are both increased by 2; however, it suffers a +1 Speed Penalty, and a +2 DV penalty over a regular attack, leaving the character dangerously vunerable for a time.
  
Kismet 2: Must have two Knacks or Understandings.<br>
+
Combat Modification - Onslaught: Onslaught penalties are modified as follows: Every second attack against a character applies a -1 Onslaught penalty to both DVs. This penalty lasts until the character's next action. In addition, a character's DV penalties from their own actions applies fully on the tick in which they act.
Kismet 3: Must have five Knacks or Understandings.<br>
+
 
Kismet 4: Must have nine Knacks or Understandings, plus fulfill a Motivation.<br>
+
=== Social Interaction ===
Kismet 5: Must have fourteen Knacks or Understandings, plus fulfill a Motivation.<br>
+
 
Kismet 6: Must have twenty Knacks or Understandings, plus fulfill a Motivation, plus must be over 100 years old.
+
Enlightened does not use the full Social Combat tick-based framework. Instead, Social Attacks are rolled once per scene, at the culmination of a scene's efforts. In special circumstances, two or more social attacks might be rolled against a given target in a scene, but this should reflect exceptional circumstances.
 +
 
 +
To help balance this, characters may be forced to spend multiple Willpower against a particularly skilled
 +
 
 +
Finally, DVs are altered in social combat, as follows:
 +
 
 +
MPV: Composure + Socialize, halved. <br>
 +
MDV: Willpower + Integrity, halved. <br>
 +
 
 +
=== Other Rules ===

Revision as of 18:43, 6 June 2007

Setting-Specific Rules

Combat Rules

Combat in Enlightened functions very similarly to that in Exalted Second Edition. However, a few changes have been made, as follows:

Rate: Rate no longer exists. All actions are considered to have Rate 1.

New Combat Action - Flurry (Speed Variable, DV Variable): A character who wishes to do more than one thing at a time may choose to Flurry their actions. For example, someone sword-fighting while trying to rush across a bridge, or swinging from a vine while picking the manacles on their wrists. Anyone wishing to take two actions declares a Flurry action. It has a Speed equal to the higher of the two actions, and a DV penalty equal to the sum of the two actions, and both actions suffer a -2 die penalty. Attacks may be both actions in a Flurry. Characters may never Flurry more than two actions. The DV penalty of a Flurry is considered to be a single penalty for the purpose of effects that reduce such penalties.

New Combat Action - All-Out Attack (Speed +1, DV -1): A character may sacrifice defense and recovery time to deliver a devastating blow. All-Out Attack is an Attack action that modifies a normal attack. Its Accuracy and Damage are both increased by 2; however, it suffers a +1 Speed Penalty, and a +2 DV penalty over a regular attack, leaving the character dangerously vunerable for a time.

Combat Modification - Onslaught: Onslaught penalties are modified as follows: Every second attack against a character applies a -1 Onslaught penalty to both DVs. This penalty lasts until the character's next action. In addition, a character's DV penalties from their own actions applies fully on the tick in which they act.

Social Interaction

Enlightened does not use the full Social Combat tick-based framework. Instead, Social Attacks are rolled once per scene, at the culmination of a scene's efforts. In special circumstances, two or more social attacks might be rolled against a given target in a scene, but this should reflect exceptional circumstances.

To help balance this, characters may be forced to spend multiple Willpower against a particularly skilled

Finally, DVs are altered in social combat, as follows:

MPV: Composure + Socialize, halved.
MDV: Willpower + Integrity, halved.

Other Rules