Difference between revisions of "Wordman/Charmless"
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=== Elemental === | === Elemental === | ||
− | '''Cost''': 3 motes<br> | + | '''Cost''': 3 motes, 1 willpower<br> |
'''Requirements''': Essence 3; Overwhelming, Resurgent or Triumphant for the same trait<br> | '''Requirements''': Essence 3; Overwhelming, Resurgent or Triumphant for the same trait<br> | ||
− | '''Special''': | + | '''Special''': Those with an affinity for a particular element (see below) ignore the willpower cost of the boon related to that element. |
+ | |||
+ | A series of five separate boons, elemental boons allow control over a specific element in three ways: | ||
+ | |||
+ | * Any test backed by this boon is augmented with an elemental effect. This is generally obviously magical. The nature of the augmentation depends on the element, the type of attack, and what other effects are being used by the same test. It is possible, for example, to use, say, Physical Lore with Fiery Lore to produce a ranged "fire bolt" style attack, while adding Wide Lore would increase the number of targets hit by it. | ||
+ | * Any defense backed by this boon is augmented by its element. This is generally obviously magical. Again, the exact effect depends on the element. | ||
+ | * Other, non-dice results (similar to those produced by the Mystical boon) can be stunted, if they can be logically justified based on the element. For example, adding an elemental boon to a Linguistics trait might allow communication with plants, rocks or clouds, or allow words to be carried on the wind or smoke. Used with Occult, elemental effects might allow the summoning of wind, the dowsing of fires, accelerated plant growth, etc. | ||
+ | |||
+ | One boon exists for each element. It is possible that boons exist for elements in other planes of existence (e.g. Autochthonia, the Underworld), but this is left as an exercise to the reader. | ||
− | + | * Airy | |
+ | ** Affinity: Air aspect terrestrials, air elementals, air-based spirits, pterok | ||
+ | ** Physical attacks: | ||
+ | ** Mental attacks: | ||
+ | ** Physical defense: | ||
+ | ** Mental defense: | ||
+ | * Earthen | ||
+ | ** Affinity: Earth aspect terrestrials, earth elementals, earth-based spirits, anklok, Mountain Folk | ||
+ | ** Physical attacks: | ||
+ | ** Mental attacks: | ||
+ | ** Physical defense: | ||
+ | ** Mental defense: | ||
+ | * Fiery | ||
+ | ** Affinity: Fire aspect terrestrials, fire elementals, fire-based spirits | ||
+ | ** Physical attacks: | ||
+ | ** Mental attacks: | ||
+ | ** Physical defense: | ||
+ | ** Mental defense: | ||
+ | * Watery | ||
+ | ** Affinity: Water aspect terrestrials, water elementals, water-based spirits, mosok | ||
+ | ** Physical attacks: | ||
+ | ** Mental attacks: | ||
+ | ** Physical defense: | ||
+ | ** Mental defense: | ||
+ | * Wooden | ||
+ | ** Affinity: Wood aspect terrestrials, wood elementals, wood-based spirits, raptok | ||
+ | ** Physical attacks: | ||
+ | ** Mental attacks: | ||
+ | ** Physical defense: | ||
+ | ** Mental defense: | ||
=== Enhanced === | === Enhanced === | ||
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This boon turns a physical attack into one that attacks the spirit or soul of the target. The attack does not inflict damage, but rather applies its threshold to a draining effect (see Non-standard damage). This boon cannot be used for defense. | This boon turns a physical attack into one that attacks the spirit or soul of the target. The attack does not inflict damage, but rather applies its threshold to a draining effect (see Non-standard damage). This boon cannot be used for defense. | ||
+ | |||
+ | === Spiritual === | ||
+ | |||
+ | '''Cost''': 3 motes<br> | ||
+ | '''Requirements''': Essence 3; Overwhelming, Resurgent or Triumphant for the same trait | ||
+ | |||
+ | Tests backed with this boon are effective against dematerialized spirits or ghosts. Connected to Perception or Awareness, for example, a test would allow the user to "see" dematerialized spirits. Combat traits using this boon would allow attacks to hurt them. | ||
=== Stretched === | === Stretched === | ||
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: •• - may cast celestial circle sorcery | : •• - may cast celestial circle sorcery | ||
: ••• - may cast solar circle sorcery | : ••• - may cast solar circle sorcery | ||
+ | |||
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'''Caste effect boon''':<br> | '''Caste effect boon''':<br> | ||
''Dusk'': Intense<br> | ''Dusk'': Intense<br> | ||
− | ''Midnight'': | + | ''Midnight'': Compulsive<br> |
''Daybreak'': Infectious<br> | ''Daybreak'': Infectious<br> | ||
''Day'': Subtle<br> | ''Day'': Subtle<br> | ||
Line 1,097: | Line 1,142: | ||
'''Effects linked to''': Abilities<br> | '''Effects linked to''': Abilities<br> | ||
'''Pool limit''': Attribute + Ability<br> | '''Pool limit''': Attribute + Ability<br> | ||
− | '''Internal effect boon''': | + | '''Internal effect boon''': Overwhelming<br> |
'''Caste effect boon''': ?<br> | '''Caste effect boon''': ?<br> | ||
'''Iconic effect boon''': ?<br> | '''Iconic effect boon''': ?<br> | ||
Line 1,124: | Line 1,169: | ||
''Serenity'': Emotive<br> | ''Serenity'': Emotive<br> | ||
''Battles'': Preventive<br> | ''Battles'': Preventive<br> | ||
− | ''Secrets'': | + | ''Secrets'': Hypnotic<br> |
− | ''Endings'': | + | ''Endings'': Piercing<br> |
'''Iconic effect boon''': Wide (all castes)<br> | '''Iconic effect boon''': Wide (all castes)<br> | ||
'''Restricted boons allowed to use''': Auspicious | '''Restricted boons allowed to use''': Auspicious | ||
Line 1,143: | Line 1,188: | ||
''Dawn'': Emotive<br> | ''Dawn'': Emotive<br> | ||
''Zenith'': Holy<br> | ''Zenith'': Holy<br> | ||
− | ''Twilight'': | + | ''Twilight'': Preventive<br> |
''Night'': Fast<br> | ''Night'': Fast<br> | ||
''Eclipse'': Orderly<br> | ''Eclipse'': Orderly<br> | ||
Line 1,157: | Line 1,202: | ||
''Earth'': Hardened<br> | ''Earth'': Hardened<br> | ||
''Fire'': Fast<br> | ''Fire'': Fast<br> | ||
− | ''Water'': | + | ''Water'': Resurgent<br> |
− | ''Wood'': | + | ''Wood'': Poisonous<br> |
− | '''Iconic effect boon''': | + | '''Iconic effect boon''':<br> |
+ | ''Air'': Airy<br> | ||
+ | ''Earth'': Earthen<br> | ||
+ | ''Fire'': Fiery<br> | ||
+ | ''Water'': Watery<br> | ||
+ | ''Wood'': Wooden<br> | ||
'''Restricted boons allowed to use''': Synergistic | '''Restricted boons allowed to use''': Synergistic | ||
Line 1,219: | Line 1,269: | ||
'''Effects linked to''': Abilities or Attributes<br> | '''Effects linked to''': Abilities or Attributes<br> | ||
'''Pool limit''': <br> | '''Pool limit''': <br> | ||
− | '''Internal effect boon''': | + | '''Internal effect boon''': The elemental boon related to their element<br> |
'''Caste effect boon''': none<br> | '''Caste effect boon''': none<br> | ||
'''Iconic effect boon''': none<br> | '''Iconic effect boon''': none<br> | ||
Line 1,227: | Line 1,277: | ||
||'''Name'''||'''Cost'''||'''Min Trait'''||'''Tests'''||'''Defense'''||'''Internal'''||'''Caste'''||'''Iconic'''|| | ||'''Name'''||'''Cost'''||'''Min Trait'''||'''Tests'''||'''Defense'''||'''Internal'''||'''Caste'''||'''Iconic'''|| | ||
− | ||Airy||3m||3||x||x||Air elementals|| ||Air aspect|| | + | ||Airy||3m, 1w||3||x||x||Air elementals|| ||Air aspect|| |
− | ||Augmented||2/point||3||x||x||Alchemicals|| || || | + | ||Augmented||2/point||3||x||x||Alchemicals|| || || |
− | ||Auspicious||1/reduction||3||x||x||Sidereals|| || || | + | ||Auspicious||1/reduction||3||x||x||Sidereals|| || || |
− | ||Compulsive||3m||2||x||x|| ||Diplomat|| || | + | ||Compulsive||3m||2||x||x|| ||Midnight, Diplomat|| || |
− | ||Crippling||3m||3||x||x|| || || || | + | ||Crippling||3m||3||x||x|| || || || |
− | ||Distainful||2m||3||x||x|| || ||Midnight|| | + | ||Distainful||2m||3||x||x|| || ||Midnight|| |
− | ||Earthen||3m||3||x||x||Earth elementals|| ||Earth aspect|| | + | ||Earthen||3m, 1w||3||x||x||Earth elementals|| ||Earth aspect|| |
||Efficient||special||3||x||x||Terrestrial||No Moon||All alchemical|| | ||Efficient||special||3||x||x||Terrestrial||No Moon||All alchemical|| | ||
− | ||Emotive||3m||2||x||x|| ||Soulsteel, Serenity, Zenith||Dusk, Dawn|| | + | ||Emotive||3m||2||x||x|| ||Soulsteel, Serenity, Zenith||Dusk, Dawn|| |
− | ||Entropic||1/die||1||||x||Abyssals|| || || | + | ||Entropic||1/die||1|| ||x||Abyssals|| || || |
− | ||Excellent||1/conversion||1||x|| ||Dragon Kings|| || || | + | ||Excellent||1/conversion||1||x|| ||Dragon Kings|| || || |
− | ||Fast||4m||3||x|| || ||Moonsilver, Fire||Day, Night|| | + | ||Fast||4m||3||x|| || ||Moonsilver, Fire||Day, Night|| |
− | ||Firery||3m||3||x||x||Fire elementals|| ||Fire aspect|| | + | ||Firery||3m, 1w||3||x||x||Fire elementals|| ||Fire aspect|| |
− | ||Flawless||4m||4||x||x|| || || || | + | ||Flawless||4m||4||x||x|| || || || |
− | ||Hardened||1/point||1||x||x|| ||Earth|| || | + | ||Hardened||1/point||1||x||x|| ||Earth|| || |
− | ||Holy||2m||3||x||x|| || ||Zenith|| | + | ||Holy||2m||3||x||x|| || ||Zenith|| |
− | ||Hypnotic||3m||2||x||x|| ||Entertainer|| || | + | ||Hypnotic||3m||2||x||x|| ||Secrets, Entertainer|| || |
− | || | + | ||Illusionary||3m||2||x||x|| ||Changing Moon|| || |
− | ||Infectious||varies||3||x||x|| ||Daybreak|| || | + | ||Infectious||varies||3||x||x|| ||Daybreak|| || |
− | ||Intense||3m||3||x||x|| ||Dusk, Dawn|| || | + | ||Intense||3m||3||x||x|| ||Dusk, Dawn|| || |
− | ||Manipulative||1m||4||x||x||Sidereals|| || || | + | ||Manipulative||1m||4||x||x||Sidereals|| || || |
− | ||Mobile||1m||3||x||x|| ||Full Moon, Journeys, Air|| || | + | ||Mobile||1m||3||x||x|| ||Full Moon, Journeys, Air|| || |
− | ||Mystical||varies||4|| || ||Spirits||Artisan|| || | + | ||Mystical||varies||4|| || ||Spirits||Artisan|| || |
− | ||Optimal||2m||3||x||x|| ||Warrior|| || | + | ||Optimal||2m||3||x||x|| ||Warrior|| || |
− | ||Orderly||2m||3||x||x|| || ||Eclipse|| | + | ||Orderly||2m||3||x||x|| || ||Eclipse|| |
− | ||Overwhelming||1m/die||1||x|||| ||Starmetal|| || | + | ||Overwhelming||1m/die||1||x||||Infernals||Starmetal|| || |
− | ||Peerless||3m, 1w||3||x||x|| || || || | + | ||Peerless||3m, 1w||3||x||x|| || || || |
− | ||Penetrating||4m, 1w||3||x||x|| || || || | + | ||Penetrating||4m, 1w||3||x||x|| || || || |
− | ||Perfect||5m, 1w||5||x||x|| || || || | + | ||Perfect||5m, 1w||5||x||x|| || || || |
− | ||Physical||1m/1L or 2B||4||x||x|| ||Orichalcum, Twilight|| || | + | ||Physical||1m/1L or 2B||4||x||x|| ||Orichalcum, Twilight|| || |
− | ||Piercing|| | + | ||Piercing||3m||2||x||x|| ||Endings|| || |
− | ||Poisonous||varies||3||x||x|| ||Wood|| || | + | ||Poisonous||varies||3||x||x|| ||Wood|| || |
− | ||Preventive||5m||2|| ||x|| ||Jade, Battles||Daybreak, Twilight|| | + | ||Preventive||5m||2|| ||x|| ||Jade, Battles||Daybreak, Twilight|| |
− | ||Profane||2m||3||x||x|| || ||Moonshadow|| | + | ||Profane||2m||3||x||x|| || ||Moonshadow|| |
− | ||Restorative||4m||4||x||x|| || || || | + | ||Restorative||4m||4||x||x|| || || || |
− | ||Resurgent||4m||1||x||x||Mountain Folk|| || || | + | ||Resurgent||4m||1||x||x||Mountain Folk||Water|| || |
− | ||Soulful||3m||4||x|| ||Ghosts|| || || | + | ||Soulful||3m||4||x|| ||Ghosts|| || || |
− | ||Stretched||1m/interval||1||x|| || || || || | + | ||Spiritual||3m||3||x|||||||||| |
− | ||Subtle|| | + | ||Stretched||1m/interval||1||x|| || || || || |
− | ||Synergistic||1m||2||x||x|| ||Worker|| || | + | ||Subtle||2m||4||x||x|| ||Day, Night|| || |
− | ||Triumphant||3m/sux||1||x||x||Solars|| || || | + | ||Synergistic||1m||2||x||x|| ||Worker|| || |
− | ||Unblockable||3m||4||x|| || || || || | + | ||Triumphant||3m/sux||1||x||x||Solars|| || || |
− | ||Undodgeable||3m||4||x|| || || || || | + | ||Unblockable||3m||4||x|| || || || || |
− | ||Vandalistic||2m||3||x||x|| || || || | + | ||Undodgeable||3m||4||x|| || || || || |
− | ||Watery||3m||3||x||x||Water elementals|| ||Water aspect|| | + | ||Vandalistic||2m||3||x||x|| || || || |
− | ||Wide||1m/yard||2||x|| || || ||All sidereal|| | + | ||Watery||3m, 1w||3||x||x||Water elementals|| ||Water aspect|| |
− | ||Withering||5m||3||x|| ||Fair Folk|| || || | + | ||Wide||1m/yard||2||x|| || || ||All sidereal|| |
− | ||Wooden||3m||3||x||x||Wood elementals|| ||Wood aspect|| | + | ||Withering||5m||3||x|| ||Fair Folk|| || || |
− | ||Wyld||1m||1||x||x|| ||some Fair Folk nobles|| || | + | ||Wooden||3m, 1w||3||x||x||Wood elementals|| ||Wood aspect|| |
+ | ||Wyld||1m||1||x||x|| ||some Fair Folk nobles|| || | ||
+ | |||
Revision as of 13:09, 15 October 2008
- This is a work in progress. It's not totally done, but is pretty close.
Uncouth is a variant of Exalted that keeps much of the systems intact, but entirely replaces charms with something more manageable. Even without charms (hence the name), Uncouth still allows a flexible method of generating most of the style of Exalted. Using the Munchkin card game as part of its inspiration, this system provides a way of mixing and matching effects into tests, providing a much smaller set of special rules than thousands of charms.
Within these pages, the word "Uncouth" refers specifically to the system described here, while "Exalted" specifically means the "canonical Exalted system".
Contents
- 1 Terms
- 2 Outline
- 3 Comments
- 4 Mechanics
- 5 Combat
- 6 Effects
- 6.1 Using Effects
- 6.2 Learning effects
- 6.3 Intrinsic Effects
- 6.4 Boons
- 6.4.1 Antagonistic
- 6.4.2 Augmented
- 6.4.3 Auspicious
- 6.4.4 Crippling
- 6.4.5 Efficient
- 6.4.6 Elemental
- 6.4.7 Enhanced
- 6.4.8 Entropic
- 6.4.9 Excellent
- 6.4.10 Fast
- 6.4.11 Hardened
- 6.4.12 Infectious
- 6.4.13 Intense
- 6.4.14 Mental
- 6.4.15 Manipulative
- 6.4.16 Mobile
- 6.4.17 Mystical
- 6.4.18 Overwhelming
- 6.4.19 Physical
- 6.4.20 Penetrating
- 6.4.21 Piercing
- 6.4.22 Poisonous
- 6.4.23 Preventive
- 6.4.24 Restorative
- 6.4.25 Resurgent
- 6.4.26 Soulful
- 6.4.27 Spiritual
- 6.4.28 Stretched
- 6.4.29 Subtle
- 6.4.30 Synergistic
- 6.4.31 Triumphant
- 6.4.32 Unblockable
- 6.4.33 Undodgeable
- 6.4.34 Wide
- 6.4.35 Withering
- 6.4.36 Wyld
- 7 Stunts
- 8 Paths
- 9 Character
Terms
Uncouth uses specific definitions for certain elements of its rules, and tries to make sure that these terms are only used in that specific way in the rules. These include:
- action: how the character spends his or her moment.
- attack: largely a synonym for test.
- boon: a specific mechanical alteration that can be made to a test or defense. Boons are learned in association with a given Trait to form an effect.
- break: describes an attempt to "shake off" a mental effect.
- defense value or DV: a number that opposes a test.
- effect: a magical trick that a character knows, usually used to enhance a test or a defense. Each effect combines a trait, a boon and a rank.
- exclusive: an type of boon that cannot be stunted.
- intensity: a measure of how much much concentration (i.e. Willpower) is required by a supernatural metal effect.
- moment: the tick on which a character takes an action.
- primary effects: the set of effects a character can use within a single cycle, without having to pay extra for activation.
- rank: a measure of how long a character can make an effect last.
- secondary effects: any effects activated in a single cycle that are not primary effects. These cost extra to activate.
- sphere: a method of tracking time, in which time passes in ticks of a fixed duration. Play can, and often does, exist within multiple spheres at once.
- subtlety: a measure of how much the target notices a supernatural mental effect.
- tenacity: a measure of how easily a target may break a supernatural mental effect.
- test: a single roll of a dice pool.
- tick: the smallest resolution of time within a sphere.
- threat: a rating measuring the number of effects to which an entity has access.
- threshold: the number of successes remaining after the defense value is subtracted from the successes generated by a test.
Outline
The following chapters describe the Uncouth rules variant:
- Mechanics details the basic mechanical concept of the game, and details on how it is brought to bear in various ways.
- Combat offers a simplified version of Exalted combat, some changes meant to mesh with the replacement for charms, some meant to address weaknesses within Exalted's combat system.
- Effects replace charms, and this chapter shows how.
- Stunts are more versatile and important.
- Paths address the other "specialty" types of magic, such as sorcery, shapeshifting, astrology, etc.
- Character considerations are mostly the same as Exalted, with a few variations.
- Examples provides detailed examples for certain aspects of the rules.
Comments
Mechanics
As a key rule of this system, unless specifically changed here, assume that existing Exalted 2E rules apply. Explicit areas that are different include:
- All charms, and rules that surround them, are eliminated.
- Combat greatly simplified.
- Flurries are eliminated entirely.
- Different types of combat (normal, social, mass, etc.) unified into one type.
- The idea of "pool limits from charms" becomes simply "pool limits".
- Wider use of Traits.
- All entities are treated as characters, with the same collection of stats, including manses, army units, unruly mobs, etc.
- Stunts are much more flexible, mechanically.
- Special powers of each caste work differently.
- Fair folk tend to be more powerful.
Traits
Things like Attributes, Abilities, Virtues, Essence and so on are unchanged. The Uncouth system, however, acts a bit like a "capsystem" that could be used in other games. So, if you use rules for Exalted Lite, or have other such changes, there is no reason you couldn't use Uncouth with them instead. Point costs within Uncouth are based on Exalted 2E rules though, so may need adjusting if you tinker with other parts of the main system.
In Uncouth, the standard set of Traits can describe more than just individuals. Rules for extras, for example, are eliminated. Instead a mob of mooks is represented by a single "character". Similarly, rules for Mass Combat (where exalted are "elevated" into units) is eliminated, and army units are represented by standard (though usually pretty good) character stats. Likewise, a manse might be represented with a standard block of character Traits (perhaps with Dexterity of 0, perhaps not).
Rolling Dice
Uncouth uses a simplified resolution mechanic for everything. Under this system, everything can be thought of as either a test or a defense. The system works very much like Exalted 2E, but stripped down to bare essentials and made more unified.
Tests
Any time you roll dice, you are making a test. Some tests are also referred to as attacks. Characters attack with a much wider range of Traits than in Exalted. It is possible to attack with nearly any Ability for example, to inflict some related effect. Someone writing a letter, for example, might be said to be "attacking with Linguistics". A warlord trying to rally his troops is thought of as "attacking them with Presence".
Tests use pools of dice just like Exalted, with the base pool set at Attribute + Ability + Specialty. Unlike Exalted, the traits used for a test are not set in stone. While some combinations will remain obvious, players are encouraged to stunt in order to rationalize non-standard applications of Traits. Really clever players might figure out ways to, say, block a sword with Stamina + Linguistics or attune to a manse with Appearance + Survival.
Pool Limits
The size of the dice pool is limited in a similar way to Exalted, but works a bit more simply. At the time of the roll, the pool cannot exceed:
- Attribute + Ability + Specialty + Cap
The value of the cap depends on the type of character, set the same as Exalted:
- Solars: Ability + Attribute (ex2e.185)
- Terrestrials: Ability + Specialty (ex2e.324, exdb.127)
- Lunars: Attribute (ex2e.329)
- Alchemicals: Attribute
- Sidereals: Essence (exsd.126)
- Abyssals: Ability + Attribute (ex2e.341)
- Mortals: Ability (ex2e.185)
- Dragon Kings: Ability (canonically, they are limited by Path ratings, which are not used here)
- Spirits: highest Virtue
- Fair Folk: highest feeding Virtue (fair.19)
- Ghosts: Essence
Unlike in Exalted, however, dice caps in Uncouth apply to all dice from any source. Dice from Accuracy of a weapon, artifacts, magic, virtue channelling, aiming, situational bonuses and all other sources must total a pool that fits under the cap. Since the cap is only applied at the time of the roll, however, it makes no difference how the pool actually got that way. Any dice penalties applied, for example, can be "filled in" with dice from elsewhere, so long as the final result fits under the cap:
- Alabaster Crane is making a Dexterity (3) + Melee (2) test. Because she is a mortal, her cap is equal to her Ability, which in this case is 2. She is using a very accurate weapon (Accuracy 3). Normally, this would give her eight dice (3+2+3), but her cap is seven (3+2+2), so she only uses seven dice in the test. Later she gets wounded, taking a die from her pool. That makes her pool (3+2+3-1=7), still capped at seven, so she can still use seven dice.
This change to the way capping works exists mostly to speed play and eliminate a few confusing edge cases. An additional result of it, however, is that it somewhat diminishes the importance of equipment (viewed as a good thing). A weapon with high Accuracy, for example, becomes less about enhancing attacking skill and more about improving essence efficiency. That is, rather than providing dice in addition to those bought with charms, gear becomes more about providing dice instead of some of those bought with charms.
Once a test is rolled, any effects capable of modifying the number of successes may be applied without limit.
Defense
All tests are opposed by something, otherwise there is no point in making them. The most common type of opposition will be the target of an attack, who is either actively trying to interfere with the attack or has some kind of passive resistance to it. This is measured, as in Exalted, with a defense value (DV) and is calculated as follows:
- DV = round((Attribute + Ability + Specialty + Extra) ÷ 2)
As with tests, the Attribute + Ability pair used are much more flexible, though there are obvious typical pairings (e.g. Dexterity + Dodge). Bear in mind, as well, that crowds, military units, manses and similar entities may be represented by a single block of traits. Round up for Exalted and down for everyone else. The "Extra" term is determined situationally, using the following guidelines:
- If a defense relies on a weapon, use the Defense rating of the weapon...
- ...otherwise, if the defense resists a mental, social or other circumstance that would reasonably be resisted by a Virtue, use the rating of that Virtue...
- ...otherwise, use Essence.
- Some special cases might warrant using other values, such as the rating of an Artifact or Hearthstone, but this would be rare.
Tasks made without a target are opposed by a starting DV of zero.
Situational modifiers add to the DV. These may include environmental effects, the effects of actions, effects, and so on. Modifiers may also be applied for intrinsic complexity of a task (what Exalted would call Difficulty, but is here treated as just a modifier to DV).
There is no cap on DV.
Penalties
The distinction between internal penalties (which modify the dice pool) and external penalties (which modify successes) remain; however, their use is more consistent. Internal penalties always modify tests and external penalties always modify defense value. Rules in Exalted that contradict this are ignored or modified to fit this rule.
Other Interaction
Circumstances (usually magical effects) may allow someone to alter a test or defense for which they are neither the attacker or the defender. Such "third party" interaction is generally governed by the rules of the effect that allows it.
Threshold
As in standard Exalted, results of a test are measured in successes. The DV is subtracted from the number of successes gained by the test. If there are any successes left, the test succeeds. The number of remaining successes is referred to as the threshold, and play a part in many tests, particularly attacks. How the threshold is used depends on why the test was made.
Results
Once a threshold is determined, how it is used depends on the purpose of the test. Some possibilities are:
Physical attacks
Tests made of the purpose of attacking someone generate damage if successful. Physical damage works as in Exalted, with the threshold forming the base of the attack's raw damage. This is then compared to soak, and so on, as usual.
Success/failure
Some tests attempt simply to resolve success or failure of an action. Can I climb this wall? Can I spot the ambush? Can I decipher the manuscript? Can I cure this illness? Can I pick this lock? Can I figure out what this artifact does? Can I attune to this manse? These types of tests are often un-targeted, but will almost always have DV modifiers representing intrinsic difficulty for the action. For example, climbing something typically doesn't have a "target", making the DV that opposes it zero; however, the type of terrain might create a DV bonus to "defend" against the climbing. A sand dune, for example, might provide +1 DV, while a frictionless glass cliff might give +8 DV or more.
The threshold in this type of test is generally a measure of how well the test succeeded. Higher thresholds might, for example, cut down on the time needed to perform the task, provide more detail or increase the duration (or some other aspect) of the result.
Social interaction
Since role-playing games are a socially interactive storytelling pastime, using dice to replace actual socializing has always been a troublesome subject. In 1E, it was avoided entirely. Being a game based around supernatural awesomeness, this caused problems, either gimping masters of social-fu or making them all-powerful, depending on how you approached it. Second edition went entirely the other way, building an elaborate system for all social interaction, all the time. Uncouth can work with either of these systems, but also offers some alternatives.
Most social interaction doesn't need tests at all. Social tests are only appropriate when some sort of opposition is involved. Opposition is obviously present in negotiations, interrogations and intimidations (not to mention things like mental domination), but may also play a role in seductions, performances, requests, presentations, interviews and sales pitches. This is not to say a test is always needed in these situations, but its hard to deny that the traits of both parties would (or should, at any rate) be relevant to the outcome.
The basic approach here is to create a distinct division between standard social interaction and supernatural social interaction. Social magics (e.g. hypnosis, possession, etc.) are much more akin to attacks, and are given specific mechanics (see below). Standard social interactions, however, can work following one of the following systems:
- Guidance: Prior to the role-playing of the event, the Storyteller compares the traits of the participants. Rather than resolving the outcome, however, the result provides hints to the player on how they might better succeed in the role-playing that follows. For example, in a negotiation situation where the PC's stats are more favorable, the Storyteller might provide the player with a strategy that he knows would be more likely to succeed in this particular negotiation, but it is still up to the player to role-play the use of that information successfully. Alternately, the storyteller might just give hints to the player during the role-playing. For example, if the character says something unintentionally insulting, the comparison of traits might prompt the Storyteller to interrupt with "you're pretty sure that he'll be insulted if you say that", and let the player retract the statement if they want. Using tricks like this, the storyteller can keep the focus on role-playing, but allow the character's stats to also make a difference. This is the recommended method for social interaction for this system, but not all groups can handle it.
- Hinting: Some players really love to roll dice, so this variation works like guidance, but a standard test/defense is done, rather that the Storyteller just comparing stats.
- Non-mechanical: All standard social interaction is done through pure role-playing. This is a more pure practice of the role-player's art, but doesn't work for everyone, and doesn't allow for characters with greater social skills than their players. It also acts as a disincentive for investing in social skills.
- Stunting: Interaction is handled using one of the above, but any die rolling is treated as tangential to the descriptions in how the social interaction flows. Such descriptions are treated as stunts, adding benefit for good role-playing, convincing arguments and so on. This allows the role-playing to control the action, but makes the traits of the participants paramount in the outcome. The drawback is that after a good set of descriptions is flowing, rolling can really deflate the whole enterprise. This approach tends to work a bit better with things like interrogation, where opposition is more overt.
- Crunchy: If you must, go ahead and use the social interaction mechanics from 2E, with intimacies, motivation, etc.
Supernatural mental effects
The movers and shakers in Exalted can use magic to dominate, manipulate and trick others. When they do, all the social interaction bits above go by the wayside, and dice take over. Such effects are considered attacks, and the threshold is used to determine the outcome. Mental effects come in the following flavors:
- Compulsions: Compulsions make the target act a certain way: howl at the moon, go to sleep, hop on one leg, etc.
- Emotions: Emotions make the target feel a certain way.
- Illusions: Illusions make the target believe a certain way. This might be overt, causing them to see or smell things that aren't there, or may be more subtle, making them see something as true, even if it isn't.
- Servitude: Binds someone to a cause. Unlike a compulsion, servitude doesn't compel particular behavior, but rather the following a specific goal using otherwise free will.
The defense value to resist supernatural metal effects is adjusted depending on how much the desired effect of the attack reinforces or opposes the target's natural predilection. Uncouth assumes that specific traits are not needed to figure out this predilection (but, if one is needed, bits of the motivation/intimacy system from Exalted can be used). Modifiers to the defense work roughly like this:
- -3 DV: The effect reinforces the central focus of the character.
- -2 DV: The effect appeals to something the character deeply cares about.
- -1 DV: The character is indifferent to the effect.
- +0 DV: The character wants to prevent the effect, but has no deep-seated feelings about it.
- +1 DV: The effect would counter something the character is focussed on doing right then.
- +2 DV: The effect threatens something the character deeply cares about.
- +5 DV: The effect threatens the central focus of the character.
If the test succeeds, the threshold for any supernatural mental effect is "spent" to modify how thoroughly the effect works. Successes are converted into "points" that may be spent to enhance the result in any or all of three areas: subtlety, tenacity and intensity. (The duration of the effect is controlled by the rank of the effect that generated it.) Each area starts at value of zero, and increases in effectiveness as successes are spent on it.
The subtlety of the effect measures how much the character notices and remembers that she has been influenced. This typically applies after the effect wears off. Subtlety starts at zero, and points work as follows:
- 0: As soon as the effect begins, the target knows she is being manipulated, knows with certainty who is doing so and gains a "connection" to the attacker that can be exploited with stunts until next Calibration. This makes some effects (such as illusions) useless.
- 1: When the effect ends, the target knows she was manipulated, knows with certainty who did it and gains a "connection" to the attacker that can be exploited with stunts until next Calibration.
- 2: When the effect ends, the target knows she was manipulated, knows with certainty who did it and gains a "connection" to the attacker that can be exploited with stunts for a duration equal to that of the effect itself.
- 3: When the effect ends, the target knows she was manipulated and strongly suspects who did it.
- 4: When the effect ends, the target knows she was manipulated but is not sure how or by whom.
- 5: When the effect ends, the target has a vague notion that her actions/emotions/perceptions were not her own.
- 6: When the effect ends, the target considers everything that happened to be of her own volition.
The tenacity of the effect measures how hard it is to break the effect before its full duration transpires, setting an interval at which the target can make a reflexive test to "shake off" the effect. This test uses an appropriate pool (usually the same one used to defend against the attack in the first place). The DV used against this test is the threshold of the original attack, plus the Essence of the original attacker, minus the Essence of the original target. Note that, for low rank effects, it's possible for their duration to be less than the interval. In such cases, the effect ends when its duration expires. With very high ranking effects, using lots of points in tenacity, it is possible to generate nearly permanent mental effects. Tenacity starts at zero, and points work as follows:
- 0: A break attempt can be made every tick.
- 1: A break attempt can be made every three ticks.
- 2: A break attempt can be made every six ticks.
- 3: A break attempt can be made every 12 ticks.
- 4: A break attempt can be made every minute.
- 5: A break attempt can be made every 20 minutes.
- 6: A break attempt can be made every hour.
- 7: A break attempt can be made every day.
- 8: A break attempt can be made every week.
- 9: A break attempt can be made every month.
- 10: A break attempt can be made every year.
- 11+: The effect always runs its full duration.
The intensity of the effect reflects how much concentration is needed to both apply and resist the effect. Mechanically, it controls how much Willpower must be spent during the effect's duration.
- 0: The attacker must spend a point of Willpower, or the effect ends immediately. Further, when the effect ends, the target can make an immediate Conviction test to regain Willpower.
- 1: The attacker must spend a point of Willpower, or the effect ends immediately.
- 2: The defender may spend a point of Willpower to end the effect immediately.
- 3: The defender may spend a point of Willpower to end the effect immediately, but the attacker may "cancel out" this effect by spending a point of Willpower of her own.
- 4: The defender may spend a point of Willpower to gain an additional and immediate break attempt at any time during the effect's duration.
- 5: Neither the attacker nor the target spend Willpower.
- 6: The target must spend a point of Willpower to gain access to the break attempts allowed by the tenacity. This cost is paid only once per effect.
- 7: The target must spend two points of Willpower to gain access to the break attempts allowed by the tenacity. This cost is paid only once per effect.
- 8: The target must spend a point of Willpower each time they attempt to break the effect. If they choose to forgo an available attempt, they do not pay the Willpower either.
Draining
Draining attacks reduce the essence pool of the target, one mote for each threshold success, in the following order:
- Unused motes in peripheral pools
- Unused motes in personal pools
- Peripheral motes used to sustain effects. If an effect was previously drained, it gets drained again. Otherwise, the target chooses which effect is hit first. If all motes are drained from an effect, the effect ends. Effects that have incremental costs reduce in effectiveness as those motes are drained.
- Personal motes used to sustain effects.
- Peripheral motes committed to artifacts, chosen by the target. Artifacts drain the same way effects do, with repeated attempts first draining an artifact that was previously trained. Once the drain on a artifact is gone, effects powered by the commitment are no longer usable. Once the commitment to an artifact is fully drained, the attunement to that artifact is lost.
- Remaining threshold successes are applied as dice of bashing damage, soaked only with natural soak.
Targets without mote pools skip straight to the damage effect. All motes drained are lost, considered spent by the target. The attacker typically cannot gain access to these motes.
Shaping
Shaping effects physically change reality for their duration. Some types of shaping might be vetoed for certain types of characters. Their effect depends highly on their target.
For environment in Creation:
need to provide
For Creation-born targets:
- A success can increase or decrease an Ability by one.
- Two full successes can increase or decrease an Attribute by one.
- Two full successes can increase or decrease an Virtue by one.
- Add or remove mutations, one point per two successes.
- Alter age, one year per success.
- "Claim" artifacts, one dot per success. need to provide (shaping attack on Creation based results)
For Wyld-born targets:
- need to provide (shaping combat based results)
- Add or remove mutations, one point per successes.
For environment in the Wyld:
- Stabilize land, one dot of Resources worth per success.
- Forge a demesne, one dot per success (must stabilize the land first)
- Add successes to manse or artifact crafting.
- Create extras, one success per dot of Followers
- Create useful servants (Essence 1), one success per servant.
- Make portable wealth, five successes per dot of Resources.
Withering
A withering effect is one that temporarily drains the traits of a target. Instead of dealing damage, each damage success reduces a trait (usually a physical Attribute) by a point for Essence * 5 ticks. If the trait is drained to zero, additional successes extend the duration by another five ticks. Targets in such a state may become automatically incapacitated, depending on the trait drained. The user of a withering attack selects the trait being drained before the test that uses the effect is rolled, but Storytellers should limit the possible choices to a narrow range. Physical attacks will almost always target Dexterity or Strength, but good stunting or prior Storyteller approval could change that. Any trait is technically targetable, including Abilities, Virtues, Willpower and Essence, though attacks on these would be rare.
Combat
Standard combat works very similarly to Exalted 2E, with the following changes:
- Adapts to the way /Effects change the game.
- Uses a different notion of timing.
- Can work at multiple time scales at once.
- Uses the same mechanics within these different time scales, rather than building separate systems for use in each. (That is, no special social, unit or other types of combat.)
- Eliminates the concept of flurries.
- Decouples the refresh of magic use and defense from Speed.
- Separates movement from the action system
Spheres
Timing in Uncouth is similar to the tick-based system used in Exalted, with some simplification in some places and complication in others. Once a point is reached where tests are necessary, time begins to be tracked within a sphere. A sphere can be thought of as a period in which time moves at a certain pace, measured in ticks. Within a sphere, all ticks are the same duration, but that duration may vary from sphere to sphere. Spheres are set up any way you like, but some common spheres are:
- Combat - standard combat timing, with each tick acting as a second or so. Actions in this sphere are typically descriptions of very specific actions, such as attacking with an axe or leaping off a building (or both).
- Debate - social interaction where tests are necessary. (As mentioned in /Mechanics, Uncouth makes the assumption that this only happens when magic is being used socially.) Actions here are typically making a specific argument or pursuing a specific social tactic and ticks are usually a minute or so.
- Correspondence - a type of debate sphere where each action consists of producing a single letter, and the ticks may last months.
- Battle - in a typical unit combat, focus is more on tactical moves than playing out each strike. Ticks are usually a minute or more. A single set of Traits in this sphere usually represents a military unit.
- War - when units clash, focus is more on the strategic moves than the specifics of each battle. Ticks are usually measured in days. A single set of Traits in this sphere usually represents an army or fleet.
- Politics - diplomatic actions, with each tick measured in weeks. Actions in this sphere may be enacting specific economic plans, industrial production and so on. A single set of Traits in this sphere usually represents a nation or bureaucratic division.
- Shaping - a sphere for the reality defining magics of the Fair Folk, with each tick representing ten minutes or so. Actions represent scenes in a story that the shaper is trying to convince reality is true.
Action is typically contained in one sphere at a time, but this need not be the case. If your players can handle it, it can be rewarding to have more than one sphere running at a time. Actions in both are conducted entirely independently, as if each sphere was the only one running, but the results of actions in the spheres overlap. The Storyteller needs to outline how the action will switch between the spheres ahead of time. This is typically done on a tick by tick basis, with a ratio between the interacting spheres. Things like DV penalties are tracked independently for each sphere.
A common example would be a fight where the combatants are trying to taunt each other with magic. The storyteller runs two spheres, one for the combat and another for the social interaction. He decides that it will be most fun if the two interact on a five to one ratio, where five ticks are handled in the combat sphere, then one tick is handled in the social sphere, then five more combat, one more social and so on.
Groups who become comfortable with this technique could also probably mix a battle sphere with a combat sphere, sticking in the battle sphere most of the time, but dropping into the combat sphere when it became interesting to do so.
Another idea is something you don't see in Exalted, but shows up in much of the material that inspired it: the "psychic duel", where two characters are fighting both physically and on some altered plane of consciousness at the same time. Such combats could be overlapped simultaneously, such that ticks go by in each sphere at the same time, but the two "tracks" of ticks are still handled independently.
Spheres could also be used to simulate a fight where intangible creatures, existing without the burden of a physical body, function much more quickly than their meat-bound counterparts. Such a battle might have an "incorporeal sphere" and a "physical sphere", where three actions passed in the former to each in the latter.
Cycles
As a character acts, two things refresh on a cycle: the character's ability to use magic and the integrity of their defense. In Exalted, both of these refresh automatically each time the character acts. In Uncouth, this is not the case. Instead, the character must spend time to reset in order to start a new cycle (see the Reset action, below). When the new cycle begins, the DV penalty accumulated from actions resets to zero, and the character's use of /Effects resets. DV penalties continue to accumulate until the character starts a new cycle with a Reset action.
During a cycle, the character can only use a small number of the effects he knows as primary effects (see /Effects for more).
One of the purposes of this change is to make fast attacks less unbalancing. If using a combination of weapon perks and magic, you manage to make Speed 1 attacks, this is not as useful when your DV doesn't refresh and you don't get a free application of magic, particularly since Uncouth also eliminates flurries.
Characters may also spend of point of Willpower to take a reflexive Reset action at any time.
Joining
A sphere starts by participants electing to join it. This is done largely following the Join Battle rules, but allowing for more flexibility in the type of Attribute + Ability pairings that are used. Typically, the Storyteller will set a standard pairing that all who join the sphere roll (e.g. Wits + Awareness is a typical pairing for combat), though some may perhaps provide a decent reason to join using an alternative. This roll is resolved like Join Battle, resulting in a "delay" before the character can act based on the number of successes.
The cycles of all participating characters reset at the very beginning of a Join.
Moments
The point at which a character can act is called that character's moment. When the moment starts, the character can take an action. The list of choices is smaller than Exalted, but function similarly. Each has a Speed rating, indicating how many ticks must pass before the character's next moment arrives, and a DV penalty, indicating a penalty to all defense that accrues until the character clears it. (Again, DV does not refresh automatically.) The character's choices are:
- Wait (1/-0): The character waits for a tick. A Waiting character can change this choice to Act in response to other events that occur during the tick. When the character declares that they will be Waiting, they announce what they are waiting for. If the character elects to Act in response to an event, if that event matches what the character was waiting for, she may Act before the event, otherwise she must Act after it. A typical use for this action is to defend against hit and run attacks.
- Join (Varies/-0): A character outside of the sphere can join it with a Join roll (see above). The Speed of this action is 6, minus the successes on the roll (min zero).
- Reset (1/-0): The character ends her current cycle and starts a new one, instantaneously. Note: all characters may also declare a Reset by spending a point of Willpower.
- Act (4/-1): The character can perform any activity that fits into the space of a tick duration; however, only one test may performed in this period. All activity is assumed to occur on the starting tick of the moment. The Speed of this action can be modified by effects and other sources.
- Aim (1/-1): Similar to the Wait action, the character looks for a weakness in a target. The character can abort the aim to make an attack on that target at any time. Each consecutive full Aim action spent immediately prior to the attack adds one die to it (maximum of three dice).
That's it. Note that flurries do not exist (though they can be semi-emulated with very low Speed attacks).
The Rate stat of weapons becomes essentially meaningless.
Movement
At every moment within a sphere, a character is in exactly one movement mode. These modes control how far a character can move in a single tick. If Acting in that tick, the character can move before the action, after it or both, so long as the total movement isn't exceeded. Each mode alters the character's defense for that tick and that tick alone. The modes are:
- Immobile (Special): The character cannot move at all. They may be unconscious, clinched, bound, etc. Immobile targets have a physical DV of zero, but may still be able to defend against non-physical attacks. They typically can take only Wait actions, unless they are conscious and have some ability to act while immobile. If the condition making them immobile stops, they must make an immediate Join action to determine when their next moment is.
- Stationary (-0): The character is more or less motionless, moving at a very slow pace. In typical combat ticks, movement is zero yards. In spheres with longer ticks, being stationary might mean something like staying within the same room, etc.
- Slow (-1): The character moves slowly. In typical combat ticks, movement is "walking speed": Dexterity + 6 - current wound penalties - armor mobility penalty yards per tick (min 1). Other spheres use whatever rate for "walking" would be appropriate to the sphere.
- Fast (-2): The character moves rapidly. In typical combat ticks, uses "running" speed: Dexterity - current wound penalties - armor mobility penalty yards per tick (min 2). Other spheres use whatever rate for "running" would be appropriate to the sphere.
Effects
Most characters in Uncouth can use magic to modify tests. They do this by learning effects. Though the actual mechanics of effects work the same for all characters, different types of characters will have much different descriptions and rationales for a given effect. Some might generate effects through mastery of the Perfected Lotus. Others may be using elemental magic. Some may channel the power of their patron god. Some may actually be the patron god. Some harness the power of their exaltation. Some use their anima banner. The "hows" and "whys" of the effect are no longer part of the rules, but act as setting fluff, and (in particular) fodder for stunt descriptions.
Each effect combines three different concepts, and has a name to match. All effects follow an adverb-adjective-noun pattern:
- <rank> <boon> <trait>
The rank of an effect is a measure of how long the character can keep the effect going. There are five ranks (explained below): Instantly, Tenaciously, Persistently, Constantly and Intrinsically.
The boon of an effect represents the actual mechanical result of the effect. For example, the Overwhelming boon allows the user to buy dice with motes. Dozens of boons exist, detailed in their own section below.
The trait of an effect controls with which Trait the effect can be used. Most characters buy effects per Ability. So, a character who buys Overwhelming for both Archery and Occult can buy dice for those Abilities, but not for others.
Thus, a character might know effects such as "Persistently Overwhelming Archery" or "Tenaciously Overwhelming Occult". Since "Instantly" is the first and most common rank, it is assumed if rank is not listed explicitly. So "Overwhelming Lore" and "Instantly Overwhelming Lore" are equivalent.
Using Effects
When declaring a test, if that test uses a trait for which you know an effect, you may potentially use that effect with the test. Likewise, if a DV calculation uses a trait for which you know an effect, you can potentially use that effect on the defense. Some effects, however, are based on boons that are limited to defense only or can only be used on tests.
Each effect added to a test increases the Speed of action that generated the test by 1. Effects used for defense do not change Speed.
Unless otherwise noted, effects used by a character can only modify tests and defenses that the character makes themselves.
Generally, all effects used for a given test, or for a given defense, must be linked to he ability used to calculate the dice pool or DV. Effects for certain boons may specifically override this rule, however.
Primary Effects
There are limits on how many effects you can use within a cycle (see "Cycles" in the /Combat section). Within a given cycle, you have a number of primary effects (usually two or three) that can be used for any tests and defense within that cycle. These are selected from among your known effects at any time during the cycle, but once chosen, they cannot be changed until the cycle resets. Within that cycle, however, you may activate primary effects as often as you can pay for them. All characters normally can use two primary effects within a Cycle, and may have abilities or circumstances that allow the use of more. Sources of primary effects are:
- All characters may use any one effect as a primary effect within a given Cycle.
- All characters may add one additional internal effect (see /Character) as a primary effect within a given Cycle.
- Characters with caste or favored traits may add one additional caste effect (see /Character) as a primary effect, when using those caste or favored traits.
- Some /Paths may grant the use of additional primary effects.
- Effects generated by stunts are always considered primary effects.
- Characters expressing iconic anima banners also may add one additional iconic effect (see /Character) as a primary effect. In addition, the effect can be activated without paying its mote cost.
In combat, most characters will select one offensive effect and one defensive effect, but may select other variations as well. At least one of the primary effects is usually the first one activated in a cycle, but is not required to be so. Some game effects (such as Flaws, below) can increase the number of primary effects available.
Once the primary effects are selected, they can be used repeatedly during the cycle (provided their activation cost can be paid). Effects can be "stacked" on a single test or defense, so some characters may select their primary effects to build a "full offense" or "full defense". While stacking effects like this occupies a similar niche to Exalted combos, "stacking" does not require special training, nor do they need to be learned ahead of time.
Secondary Effects
It is possible, though expensive, to use additional effects within a cycle, above and beyond the primary effects. For any given test or defense, you may spend a point of Willpower to activate secondary effects. Once this cost is paid, you can add any effects appropriate to the traits being used to the test or defense (again, assuming the tests' activation costs are paid).
Flaws
Any test can be activated with a flaw at the time it is generated. A flaw creates some sort of drawback to the effect. Typical flaws might be:
- Slow: each effect adds 2 (or more) to Speed instead of 1.
- Vulnerable: some situation can be applied the to effect that renders it harmless.
- Weak: DV is doubled against a weak attack; DV is halved for a weak defense.
A storyteller may require flaws for certain characters or effects. As an example, any shaping effect generated by Fair Folk must contain a flaw that allows the effect to be dispelled by cold iron.
Required or voluntary, though, a flaw added to a test allows a number of additional effects to be considered primary effects for that test (and that test only). Such effects can stack onto the standard primary effects without requiring willpower to activate the stack. The number of additional primary effects depends on how detrimental the flaw is to the test.
Learning effects
Effects require a certain minimum Essence rating to learn. The trait for which the effect is learned must also have at least this rating. Learning an effect for a favored or caste traits takes a number of days equal to the Essence requirement. Learning effects for non-favored traits doubles this time. Learning without a trainer doubles this time again.
As mentioned above, effects are formed by pairing boons with traits. For most characters, the traits used are Abilities. For lunars and alchemicals, Attributes are used instead. Spirits and elementals typically use Attributes as well, but some spirits (usually those more in tune with man and man's activities) use Abilities instead. A god associated with crafting, martial arts or gambling, for example, would probably use Abilities.
Effects are learned in ranks, and ranks must be learned in order. Increasing the rank allows a character to spend more motes to extend the duration of the effect, when it is used as a primary effect. Characters who know higher ranks of an effect can still activate the effect at a lower rank, if they like.
Each rank has an associated prefix which combines with the boon and trait to specify what the character knows. For example, the third rank has a prefix of "Persistently", so someone who knows the third rank of the Overwhelming boon for the Lore trait has "Persistently Overwhelming Lore". Only the highest rank of a particular effect will be listed, as it implies the ranks beneath it.
Each rank adds one to the minimum Essence requirement for the trait (which, in turn, affects training time). The ranks are, in order:
- Instantly - the effect is instantaneous, and must be payed for each time it is activated.
- Tenaciously - the character may pay +3 motes for the effect to last for the rest of her current cycle. The effect can be added to any applicable test or defense for free, as long as the motes that powered its initial activation remain committed, or until the cycle ends.
- Persistently - the character may double all mote and willpower costs for the effect to last the rest of the scene. Until then, or until the motes used to power the effect are uncommitted, the effect can be added to any applicable test or defense.
- Constantly - the character may activate the effect at any time, paying twice the mote cost, for the effect to last the whole story. If the original effect has a Willpower cost, this cost must be paid the first time the effect is used in a scene, but such payment occurs outside of the concerns of primary effects.
- Intrinsically - the effect is a permanent part of the character, so long as the character commits the standard cost of the effect (including Willpower, if any).
Intrinsic Effects
Fifth rank effects are "always on". For player characters, reaching this rank for an effect is quite an achievement, but some NPC (particularly creatures or units) might be given effects of this rank simply as part of their nature. A large mob of armed farmers, for example, might be represented as a single character with the Intrinsically Wide Melee effect, even though they do not have the mote pool to power it. This would reflect the mob's many different members being able to flow around and attack many foes at once.
Storytellers may find it useful to track the sum total of all the minimum essence ratings for effects known by various entities. This sum, called threat, may be useful in scaling opposition.
Boons
Each boon is listed with its requirements, costs and results. When paired with traits to form effects, some sort of rationalization for how the effect would be achieved is useful. For example, when learning a combat boon with Martial Arts, is it part of some style, power from the gods, shapeshifting, dedicated training, or something else?
Antagonistic
Cost: 2 motes
Requirements: Essence 3; Overwhelming, Resurgent or Triumphant for the same trait
Special: Storytellers can (and probably should) rule that some variations of this effect are not allowed for certain character types.
Antagonistic tests deal aggravated damage to a particular subset of beings. Targets that do not fit within this subset take normal damage. This boon is actually a series of boons, differing only in what targets they hurt. These are:
- Disdainful - affects mortals
- Holy - affects creatures of darkness
- Orderly - affects fair folk and other creatures of the wyld
- Profane - affects spirits
- Vandalistic - affects automaton
A defense using one of these five boons is provides immunity to the aggravated damage caused by the boon of the same name, taking normal damage instead.
Augmented
Cost: 2 motes per point
Requirements: Essence 3; Overwhelming or Excellent for the same trait
Special: Alchemical exalted may learn this boon without meeting any of the requirements.
Every two motes spent increases the rating of the attached trait by one. The effective value is used for all purposes while the boon is in effect, including dice pool limits. Characters may no more than double the trait's original value and may not increase it by more points than their Essence rating.
Auspicious
Cost: 1 mote per target number reduction
Requirements: Essence 3; Overwhelming, Resurgent or Triumphant for the same trait
Special: Only available to sidereal exalted or those capable of manipulating fate.
When used for a test, each mote spent reduces the target number needed for the roll. When used for defense, each mote spent increases the target number needed by the attacker. This boon cannot decrease a target number below four. When used to increase a target number, once it has been increased to 10, increasing it again keeps the target number at 10, but forces any 10's rolled to generate only one success. Beyond that, the target number cannot be raised further.
Crippling
Cost: 3m
Requirements: Essence 3; Overwhelming, Resurgent or Triumphant for the same trait
Special: Abyssal and infernal exalted gain expanded use.
A successful attack made with this boon inflicts a crippling wound (ex2e.152). Abyssal and infernal exalted who inflict at least two levels of damage with a test backed by a Crippling effect may pay an additional point of Willpower to inflict an amputation disability on the target.
Defenses backed by this boon make the user completely immune to crippling effects.
Efficient
Cost: Special
Requirements: Essence 3; Overwhelming, Resurgent or Triumphant for the same trait
Special: Terrestrial exalted may learn this boon without meeting any of the requirements.
Efficient effects work differently depending on their rank. Instantly Efficient effects reduce the total combined mote cost of effects based on the same trait by a number of motes equal to your Essence. For higher ranks, up to Essence motes are committed when the effect is first activated. Over the duration of the effect, the total cost of effects based on the same trait used for a given test or defense is decreased by the number of motes committed. In all cases, the combined cost for any given test or defense cannot be lower than zero.
Elemental
Cost: 3 motes, 1 willpower
Requirements: Essence 3; Overwhelming, Resurgent or Triumphant for the same trait
Special: Those with an affinity for a particular element (see below) ignore the willpower cost of the boon related to that element.
A series of five separate boons, elemental boons allow control over a specific element in three ways:
- Any test backed by this boon is augmented with an elemental effect. This is generally obviously magical. The nature of the augmentation depends on the element, the type of attack, and what other effects are being used by the same test. It is possible, for example, to use, say, Physical Lore with Fiery Lore to produce a ranged "fire bolt" style attack, while adding Wide Lore would increase the number of targets hit by it.
- Any defense backed by this boon is augmented by its element. This is generally obviously magical. Again, the exact effect depends on the element.
- Other, non-dice results (similar to those produced by the Mystical boon) can be stunted, if they can be logically justified based on the element. For example, adding an elemental boon to a Linguistics trait might allow communication with plants, rocks or clouds, or allow words to be carried on the wind or smoke. Used with Occult, elemental effects might allow the summoning of wind, the dowsing of fires, accelerated plant growth, etc.
One boon exists for each element. It is possible that boons exist for elements in other planes of existence (e.g. Autochthonia, the Underworld), but this is left as an exercise to the reader.
- Airy
- Affinity: Air aspect terrestrials, air elementals, air-based spirits, pterok
- Physical attacks:
- Mental attacks:
- Physical defense:
- Mental defense:
- Earthen
- Affinity: Earth aspect terrestrials, earth elementals, earth-based spirits, anklok, Mountain Folk
- Physical attacks:
- Mental attacks:
- Physical defense:
- Mental defense:
- Fiery
- Affinity: Fire aspect terrestrials, fire elementals, fire-based spirits
- Physical attacks:
- Mental attacks:
- Physical defense:
- Mental defense:
- Watery
- Affinity: Water aspect terrestrials, water elementals, water-based spirits, mosok
- Physical attacks:
- Mental attacks:
- Physical defense:
- Mental defense:
- Wooden
- Affinity: Wood aspect terrestrials, wood elementals, wood-based spirits, raptok
- Physical attacks:
- Mental attacks:
- Physical defense:
- Mental defense:
Enhanced
Cost: Varies
Requirements: Essence varies; Overwhelming, Resurgent or Triumphant for the same trait
The "enhanced" boons are a series of four separate boons that make tests succeed automatically or allow defenses to always succeed. The four boons differ in power and cost, however, and interact with each other such that the more expensive ones trump the cheaper ones.
An enhanced test always scores at least one success, no matter how many are actually rolled, unless the enhancement is trumped, as explained below. An enhanced defense always stops an incoming attack, unless that attack is backed by something that trumps the enhancement. Unless noted otherwise, an enhanced defense can be used even if the defense would be otherwise inapplicable.
The four boons are:
- Optimal: 2m; Essence 2
- Optimal tests trumped by…
- …any defense backed by any effect (generated by any means, including stunts).
- …other magical defenses, such as artifact armor, spells, etc.
- Optimal defenses trumped by…
- …peerless attacks.
- …flawless attacks.
- …perfect attacks.
- …inapplicability. That is, an optimal effect explicitly cannot be added to a defense that is otherwise inapplicable.
- Optimal tests trumped by…
- Peerless: 3m, 1 Willpower, Essence 3; Celestial exalts do not pay willpower for this boon.
- May not be learned beyond the "constantly" rank.
- Peerless tests trumped by…
- …peerless defenses.
- …flawless defenses.
- …perfect defenses.
- Peerless defenses trumped by…
- …flawless attacks from attackers with a higher Essence rating.
- …perfect attacks.
- …inapplicability. That is, an peerless effect explicitly cannot be added to a defense that is otherwise inapplicable.
- Flawless: 4m; Essence 4; Only available to celestial exalts. Characters other than celestial exalts treat this boon as exclusive (see Stunts and Effects, above).
- May not be learned beyond the "persistantly" rank.
- Flawless tests trumped by…
- …flawless defenses.
- …perfect defenses.
- Flawless defenses trumped by…
- …perfect attacks from attackers with a higher Essence rating.
- Perfect: 5m, 1 Willpower; Essence 5; Only available to solar, abyssal and infernal exalts; Exclusive.
- May not be learned beyond the "tenaciously" rank.
- Perfect tests trumped by…
- …perfect defenses.
- Perfect defenses trumped by…
- …nothing.
Entropic
Cost: 1 mote per die
Requirements: Essence 1
Special: Only available to abyssal or infernal exalted or fair folk.
For each mote spent, a die is removed from the pool of a test that the character can see happening. This occurs before the pool limit is applied, so targets of this effect can use effects to buy back the dice, if they have any. Users of this effect can remove a maximum number of dice from a single test equal to their own rating in the associated trait plus their Essence.
Excellent
Cost: 1 mote per conversion
Requirements: Essence 1
Special: Only available to lunar exalted or fair folk.
When used on tests, each mote spent converts three dice from the pool into two successes. This is done after the pool limit is applied, but before the roll. This boon cannot be used on defenses.
Fast
Cost: 4m
Requirements: Essence 3; Overwhelming, Resurgent or Triumphant for the same trait
Using an effect linked to this boon subtracts one from the test's Speed instead of adding one.
Hardened
Cost: 1 motes per point
Requirements: Essence 1
For tests, each mote spent reduces the Hardness of the defender's armor by a point. Used on defense, every mote increases Hardness by a point. Defenses may specifically be hardened by an effect linked to a trait other than the providing the DV.
Infectious
Cost: Varies
Requirements: Essence 3
Special: Exclusive (see Stunts and Effects, above)
Tests backed by this boon inflict a sickness on the target. The cost of the effect depends on the strength of the disease as well as if it is inflicted instead of damage or in addition to it. Storytellers should use their judgement on cost. Used for defense (usually a 2 mote cost), the target is immune to disease for the duration.
Intense
Cost: 3m
Requirements: Essence 3; Overwhelming, Resurgent or Triumphant for the same trait
Special: Exclusive.
The effect is intensified with magic both potent and extremely showy. After determining the threshold of a test made with this boon, if successful, the threshold is doubled. Used for defense, if an incoming attack succeeds, its threshold is cut in half (round up).
Intense effects always generate very visible displays of obvious magic.
Mental
Cost: 3 motes
Requirements: Essence 2
The four "mental" boons create a supernatural mental effect (see /Mechanics). They all behave roughly the same way, except for the type of mental change they create. Tests using such effects are typically non-physical, but its conceivable that a physical attack could carry mental effects as well. Defense against mental attacks typically use a Virtue for their extra value (see /Mechanics). The four mental boons are:
- Compulsive: Threshold buys a compulsion. Temperance is used as the extra value in defense.
- Emotive: Threshold alters the emotions. Temperance is used as the extra value in defense.
- Hypnotic: Threshold buys servitude. Conviction is used as the extra value in defense.
- Illusionary: Threshold buys illusion. Conviction is used as the extra value in defense.
Mental tests are governed by the following additional considerations:
- Mental tests do not deal damage. Their threshold is used as described in "supernatural mental effects" (see /Combat).
- Non-physical mental effects can be cast against a single target in the line of sight. Otherwise range is determined by the physical attack.
- Mental attacks may be delivered in writing.
- Like other boons, duration of an mental effect is controlled by its rank, and requires commitment to maintain as normal.
Defenses backed by this boon make the user completely immune to mental effects of the same type.
Manipulative
Cost: 1m
Requirements: Essence 4; Overwhelming, Resurgent or Triumphant for the same trait
Special: Sidereal exalted and those capable of manipulating fate need not meet any of the prerequisites for this boon.
Effects mixed with this boon are applied to the tests and defenses of others that use the same trait, instead of the character casting them. Using this effect typically requires the use of a Wait action (see /Combat), naming an anticipated test as the wait condition. If that test occurs, the Wait can be aborted to use effects to alter it.
Mobile
Cost: 1m
Requirements: Essence 3; Overwhelming, Resurgent or Triumphant for the same trait
Combines a rapid move with an attack or defense, regardless of how much the character already moved during the tick. For tests, the movement can come before or after the test is made. Defensive movement always occurs after the defense is completed.
In a typical combat sphere, the movement rate is based on the leaping rules (ex2e.127-128), though the motion in question need not actually be a leap. It might be a quick sprint, teleportation, exploding into a flock of birds to reform a few yards away, etc. For other spheres, the rate is changed to match the sphere. When used for defense, mobile effects may specifically be used with defenses provided by traits other than the one linked to the mobile effect.
Mystical
Cost: Varies
Requirements: Essence 4; Overwhelming, Resurgent or Triumphant for the same trait
Special: Those without mote pools treat as Exclusive (see /Stunts).
Learning this boon for a trait allows you to create magical "tricks" related to that trait. These tricks are always obviously magical to those who see them, but cannot actually change dice mechanics. The cost depends on how complex and useful the effect is. Effects based on this boon need be learned only once to produce any trick for that trait.
Note that many other effects are also "explained" in magical ways, but are not Mystical effects. For example, a Perfect Dodge might be visualized as turning into smoke, but that is just the description of the Perfect Dodge effect, not an added mystical effect. Mystical effects are only required when the desire is for a trait to produce a concrete advantage that isn't dice mechanical. If the trick alters a test or defense in some way, it should really just act as a description for some other Boon instead.
Tricks are limited only be the imagination of the player and the tolerance of the storyteller. Some sample tricks for each ability:
- Archery: conjuring arrows (or even bows) out of magic
- Athletics: wall walking, running on air or water
- Awareness: extra-sensory perception, seeing spirits
- Bureaucracy:
- Craft: turning hands into tools, material manipulation (such as spinning stone into thread)
- Dodge: leaving behind afterimages or other confusion
- Integrity:
- Investigation: seeing the past, seeing guilt
- Larceny: walking through walls, magical disguise
- Linguistics: insight into unknown languages, instant reading
- Lore: Learning faster, transferring willpower
- Martial Arts: style based special effects
- Medicine: transferring health, lay soul to rest
- Melee: summoning or conjuring weapons, gaining access to the motes stolen by soulsteel weapons
- Occult: transferring motes, spirit interaction
- Performance: amplifying voice, illusions
- Presence:
- Resistance: quickly donning (or summoning) armor
- Ride: summon (or conjure) mount, ride on water
- Sail: summon (or conjure) ship, sail on air, alter weather
- Socialize:
- Stealth: obscures trails
- Survival: trail concealment, alter weather
- Thrown: summon (or conjure) weapons
- War: knowledge of forces, training
Overwhelming
Cost: 1 mote per dice
Requirements: Essence 1
For tests, each mote spent adds a die to the pool. This boon cannot be used on defenses.
Physical
Cost: 1 mote/1L or 2B
Requirements: Essence 4; Overwhelming, Resurgent or Triumphant for the same trait
This boon gives a physical component to tests and defenses that would not normally have one. For example, an effect combining this boon with the Linguistics trait might create a "power word" attack, where a shout damages a foe. Essentially, this boon turns any ability into a combat ability. When used for tests, each mote spent buys either +1L or +2B base damage for the attack, and the attack has a range of Essence yards.
Spent on defense, each mote provides either +1B/+1L/+1A or +3B/+1L soak. When used this way, the effect may be linked to any trait, not just the trait used to calculate DV.
This effect can also be used to enhance attacks and defenses that already have physical components, in which case it adds to the base values provided by those components. Used in this way, however, you may only spend motes up to your Essence.
Penetrating
Cost: 4 motes, 1 willpower
Requirements: Essence 3; Piercing for the same trait
Tests backed by this boon completely ignore armor. Defenses backed by this boon allow armor to be used normally against such attacks.
Piercing
Cost: 3 motes
Requirements: Essence 2; Overwhelming, Resurgent or Triumphant for the same trait
Tests backed by piercing effects deal piercing damage. If used defensively, piercing damage from any source is treated as normal damage instead.
Poisonous
Cost: Varies
Requirements: Essence 3
Special: Exclusive (see Stunts and Effects, above)
Tests backed by this boon inflict a poison on the target. The cost of the effect depends on the strength of the poison as well as if it is inflicted instead of damage or in addition to it. Storytellers should use their judgement on cost. Used for defense (usually a 2 mote cost), the target is immune to poison for the duration.
Preventive
Cost: 5 motes
Requirements: Essence 2; Overwhelming, Resurgent or Triumphant for the same trait
Used only for defense, this boon harnesses its linked trait in some way to reduce the damage done by an attack. It is usually learned with Resistance (or Stamina), but other traits can also be harnessed. For example, perhaps Presence is used to cause the attacker to pull his blow at the last minute, Medicine closes the wounds even as they are made, or Athletics moves roll the defender away at the last second.
While a preventative effect is active, a number of health levels dealt by each incoming attack are ignored, up to either Essence or the trait linked to the effect, whichever is smaller. Preventive effects specifically may be used on defenses provided by traits other than the effect's linked ability.
Restorative
Cost: 4 motes
Requirements: Essence 4; Overwhelming, Resurgent or Triumphant for the same trait
This boon restores motes to its user. If used with a test that makes use of damage successes (such as physical attacks, or when stacked with a Physical or Withering effect), each damage success restores motes equal to the target's Essence, in addition to normal effect. If used with effects that make use of the threshold (e.g. Soulful or mental effects), the attacker gains motes equal to the threshold.
The effect is a bit more efficient used defensively, providing a target that uses the boon for defense but gets wounded anyway with seven motes for each health level they suffer.
Resurgent
Cost: 4 motes
Requirements: Essence 1
Special: Sidereal exalted pay only 3m to use this boon.
After a test is made, re-roll the test and use either of the two results. Used on defense, this boon forces the attacker to re-roll, and the defender chooses which of the results is used. If a resurgent defense is used against a resurgent attack, the effects cancel each other, and only one roll is made.
Soulful
Cost: 3 motes
Requirements: Essence 4; Overwhelming, Resurgent or Triumphant for the same trait
This boon turns a physical attack into one that attacks the spirit or soul of the target. The attack does not inflict damage, but rather applies its threshold to a draining effect (see Non-standard damage). This boon cannot be used for defense.
Spiritual
Cost: 3 motes
Requirements: Essence 3; Overwhelming, Resurgent or Triumphant for the same trait
Tests backed with this boon are effective against dematerialized spirits or ghosts. Connected to Perception or Awareness, for example, a test would allow the user to "see" dematerialized spirits. Combat traits using this boon would allow attacks to hurt them.
Stretched
Cost: 1 mote per interval
Requirements: Essence 1
Every mote spent, the range of the test is extended by an interval equal to the original range of the test. If used with tests that don't normally have a range, such as hurling a phantom image of a sword, the interval added is equal to Essence yards. This boon cannot be used defensively.
Subtle
Cost: 2 motes
Requirements: Essence 4; Overwhelming, Resurgent or Triumphant for the same trait
Combining a subtle effect with other effects for a single test or defense prevents any peripheral motes spent on any of the effects from contributing to an anima flare.
Synergistic
Cost: 1 mote
Requirements: Essence 2
Special: Available only to terrestrial exalted and worker caste fair folk and mountain folk. Others also treat as exclusive (see Stunts and Effects).
A success is added automatically to tests backed by this boon. In addition, for every nearby ally that has activated at least one synergistic effect for the same trait during your current cycle, gain an additional success. If you spend three additional motes activating this effect, nearby allies provide successes if they have activated synergistic effects for any traits during your current cycle.
- examples
When used for defense, this boon works as for tests, but providing points of DV instead of successes. Note that, for the purposes of counting other synergistic effects during the cycle, how the boon is used does not matter. That is, activations made offensively count for defensive activations and vice versa.
Triumphant
Cost: 3 motes per success
Requirements: Essence 1
Every three motes spent adds a success to a test, or increases a defense value by 1. As these bonuses occur after a roll is made, they are not affected by pool limits.
- Design note: Given the ExcellencyMath, you might expect this boon to cost 2m, as in Exalted, instead of 3m. The extra cost is intentional here, for three reasons. First, the pool limit changes (see "Tests" above) are more limiting, so being able to ignore them as this boon does provides more benefit than in canon. Second, this boon can be used for both tests and defenses, while the Overwhelming boon (equivalently to Exalted's 1st Excellency) cannot. Lastly, unlike Exalted, the only limit to the number of successes you can buy with this boon is how many you can pay for, whereas the 2nd Excellency is capped.
Unblockable
Cost: 3 motes
Requirements: Essence 4; Overwhelming, Resurgent or Triumphant for the same trait
Tests backed by this boon cannot be conventionally blocked. Defenses based around parrying or other interposition cannot be used, unless other effects (e.g. Flawless) allow them. This boon cannot be used for defense.
Undodgeable
Cost: 3 motes
Requirements: Essence 4; Overwhelming, Resurgent or Triumphant for the same trait
Tests backed by this boon cannot be conventionally dodged. Defenses based around moving out of the way or other types of avoidance cannot be used, unless other effects (e.g. Flawless) allow them. This boon cannot be used for defense.
Wide
Cost: 1 mote per yard
Requirements: Essence 2; Overwhelming, Resurgent or Triumphant for the same trait
Any test made with this boon effects multiple targets within a sphere one yard in radius for every mote spent. For ranged attacks, this sphere is centered around a point in space chosen by the attacker. Otherwise, the sphere is centered on the attacker. One roll is made for the test, and the results are compared independently to each affected target.
Wide effects should have some rationale for why they work. Perhaps a sword becomes a flurry of steel, or arrows duplicate in mid flight, or (combined with the Physical boon) a chant effects all in range, or the attacker becomes (or already is) a swarm, etc.
Withering
Cost: 5m
Requirements: Essence 3; Overwhelming, Resurgent or Triumphant for the same trait
This boon turns a physical attack into one that attacks the traits of the target. The attack does not inflict damage, but rather applies its threshold to a withering effect (see Non-standard damage, below). This boon cannot be used for defense.
Wyld
Cost: 1 mote
Requirements: Essence 1
Special: Characters other than fair folk treat this boon as exclusive (see Stunts and Effects, above), but only for tests.
Tests backed by this boon become shaping tests, able to alter reality. Fair Folk can use this boon to bend reality in any way that they can imagine, but other characters can usually only make use of Wyld effects to produce very specific changes, selected when purchasing the effect. Shaping tests are governed by the following additional considerations:
- Shaping tests do not deal damage. Their threshold is used as described in "Non-standard damage" (see below).
- Shaping tests can be cast against any single target in the line of sight.
- The immediate environment is considered a single target for Wyld effects.
- Shaping is dispelled automatically by the touch of cold worked iron.
- Tattooed lunars are immune to shaping of their bodies.
- Shaping tests made against Wyld terrain or creatures native to the Wyld (including Fair Folk) transform every dice in their pools into automatic successes instead of rolling.
- Like other boons, duration of a shaping effect is controlled by its rank, and requires commitment to maintain as normal.
Defenses backed by this boon make the user completely immune to shaping. It is typically much more common for characters to have Wyld defenses than Wyld attacks.
Stunts
Stunts in Uncouth do not automatically provide dice, motes or willpower. Instead, they provide access to effects in ways that make them much more flexible than Exalted stunting. The criterion for awarding stunts remains the same, and stunts are awarded in levels (where a one-die stunt in Exalted is a "level one" stunt, two-dice is "level two" and so on).
When a character is awarded a stunt, they gain a pool of "phantom motes" equal to twice the level of the stunt. These "motes" can be used to activate almost any effects the player likes -- even effects they do not know -- under the following guidelines:
- The "motes" only last for the particular instant of the stunt.
- The "motes" must entirely pay for all costs of the effect; the character cannot supplement them with their own essence pools or Willpower.
- The character can activate effects that she does not actually know.
- The character need not be able to channel essence to use these "motes"; this is one of the only ways mortals can use effects.
- Three "motes" may be converted into a phantom point of Willpower that can be used only to pay for stunt effect costs.
- If the stunt applies to a test the character is making, any leftover "motes" get added as real motes to the character's essence pool (personal first) if the test succeeds. The character may spend three of these motes to restore a point of Willpower if desired. Leftover motes from defensive stunting, however, are lost.
- Effects generated from stunts are considered primary effects.
- The "motes" spent to power stunts are present purely for balance purposes; they are not actually manifested magic. Thus, they do not trigger artifacts that react to mote expenditures, essence perception or such things.
- A small number of boons cannot be turned into stunt effects. These are called exclusive and will be noted in their descriptions.
- lots of examples
- social stunting
- taking advantage of the "connection" from mental effects
Examples
Choices of two primary effects
- One offense, one defense
- Double attack
- Double defense
- Physical and Wide
Stunt examples
- Level 2 using 1 mote for Overwhelming, 3 for Triumphant.
- Mortal using a level 3 stunt
- Using level 3 to get two points of willpower back.
- Metal effect
- Flaws
Paths
Exalted offers a number of additional player tricks that do not revolve around charms, typically using totally different systems for each, but often using charms to some extent in their systems. Since Uncouth has no charms, these systems (such as sorcery, astrology, etc) need some tweaking. Uncouth adds a simple, unified method of advancement for these kinds of activities, collectively referred to as paths. Many of the mechanics from Exalted are retained, though given the modular nature of the paths, it would be possible to swap out certain systems for others (for example, you could replace sorcery with /WyldMagic, etc.).
Though the outcome of each of the paths vary significantly and require much different story elements to learn, all paths are tracked and purchased using the same mechanics. Like other traits, paths are measured in dots. The cost to learn a dot in a path is equal to the new score in the path trait, times some multiplier based on the path.
Exaltation
Eligibility: All exalted XP Multiplier: 2 Special: All exalted learn the first dot of this path automatically for free.
- • Extends lifespan, allows rounding up instead of down for most instances of division (such as calculating DV). Heal twice as fast as mortals.
- •• Gain a number of Incapacitated health levels equal to your unmodified Conviction. Should damage begin to claim these additional boxes, the character falls into a fugue-like state that may be easily mistaken for death. Detecting that the character is not actually dead requires a successful Perception + Medicine test at a difficulty equal to the number of Incapacitated boxes inflicted.
- ••• Gain a number of health levels equal to your unmodified Essence. The first level adds to the -2 track, the next adds to the -1 track, the next adds to the -0 track, and then the cycle repeats.
- •••• Gain a number of health levels equal to your unmodified Stamina. The first level adds to the -2 track, the next adds to the -1 track, the next adds to the -0 track, and then the cycle repeats.
- ••••• Add your Essence to any tests used to inflict a metal effect on a spirit.
Astrology
Eligibility: Sidereal exalted XP Multiplier: 3 Special: Sidereal exalted start with four dots spread through the astrological paths of their Maiden, plus three more spent in any path.
The twenty-five paths of astrology are also known as "colleges". Other then the changes to cost mentioned here, colleges work as per the rules in Sidereals.
Glamour
This will probably wait until Graceful Wicked Masques comes out.
Shapeshifting
Several paths are available for shapeshifting. These paths are a bit of a throwback to "cause-based" rules, but fit better into the world of Exalted. Access to shapeshifting is slightly more widely accessible in Uncouth, as a number of concepts from Exalted can be represented using these paths.
In all cases, transmuting form takes an Act action, but does not require a test, so some other test may be made in the same Act action. Most shapeshifting also requires the expenditure of motes. Any such motes spent are not committed, but considered spent immediately. The shapeshifting last indefinitely, or until another form is taken. Changing back into an original form (e.g. for lunars, base human form) takes the usual action, but only costs one mote.
Form
Eligibility: Lunar exalted, fair folk, spirits. Storytellers may allow others limited access to this path (solars, for example, might be able to buy a single dot to change into other human forms). XP Multiplier: 6 Special: Lunar exalted start the game with one dot in this path, which must be used to buy access to animal forms.
Each dot on this path provides the ability to take the shape of a certain class of creatures. Storytellers may rules that more story-based requirements must be met in addition to purchasing the path. For example, lunars who can take animals forms should be required to taste a creature's heart's blood before it can take its shape. Similarly, spirits might only be allowed a subset of available forms (gods of the south, for example, might only be able to take the shape of animals from that region.)
Shifting into one of the forms allowed by this path costs 3 motes. Each dot on the path allows the character to add a class of creature to her shapeshifting repertoire, making a choice on the following list:
- natural animals
- humans
- plants
- demons
- elementals
- wyld creatures
- alternate gender
- inanimate objects (fair folk and spirits only)
- an insubstantial "taint" on a landscape (fair folk and spirits only)
Size
Eligibility: Lunar exalted, fair folk, spirits XP Multiplier: 6 Special: Lunar exalted start the game with one dot in this path.
By default, shapeshifters may only take on forms with roughly the same size and mass. This path allows them to alter size and mass as well as shape:
- • - Forms can be taken from about the size of a common housecat to about the size of an adult moose.
- •• - The character can change size down to the size of a mouse.
- ••• - The character can change size up to the size of a yeddim or a tyrant lizard.
- •••• - The character can change size down to the size of a housefly.
- ••••• - The character can alter the size of an existing form, making up to twice as large as normal, or half its normal size.
Mutability
Eligibility: Lunar exalted, fair folk, spirits XP Multiplier: 10 Special: Fair folk start the game with one dot in this path.
Shapeshifters who walk this path gain more nuanced control over their bodies, allowing them to perform incredible feats by bending their bodies to their will. For each dot gained in this path, the character may use one additional primary effect per cycle. When activated, however, the effect must be rationalized as being created by a manipulation in shape. This change must appear as an obviously magical effect to any who see it happen. For example, a Stretched effect might be described as an elongation of the arms, tentacles, frog-tongue, etc.
God-body
Eligibility: Lunar exalted, fair folk XP Multiplier: 8
This path allows a shapeshifter to take on a transcendent form, mixing elements of two or more forms into a powerful hybrid form. Lunar exalted typically refer to this as a "beastman" or "war" form, based on a hybrid of their totem animal and human shapes. Fair folk often call this a "god-monster" form, pulling nightmare elements from species that only exist in dreams.
When starting a path, choose three god-body traits, indicative of the nature of the form to be taken. More war-like lunar "beastmen" tend to choose the three physical Attributes (Strength, Stamina, Dexterity), but any combination of traits is possible, including Abilities and Virtues. Neither Essence, Willpower nor any paths may be selected as god-body traits. It is possible to walk the God-body path more than once, choosing different three traits each time; however only one of these forms can be activated at a time.
While the form is active, each dot along the path grants the following:
- Adds one to each the form's god-body traits
- Allows use of an additional primary effect, provided that effect is based on one the form's god-body traits.
- Increases Tell
Primordial Magic
Depending on your point of view, the Primordials either gifted Creation with knowledge of some of their magic, or inflicted it upon the world. Either way, the harnessing of will into reality remains the most potent force available to the exalted. Uncouth assumes these magics work as in canon, using spells and several Act actions to channel it. Alternate systems (e.g. Wordman/WyldMagic) could easily replace this.
The various circles of these kinds of magics have the same Essence and Occult requirements as their corresponding Exalted charms. Restrictions on what type of characters can use the various circles also remains the same.
Sorcery
Eligibility: as per Exalted XP Multiplier: 8
- • - may cast terrestrial circle sorcery
- •• - may cast celestial circle sorcery
- ••• - may cast solar circle sorcery
Necromancy
Eligibility: as per Exalted XP Multiplier: 8
- • - may cast shadowlands circle sorcery
- •• - may cast labyrinth circle sorcery
- ••• - may cast void circle sorcery
Weaving
Eligibility: as per Exalted XP Multiplier: 8
- • - may initiate man-machine protocols
- •• - may initiate god-machine protocols
Thaumaturgy
Eligibility: as per Exalted XP Multiplier: 2 (costs doubled for mortals)
Each if the thaumaturgical arts is its own path. Each step on the path has the same requirements as in Exalted, and function the same way.
- • - character becomes an Initiate in the art
- •• - character becomes an Adept in the art
- ••• - character becomes a Master of the art
Other paths
Other paths may be possible. For example, the alternate rules on sciences could be easily converted into paths.
Character
Character creation and representation is largely unchanged from Exalted. Changes have to do with the move to effect-based magic and changes to combat. This chapter outlines the few changes needed to character advancement and rules for specific character types, including a summary of how rules from other chapters impact them.
Changes to character generation
To do. Needs:
- Cost in background points for effects
- Cost in background points for paths (bonus points spent as xp)
- Changes to motivation and intimacies
Leaning an effect has a base cost of 5xp for a caste trait, 6 xp for a favored trait and 7xp otherwise. This cost is multiplied by the rank of the trait being learned. The following table expands the math of all the above rules:
|||| Experience Costs |||||| Incremental XP |||||| Cumulative XP || || Rank || Min Essence || Caste || Favored || Unfavored || Caste || Favored || Unfavored || || Instantly || +0 || 5 || 6 || 7 || 5 || 6 || 7 || || Tenaciously || +1 || 10 || 12 || 14 || 15 || 18 || 21 || || Persistently || +2 || 15 || 18 || 21 || 30 || 36 || 42 || || Constantly || +3 || 20 || 24 || 28 || 50 || 60 || 70 || || Intrinsically || +4 || 25 || 30 || 35 || 75 || 95 || 105 ||
|| Training times |||| Caste/Favored |||| Unfavored || || Min Essence || Trainer || No trainer || Trainer || No trainer || || 1 || 1 day || 2 days || 2 days || 4 days || || 2 || 2 days || 4 days || 4 days || 8 days || || 3 || 3 days || 6 days || 6 days || 12 days || || 4 || 4 days || 8 days || 8 days || 16 days || || 5 || 5 days || 10 days || 10 days || 20 days || || 6 || 6 days || 12 days || 12 days || 24 days || || 7 || 7 days || 14 days || 14 days || 28 days || || 8 || 8 days || 16 days || 16 days || 32 days || || 9 || 9 days || 18 days || 18 days || 36 days || || 10 || 10 days || 20 days || 20 days || 40 days ||
Anima
Anima powers in Exalted provide yet another example of its "caused-based" thinking: because you have an anima, you can do this. Uncouth considers the anima to be just another explanation for /Effects. Still, within Exalted, anima powers act as a differentiator between the various castes, so how to capture this idea in Uncouth? The mechanism used here is to allow character type and caste to provide primary effects (see /Effects).
Each character type considers all effects based on a particular boon to be internal effects. All this means is that, during a Cycle, the character can designate one of these effects as a primary effect, in addition to the one primary effect all characters can use automatically. The effect can be related to any Ability (or Attribute, for some characters), but must use the particular boon for that type of character. The character must know and pay for the effect as normal; he just gets to use it without paying the price for a secondary effect. This provides a strong incentives for certain types of characters to make use of certain types of effects.
Most characters also consider effects based on a particular boon (related to their caste) combined with caste or favored traits, known as caste effects. Apart from the more limited selection, these function just like (and in addition to) internal effects.
- Example. One cycle. Next cycle. Wants to use, but can't because he never learned it.
Characters with a fully iconic anima banner consider effects based on yet another boon (related to their caste) combined with caste abilities as iconic effects. A fully iconic character can designate one iconic effect that she knows as a primary effect. Further, the mote cost of that effect need not be paid, though any other costs must be. This benefit ends as soon as the banner subsides to less than iconic, ending any iconic effects that might still be running.
- Example.
Character Changes by Type
Rules in this chapter and other change how characters work. Some of these changes are specific to various character types. This section summarizes how these changes work, by type:
Abyssal Exalted
Effects linked to: Abilities
Pool limit: Attribute + Ability
Internal effect boon: Entropic
Caste effect boon:
Dusk: Intense
Midnight: Compulsive
Daybreak: Infectious
Day: Subtle
Moonshadow: instead of a caste-based effect, Moonshadow exalted increase the number of primary effects they can use each cycle by one.
Iconic effect boon:
Dusk: Emotive
Midnight: Disdainful
Daybreak: Preventive
Day: Fast
Moonshadow: Profane
Restricted boons allowed to use: Perfect
Alchemical Exalted
Effects linked to: Attributes
Pool limit: Attribute
Internal effect boon: Augmented
Caste effect boon:
Orichalcum: Physical
Moonsilver: Fast
Jade: Preventive
Starmetal: Overwhelming
Soulsteel: Emotive
Iconic effect boon: Efficient (all castes)
Restricted boons allowed to use: Augmented
Infernal Exalted
Effects linked to: Abilities
Pool limit: Attribute + Ability
Internal effect boon: Overwhelming
Caste effect boon: ?
Iconic effect boon: ?
Restricted boons allowed to use:
Lunar Exalted
Effects linked to: Attributes
Pool limit: Attribute
Internal effect boon: none - lunars gain additional primary effects with shapeshifting
Caste effect boon:
Full Moon: Mobile
Changing Moon: Illusionary
No Moon: Efficient
Casteless: none
Iconic effect boon: none
Restricted boons allowed to use: Augmented
Sidereal Exalted
Effects linked to: Abilities
Pool limit: Essence
Internal effect boon: Auspicious, Manipulative
Caste effect boon:
Journeys: Mobile
Serenity: Emotive
Battles: Preventive
Secrets: Hypnotic
Endings: Piercing
Iconic effect boon: Wide (all castes)
Restricted boons allowed to use: Auspicious
Solar Exalted
Effects linked to: Abilities
Pool limit: Attribute + Ability
Internal effect boon: Triumphant
Caste effect boon:
Dawn: Intense
Zenith: Emotive
Twilight: Physical
Night: Subtle
Eclipse: instead of a caste-based effect, Eclipse exalted increase the number of primary effects they can use each cycle by one.
Iconic effect boon:
Dawn: Emotive
Zenith: Holy
Twilight: Preventive
Night: Fast
Eclipse: Orderly
Restricted boons allowed to use: Perfect
Terrestrial Exalted
Effects linked to: Abilities
Pool limit: Ability + Specialty
Internal effect boon: Efficient
Caste effect boon:
Air: Mobile
Earth: Hardened
Fire: Fast
Water: Resurgent
Wood: Poisonous
Iconic effect boon:
Air: Airy
Earth: Earthen
Fire: Fiery
Water: Watery
Wood: Wooden
Restricted boons allowed to use: Synergistic
Fair Folk
Effects linked to: Abilities
Pool limit: Highest feeding virtue
Internal effect boon: Withering
Caste effect boon:
Diplomat: Compulsive
Entertainer: Hypnotic
Warrior: Optimal
Worker: Synergistic
Noble: Gain effect of primary Grace and, at creation, may also claim either Wyld or the caste effect from their "shadowed" Grace
Iconic effect boon: none
Restricted boons allowed to use:
Mountain Folk
Effects linked to: Abilities
Pool limit: Highest feeding virtue
Internal effect boon: Resurgent
Caste effect boon:
Warrior: Optimal
Worker: Synergistic
Artisan: Mystical
Iconic effect boon: none
Restricted boons allowed to use:
Dragon Kings
Effects linked to: Abilities
Pool limit: Ability
Internal effect boon: Excellent
Caste effect boon: none (Dragon Kings gain physical benefits base on their breed)
Iconic effect boon: none
Restricted boons allowed to use:
Ghosts
Effects linked to: Abilities
Pool limit:
Internal effect boon: Soulful
Caste effect boon: none
Iconic effect boon: none
Restricted boons allowed to use:
Spirits
Effects linked to: Abilities or Attributes
Pool limit:
Internal effect boon: Mystical
Caste effect boon: none
Iconic effect boon: none
Restricted boons allowed to use:
Elementals
Effects linked to: Abilities or Attributes
Pool limit:
Internal effect boon: The elemental boon related to their element
Caste effect boon: none
Iconic effect boon: none
Restricted boons allowed to use:
Summary
||Name||Cost||Min Trait||Tests||Defense||Internal||Caste||Iconic|| ||Airy||3m, 1w||3||x||x||Air elementals|| ||Air aspect|| ||Augmented||2/point||3||x||x||Alchemicals|| || || ||Auspicious||1/reduction||3||x||x||Sidereals|| || || ||Compulsive||3m||2||x||x|| ||Midnight, Diplomat|| || ||Crippling||3m||3||x||x|| || || || ||Distainful||2m||3||x||x|| || ||Midnight|| ||Earthen||3m, 1w||3||x||x||Earth elementals|| ||Earth aspect|| ||Efficient||special||3||x||x||Terrestrial||No Moon||All alchemical|| ||Emotive||3m||2||x||x|| ||Soulsteel, Serenity, Zenith||Dusk, Dawn|| ||Entropic||1/die||1|| ||x||Abyssals|| || || ||Excellent||1/conversion||1||x|| ||Dragon Kings|| || || ||Fast||4m||3||x|| || ||Moonsilver, Fire||Day, Night|| ||Firery||3m, 1w||3||x||x||Fire elementals|| ||Fire aspect|| ||Flawless||4m||4||x||x|| || || || ||Hardened||1/point||1||x||x|| ||Earth|| || ||Holy||2m||3||x||x|| || ||Zenith|| ||Hypnotic||3m||2||x||x|| ||Secrets, Entertainer|| || ||Illusionary||3m||2||x||x|| ||Changing Moon|| || ||Infectious||varies||3||x||x|| ||Daybreak|| || ||Intense||3m||3||x||x|| ||Dusk, Dawn|| || ||Manipulative||1m||4||x||x||Sidereals|| || || ||Mobile||1m||3||x||x|| ||Full Moon, Journeys, Air|| || ||Mystical||varies||4|| || ||Spirits||Artisan|| || ||Optimal||2m||3||x||x|| ||Warrior|| || ||Orderly||2m||3||x||x|| || ||Eclipse|| ||Overwhelming||1m/die||1||x||||Infernals||Starmetal|| || ||Peerless||3m, 1w||3||x||x|| || || || ||Penetrating||4m, 1w||3||x||x|| || || || ||Perfect||5m, 1w||5||x||x|| || || || ||Physical||1m/1L or 2B||4||x||x|| ||Orichalcum, Twilight|| || ||Piercing||3m||2||x||x|| ||Endings|| || ||Poisonous||varies||3||x||x|| ||Wood|| || ||Preventive||5m||2|| ||x|| ||Jade, Battles||Daybreak, Twilight|| ||Profane||2m||3||x||x|| || ||Moonshadow|| ||Restorative||4m||4||x||x|| || || || ||Resurgent||4m||1||x||x||Mountain Folk||Water|| || ||Soulful||3m||4||x|| ||Ghosts|| || || ||Spiritual||3m||3||x|||||||||| ||Stretched||1m/interval||1||x|| || || || || ||Subtle||2m||4||x||x|| ||Day, Night|| || ||Synergistic||1m||2||x||x|| ||Worker|| || ||Triumphant||3m/sux||1||x||x||Solars|| || || ||Unblockable||3m||4||x|| || || || || ||Undodgeable||3m||4||x|| || || || || ||Vandalistic||2m||3||x||x|| || || || ||Watery||3m, 1w||3||x||x||Water elementals|| ||Water aspect|| ||Wide||1m/yard||2||x|| || || ||All sidereal|| ||Withering||5m||3||x|| ||Fair Folk|| || || ||Wooden||3m, 1w||3||x||x||Wood elementals|| ||Wood aspect|| ||Wyld||1m||1||x||x|| ||some Fair Folk nobles|| ||
Comments
I like your partitioning of charm effects. This catalog could be useful for charm building, even if one didn't want to change the system over entirely. I see that by this system, a Solar could have an Intrinsically Perfect Ability at essence 9. Is there a way to defeat such a person? - IanPrice
- Should there be? I'll need to think on that. A slightly less flippant answer is: use effects that don't rely on damage. One way to prevent such a thing would be to arrange it such that an effect like that requires Essence 11 to attain (i.e. not possible). This would mean raising either the "Essence" rating of the ranks, or the Perfect ability, or both. Once I get the text tightened up a bit more, I'll play with the numbers better. By the way, re: the "catalog" you mention, try CharmTypes2E for something more generic. - Wordman
- There should probably be a way to explain why the Primordials could possibly be defeated, why the Solar Deliberative ever fell, why the Deathlords can ever fail at anything, why Sol Invictus, God of Perfection isn't immune to the Games of Divinity's lure... etc. Many of those beings seem likely to have Intrinsically Perfect Everything, if designed using Uncouth. Perfection is a tricky design concept, which must be applied narrowly, or the system becomes less fun to play with. - IanPrice
- A slight cop out here by adding arbitrary rank limits to Perfects. Probably makes the game funner, though. - Wordman