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Universal Talents

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Universal Talents are discovered, rather than developed. Thus, a great many of them may exist.

Combat

Combat Talents are based off of Valor for Spirits.

Fists of Stone and Fingers of Steel Form

  • Cost: None
  • Duration: Permanent
  • Type: Special
  • Minimum Combat: 5
  • Minimum Essence: 3
  • Prerequisite Charms: None
When a Character gains this Charm, her hands and arms gain a supernatural strength. At her option, she may do Lethal instead of Bashing damage with her hands. In addition, she can block Lethal damage without the need of a Stunt.

Craft

Expression

Lore

Ritual Breath Meditation

  • Cost: None
  • Duration: Permanent
  • Type: Special
  • Minimum Lore: 1
  • Minimum Essence: 1
  • Prerequisite Charms: None
The character attunes her breath to the world around her, allowing her to recover Essence at an increased rate. She recovers Essence at her normal rate when it would otherwise be halved - most often at various times in the Shadowlands.

Terrestrial Circle Sorcery, Shadowlands Circle Necromancy, and Man-Machine Protocols

  • Cost: 1 Willpower, plus cost of Spell
  • Duration: Special
  • Type: Special
  • Minimum Lore: 6
  • Minimum Intelligence: 6
  • Minimum Essence: 3
  • Prerequisite Charms: None
Typically, characters can only learn one of these. Spirit-Blooded (except Abyssal Half-castes and Ghost-Blooded), Dragon-Kings and Dragon-Blooded may only learn Terrestrial Circle Sorcery. Ghost-Blooded, Abyssal Half-Castes and Ghosts may only learn Shadowlands Circle Necromancy. Alchemical mutants are only capable of learning Man-Machine Protocols.
  • Celestials of any type may learn all of these, and easier - only requiring Lore 3 and Intelligence 3. Each is a single Charm, of course.
  • Alchemical Exalted may only learn Man-Machine Protocols, though they do so with the ease of their Celestial brethren.

Celestial Circle Sorcery, Labyrinth Circle Necromancy, and God-Machine Protocols

  • Cost: 2 Willpower, plus cost of Spell
  • Duration: Special
  • Type: Special
  • Minimum Lore: 5
  • Minimum Intelligence: 5
  • Minimum Essence: 5
  • Prerequisite Charms: Talent 5, Appropriate previous Circle Talent.
Alchemical Exalted may only learn God-Machine Protocols. Otherwise, any of these may be learned by the Celestial Exalted alone.

Might

For Spirits, Might Talents are limited by their Conviction. Ghosts in particular need these in order to be hardier than mortals.

Ox-Body Technique

  • Cost: None
  • Duration: Permanent
  • Type: Special
  • Minimum Might: 1
  • Minimum Essence: 1
  • Prerequisite Charms: None
Sometimes, being just plain healthy isn't enough. This Talent increases the health level multiplier by one. This stacks with Small and Large - a Small character with this Talent has a normal allotment of health levels, while a Large character would have five times her (Brawn + Might + permanent Essence) health levels.

Rhino-Hide Meditation

  • Cost: None
  • Duration: Permanent
  • Type: Special
  • Minimum Might: 1
  • Minimum Essence: 1
  • Prerequisite Charms: None
The skin of an Exalt is often tougher than that of mortals. This Talent adds the cahracter's permanent Essence to the character's soak. Celestial Exalted (Again, including Abyssals and Chimerae) add it to Aggravated, Lethal, and Bashing soak, while other characters only add it to their Lethal and Bashing Soaks.

Natural

The name of this Talent varies from Exalt to Exalt. Solars call it Spirit-Tied Pet, Sidereals call it Ordained Bridle of Mercury or Breaking the Wild Mortal, Lunars and Chimerae call it Pack-Forming Presence, Abyssals call it Fetter the Beast. Regardless of the name, this Talent has the following:

  • Cost: 10 motes, 1 Willpower, and 1 experience point (3 for Dragon Blooded)
  • Duration: Instant
  • Type: Simple
  • Minimum Natural: 3
  • Minimum Essence: 2
  • Prerequisite Charms: None
Working with an animal in some manner - Abyssals beat their targets into submission, Lunars cow, Chimerae confuse, Sidereals find a proper animal and Solars befriend - they form a bond between themselves and the animal. Each time this Charm is activated (requiring at least an hour spent with the animal), they gain a dot of the Familiar background, though this Charm only allows for a single familiar normally. There is no provision for safety while this Charm is being enacted - taming or brow-beating a bear or Tyrant Lizard carries its own risks.
  • Solars & Abyssals: Can tame God-Blooded variants of their would-be pets at no additional charge. Even if they don't, their familiars will soon be imbued with such energies. They can gain up to their permanent Essence in Familiars using this Talent or by other means.
  • Lunars & Chimerae: Can ignore spending the XP and instead get an animal servant who remains with them for one season per point of permanent Essence they have, controlling up to their permanent Essence * Natural * Presence creatures in this manner. Using this Talent, they may gain up to their Natural ability in Familiars.
  • Sidereals: Are generally led to a given creature by their Maiden and thus, do not need to worry about the creature fighting them off. If they wish to find their own creature, this Talent costs an additional experience point the first time it is activated. Sidereals may also take a mortal as an acquaintance by spending yet another experience point. These follow the same rules as found on pages 134 and 136 of Sidereals.
  • Dragon-Blooded: Without a mandate from Heaven, Dragon-Blooded have a much more difficult time with this Talent, costing them 3 experience instead of 1. They are still limited to a single familiar.

Prowess

For Spirits, Prowess Talents are limited by Valor.

Materialize / Dematerialize

  • Cost: 50% of temporary Essence, +5% per point of permanent Essence
  • Duration: Instant
  • Type: Simple
  • Minimum Prowess: 1
  • Minimum Essence: 1
  • Prerequisite Charms: None
This Talent may only be learned by Gods, Demons, Elementals, Ghosts, Solars (who must have a teacher), and Lunars (who may only use it in the guise of the former).
God-Blooded, Demon-Blooded, Elemental-Blooded, Elementals and Solars learn Dematerialize (costing the above Essence), and may Materialize at no cost to their Essence after learning this Talent.
For Ghosts, this Talent costs 2 Willpower and has a duration of only one Scene.

Socialize

For Spirits, Socialize Talents are limited by Compassion.

Iron Will Meditation

  • Cost: None
  • Duration: Permanent
  • Type: Special
  • Minimum Socialize: 1
  • Minimum Essence: 1
  • Prerequisite Charms: None
This adds the character's permanent Essence as a 'social soak' to all social combat attempts - Intimidation, Torture, Persuasion, Seduction, Debate, etc. In addition, her Foundations provide Hardness (including the Essence bonus) instead of soak.

Subterfuge

War

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