Difference between revisions of "Uncouth/Character"

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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:
 
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''' ||
+
{| class="wikitable"
|| '''Rank''' || '''Min Essence''' || '''Caste''' || '''Favored''' || '''Unfavored''' || '''Caste''' || '''Favored''' || '''Unfavored''' ||
+
! colspan="2" | Experience Costs !! colspan="3" | Incremental XP !! colspan="3" | Cumulative XP
|| Instantly || +0 || 5 || 6 || 7 || 5 || 6 || 7 ||
+
|-
|| Tenaciously || +1 || 10 || 12 || 14 || 15 || 18 || 21 ||
+
! Rank !! MinEssence !! Caste !! Favored !! Unfavored !! Caste !! Favored !! Unfavored
|| Persistently || +2 || 15 || 18 || 21 || 30 || 36 || 42 ||
+
|-
|| Constantly || +3 || 20 || 24 || 28 || 50 || 60 || 70 ||
+
| Instantly || align="center" | +0 || align="right" | 5 || align="right" | 6 || align="right" | 7 || align="right" | 5 || align="right" | 6 || align="right" | 7
|| Intrinsically || +4 || 25 || 30 || 35 || 75 || 95 || 105 ||
+
|-
 +
| Tenaciously || align="center" | +1 || align="right" | 10 || align="right" | 12 || align="right" | 14 || align="right" | 15 || align="right" | 18 || align="right" | 21
 +
|-
 +
| Persistently || align="center" | +2 || align="right" | 15 || align="right" | 18 || align="right" | 21 || align="right" | 30 || align="right" | 36 || align="right" | 42
 +
|-
 +
| Constantly || align="center" | +3 || align="right" | 20 || align="right" | 24 || align="right" | 28 || align="right" | 50 || align="right" | 60 || align="right" | 70
 +
|-
 +
| Intrinsically || align="center" | +4 || align="right" | 25 || align="right" | 30 || align="right" | 35 || align="right" | 75 || align="right" | 95 || align="right" | 105
 +
|}
  
|| ''Training times'' |||| '''<nowiki>Caste/Favored</nowiki>''' |||| '''Unfavored''' ||
+
{| class="numbertable"
|| '''Min Essence''' || '''Trainer''' || '''No trainer''' || '''Trainer''' || '''No trainer''' ||
+
! Training times !! colspan="2" | <nowiki>Caste/Favored</nowiki> !! colspan="2" | Unfavored
|| 1 || 1 day || 2 days || 2 days || 4 days ||
+
|-
|| 2 || 2 days || 4 days || 4 days || 8 days ||
+
! Min Essence !! Trainer !! No trainer !! Trainer !! No trainer
|| 3 || 3 days || 6 days || 6 days || 12 days ||
+
|-
|| 4 || 4 days || 8 days || 8 days || 16 days ||
+
| 1 || 1 day || 2 days || 2 days || 4 days
|| 5 || 5 days || 10 days || 10 days || 20 days ||
+
|-
|| 6 || 6 days || 12 days || 12 days || 24 days ||
+
| 2 || 2 days || 4 days || 4 days || 8 days
|| 7 || 7 days || 14 days || 14 days || 28 days ||
+
|-
|| 8 || 8 days || 16 days || 16 days || 32 days ||
+
| 3 || 3 days || 6 days || 6 days || 12 days
|| 9 || 9 days || 18 days || 18 days || 36 days ||
+
|-
|| 10 || 10 days || 20 days || 20 days || 40 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 ==
  
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).  
+
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[[Uncouth/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[[Uncouth/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.
 
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.
Line 221: Line 242:
 
== Summary ==
 
== Summary ==
  
||'''Name'''||'''Cost'''||'''Min Trait'''||'''Tests'''||'''Defense'''||'''Internal'''||'''Caste'''||'''Iconic'''||
+
{| class="numbertable"
||Airy||3m, 1w||3||x||x||Air elementals||&nbsp;||Air aspect||
+
! Name !! Cost !! Min Trait !! Tests !! Defense !! Internal !! Caste !! Iconic
||Augmented||2/point||3||x||x||Alchemicals||&nbsp;||&nbsp;||
+
|-
||Auspicious||1/reduction||3||x||x||Sidereals||&nbsp;||&nbsp;||
+
|Airy||3m, 1w||3||x||x||Air elementals||&nbsp;||Air aspect
||Compulsive||3m||2||x||x||&nbsp;||Midnight, Diplomat||&nbsp;||
+
|-
||Crippling||3m||3||x||x||&nbsp;||&nbsp;||&nbsp;||
+
|Augmented||2/point||3||x||x||Alchemicals||&nbsp;||&nbsp;
||Distainful||2m||3||x||x||&nbsp;||&nbsp;||Midnight||
+
|-
||Earthen||3m, 1w||3||x||x||Earth elementals||&nbsp;||Earth aspect||
+
|Auspicious||1/reduction||3||x||x||Sidereals||&nbsp;||&nbsp;
||Efficient||special||3||x||x||Terrestrial||No Moon||All alchemical||
+
|-
||Emotive||3m||2||x||x||&nbsp;||Soulsteel, Serenity, Zenith||Dusk, Dawn||
+
|Compulsive||3m||2||x||x||&nbsp;||Midnight, Diplomat||&nbsp;
||Entropic||1/die||1||&nbsp;||x||Abyssals||&nbsp;||&nbsp;||
+
|-
||Excellent||2m/conversion||1||x||&nbsp;||Dragon Kings||&nbsp;||&nbsp;||
+
|Crippling||3m||3||x||x||&nbsp;||&nbsp;||&nbsp;
||Fast||4m||3||x||&nbsp;||&nbsp;||Moonsilver, Fire||Day, Night||
+
|-
||Firery||3m, 1w||3||x||x||Fire elementals||&nbsp;||Fire aspect||
+
|Distainful||2m||3||x||x||&nbsp;||&nbsp;||Midnight
||Flawless||4m||4||x||x||&nbsp;||&nbsp;||&nbsp;||
+
|-
||Hardened||1/point||1||x||x||&nbsp;||Earth||&nbsp;||
+
|Earthen||3m, 1w||3||x||x||Earth elementals||&nbsp;||Earth aspect
||Holy||2m||3||x||x||&nbsp;||&nbsp;||Zenith||
+
|-
||Hypnotic||3m||2||x||x||&nbsp;||Secrets, Entertainer||&nbsp;||
+
|Efficient||special||3||x||x||Terrestrial||No Moon||All alchemical
||Illusionary||3m||2||x||x||&nbsp;||Changing Moon||&nbsp;||
+
|-
||Infectious||varies||3||x||x||&nbsp;||Daybreak||&nbsp;||
+
|Emotive||3m||2||x||x||&nbsp;||Soulsteel, Serenity, Zenith||Dusk, Dawn
||Intense||3m||3||x||x||&nbsp;||Dusk, Dawn||&nbsp;||
+
|-
||Manipulative||1m||4||x||x||Sidereals||&nbsp;||&nbsp;||
+
|Entropic||1/die||1||&nbsp;||x||Abyssals||&nbsp;||&nbsp;
||Mobile||1m||3||x||x||&nbsp;||Full Moon, Journeys, Air||&nbsp;||
+
|-
||Mystical||varies||4||&nbsp;||&nbsp;||Spirits||Artisan||&nbsp;||
+
|Excellent||2m/conversion||1||x||&nbsp;||Dragon Kings||&nbsp;||&nbsp;
||Optimal||2m||3||x||x||&nbsp;||Warrior||&nbsp;||
+
|-
||Orderly||2m||3||x||x||&nbsp;||&nbsp;||Eclipse||
+
|Fast||4m||3||x||&nbsp;||&nbsp;||Moonsilver, Fire||Day, Night
||Overwhelming||1m/die||1||x||&nbsp;||Infernals||Starmetal||&nbsp;||
+
|-
||Peerless||3m, 1w||3||x||x||&nbsp;||&nbsp;||&nbsp;||
+
|Fiery||3m, 1w||3||x||x||Fire elementals||&nbsp;||Fire aspect
||Penetrating||4m, 1w||3||x||x||&nbsp;||&nbsp;||&nbsp;||
+
|-
||Perfect||5m, 1w||5||x||x||&nbsp;||&nbsp;||&nbsp;||
+
|Flawless||4m||4||x||x||&nbsp;||&nbsp;||&nbsp;
||Physical||1m/1L or 2B||4||x||x||&nbsp;||Orichalcum, Twilight||&nbsp;||
+
|-
||Piercing||3m||2||x||x||&nbsp;||Endings||&nbsp;||
+
|Hardened||1/point||1||x||x||&nbsp;||Earth||&nbsp;
||Poisonous||varies||3||x||x||&nbsp;||Wood||&nbsp;||
+
|-
||Preventive||5m||2||&nbsp;||x||&nbsp;||Jade, Battles||Daybreak, Twilight||
+
|Holy||2m||3||x||x||&nbsp;||&nbsp;||Zenith
||Profane||2m||3||x||x||&nbsp;||&nbsp;||Moonshadow||
+
|-
||Restorative||4m||4||x||x||&nbsp;||&nbsp;||&nbsp;||
+
|Hypnotic||3m||2||x||x||&nbsp;||Secrets, Entertainer||&nbsp;
||Resurgent||4m||1||x||x||Mountain Folk||Water||&nbsp;||
+
|-
||Soulful||3m||4||x||&nbsp;||Ghosts||&nbsp;||&nbsp;||
+
|Illusory||3m||2||x||x||&nbsp;||Changing Moon||&nbsp;
||Spiritual||3m||3||x||&nbsp;||&nbsp;||&nbsp;||&nbsp;||
+
|-
||Stretched||1m/interval||1||x||&nbsp;||&nbsp;||&nbsp;||&nbsp;||
+
|Infectious||varies||3||x||x||&nbsp;||Daybreak||&nbsp;
||Subtle||2m||4||x||x||&nbsp;||Day, Night||&nbsp;||
+
|-
||Synergistic||1m||2||x||x||&nbsp;||Worker||&nbsp;||
+
|Intense||3m||3||x||x||&nbsp;||Dusk, Dawn||&nbsp;
||Triumphant||3m/sux||1||x||x||Solars||&nbsp;||&nbsp;||
+
|-
||Unblockable||3m||4||x||&nbsp;||&nbsp;||&nbsp;||&nbsp;||
+
|Manipulative||1m||4||x||x||Sidereals||&nbsp;||&nbsp;
||Undodgeable||3m||4||x||&nbsp;||&nbsp;||&nbsp;||&nbsp;||
+
|-
||Vandalistic||2m||3||x||x||&nbsp;||&nbsp;||&nbsp;||
+
|Mobile||1m||3||x||x||&nbsp;||Full Moon, Journeys, Air||&nbsp;
||Watery||3m, 1w||3||x||x||Water elementals||&nbsp;||Water aspect||
+
|-
||Wide||1m/yard||2||x||&nbsp;||&nbsp;||&nbsp;||All sidereal||
+
|Mystical||varies||4||&nbsp;||&nbsp;||Spirits||Artisan||&nbsp;
||Withering||5m||3||x||&nbsp;||Fair Folk||&nbsp;||&nbsp;||
+
|-
||Wooden||3m, 1w||3||x||x||Wood elementals||&nbsp;||Wood aspect||
+
|Optimal||2m||3||x||x||&nbsp;||Warrior||&nbsp;
||Wyld||1m||1||x||x||&nbsp;||some Fair Folk  nobles||&nbsp;||
+
|-
 +
|Orderly||2m||3||x||x||&nbsp;||&nbsp;||Eclipse
 +
|-
 +
|Overwhelming||1m/die||1||x||&nbsp;||Infernals||Starmetal||&nbsp;
 +
|-
 +
|Peerless||3m, 1w||3||x||x||&nbsp;||&nbsp;||&nbsp;
 +
|-
 +
|Penetrating||4m, 1w||3||x||x||&nbsp;||&nbsp;||&nbsp;
 +
|-
 +
|Perfect||5m, 1w||5||x||x||&nbsp;||&nbsp;||&nbsp;
 +
|-
 +
|Physical||1m/1L or 2B||4||x||x||&nbsp;||Orichalcum, Twilight||&nbsp;
 +
|-
 +
|Piercing||3m||2||x||x||&nbsp;||Endings||&nbsp;
 +
|-
 +
|Poisonous||varies||3||x||x||&nbsp;||Wood||&nbsp;
 +
|-
 +
|Preventive||5m||2||&nbsp;||x||&nbsp;||Jade, Battles||Daybreak, Twilight
 +
|-
 +
|Profane||2m||3||x||x||&nbsp;||&nbsp;||Moonshadow
 +
|-
 +
|Restorative||4m||4||x||x||&nbsp;||&nbsp;||&nbsp;
 +
|-
 +
|Resurgent||4m||1||x||x||Mountain Folk||Water||&nbsp;
 +
|-
 +
|Soulful||3m||4||x||&nbsp;||Ghosts||&nbsp;||&nbsp;
 +
|-
 +
|Spiritual||3m||3||x||&nbsp;||&nbsp;||&nbsp;||&nbsp;
 +
|-
 +
|Stretched||1m/interval||1||x||&nbsp;||&nbsp;||&nbsp;||&nbsp;
 +
|-
 +
|Subtle||2m||4||x||x||&nbsp;||Day, Night||&nbsp;
 +
|-
 +
|Synergistic||1m||2||x||x||&nbsp;||Worker||&nbsp;
 +
|-
 +
|Triumphant||3m/sux||1||x||x||Solars||&nbsp;||&nbsp;
 +
|-
 +
|Unblockable||3m||4||x||&nbsp;||&nbsp;||&nbsp;||&nbsp;
 +
|-
 +
|Undodgeable||3m||4||x||&nbsp;||&nbsp;||&nbsp;||&nbsp;
 +
|-
 +
|Vandalistic||2m||3||x||x||&nbsp;||&nbsp;||&nbsp;
 +
|-
 +
|Watery||3m, 1w||3||x||x||Water elementals||&nbsp;||Water aspect
 +
|-
 +
|Wide||1m/yard||2||x||&nbsp;||&nbsp;||&nbsp;||All sidereal
 +
|-
 +
|Withering||5m||3||x||&nbsp;||Fair Folk||&nbsp;||&nbsp;
 +
|-
 +
|Wooden||3m, 1w||3||x||x||Wood elementals||&nbsp;||Wood aspect
 +
|-
 +
|Wyld||1m||1||x||x||&nbsp;||some Fair Folk  nobles||&nbsp;
 +
|}

Latest revision as of 15:52, 30 January 2011

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 MinEssence 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 forUncouth/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 (seeUncouth/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 2m/conversion 1 x   Dragon Kings    
Fast 4m 3 x     Moonsilver, Fire Day, Night
Fiery 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  
Illusory 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