Difference between revisions of "StarJaunter/NWODEssence"

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Number of personal motes per dot of essence is same as most creatures. 1=10,2=11,3=12
 
Number of personal motes per dot of essence is same as most creatures. 1=10,2=11,3=12
  
Number of Peripheral Motes equal to all scores in favored and caste abilities or attributes added together.
+
Number of Peripheral Motes equal to what they would be in normal game (not including virtues of course)
Accessing Peripheral Mote Pool requires spending a Willpower at beginning of the turn, unless a charm circumvents it.
 
Using Peripheral Motes causes Anima banner, it also causes a sin against limit comparable in severity to how advanced banner becomes in the scene
 
  
1-3 motes: Glimmers      (Limit 9 sin, roll 5 dice)
+
Using Peripheral Motes causes your Anima banner to flare, it also causes a violation of your limit <br>
4-7 motes: Castemark    ( Limit 7 sin roll 4 dice)
+
comparable in severity to how advanced banner becomes in the scene.<br>
8-10 motes: Anima Glow (Limit 5 sin roll 3 dice)
 
11-15 motes:  Bonfire      (Limit 3 sin roll 2 dice)
 
16+ motes:  Totemic        (Limit 1 Sin roll 1 die)
 
  
Number of motes per turn varies with Exalt type, Solars can spend 5 motes per dot of essence, four for celestials, 3 for dragonsbloods, 2 for godbloods and lesser magicals, one for magical mortals
+
1-3 motes: Glimmers      (Limit 9 sin, roll 5 dice)<br>
 +
4-7 motes: Castemark      (Limit 7 sin roll 4 dice)<br>
 +
8-10 motes: Anima Glow    (Limit 5 sin roll 3 dice)<Br>
 +
11-15 motes:  Bonfire    (Limit 3 sin roll 2 dice)<br>
 +
16+ motes:  Totemic      (Limit 1 Sin roll 1 die)<br>
 +
 
 +
Number of motes an exalt can spend per turn is tied to their essence score. Spending one mote per dot<br>
 +
of Essence per turn.  Exalts can exceed this by forcing, during which they can spend as much of their<br>
 +
power as they have. This causes a sin check at a level similar to that of Peripheral mote spending.  <br>
 +
It also forces a limit break check even if sin check is passed.  <Br>
  
 
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Every Perfect defense subjects its user to one of the four flaws of invulnerability.<br>
 
Every Perfect defense subjects its user to one of the four flaws of invulnerability.<br>
One of these flaws must be purchased when a perfect defense is, a charm may be repurchased<br>
+
One of these flaws must be chosen when a perfect defense taken, a charm may be repurchased<br>
with another flaw, but you may only have up to two different flaws.
+
with another flaw, but you may only have up to two different flaws for all charms.
  
Flaw of Conviction:  The defense can only be used if action is in support of a virtue or Vice.<br>
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Flaw of Conviction:  The defense can only be used if action is in support of a Virtue or Vice.<br>
  
 
Flaw of Compassion: The Defense can only be used if action is to protect another from harm.<br>
 
Flaw of Compassion: The Defense can only be used if action is to protect another from harm.<br>
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Flaw of Valor:  When defense is used you must move towards and attack the strongest enemy present <br>
 
Flaw of Valor:  When defense is used you must move towards and attack the strongest enemy present <br>
for a number of turns equal to resolve
+
for a number of turns equal to resolve.
  
  
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Counter attacks are usually attacks but almost as common is leaping defense to remove <Br>
 
Counter attacks are usually attacks but almost as common is leaping defense to remove <Br>
 
yourself from danger.
 
yourself from danger.
 +
 +
[[StarJaunter/NWODExalted|Return to NWOD Exalted]]
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 +
=== Comments ===

Latest revision as of 17:17, 15 July 2010

Just a brief with Ideas for Essence in NWOD

Essence is Power Stat

Motes are fuel stat

Number of personal motes per dot of essence is same as most creatures. 1=10,2=11,3=12

Number of Peripheral Motes equal to what they would be in normal game (not including virtues of course)

Using Peripheral Motes causes your Anima banner to flare, it also causes a violation of your limit
comparable in severity to how advanced banner becomes in the scene.

1-3 motes: Glimmers (Limit 9 sin, roll 5 dice)
4-7 motes: Castemark (Limit 7 sin roll 4 dice)
8-10 motes: Anima Glow (Limit 5 sin roll 3 dice)
11-15 motes: Bonfire (Limit 3 sin roll 2 dice)
16+ motes: Totemic (Limit 1 Sin roll 1 die)

Number of motes an exalt can spend per turn is tied to their essence score. Spending one mote per dot
of Essence per turn. Exalts can exceed this by forcing, during which they can spend as much of their
power as they have. This causes a sin check at a level similar to that of Peripheral mote spending.
It also forces a limit break check even if sin check is passed.

---

Four Flaws of Invulnerability

Every Perfect defense subjects its user to one of the four flaws of invulnerability.
One of these flaws must be chosen when a perfect defense taken, a charm may be repurchased
with another flaw, but you may only have up to two different flaws for all charms.

Flaw of Conviction: The defense can only be used if action is in support of a Virtue or Vice.

Flaw of Compassion: The Defense can only be used if action is to protect another from harm.

Flaw of Temperance: When the defense is used you cannot move from location for a number of turns
equal to composure.

Flaw of Valor: When defense is used you must move towards and attack the strongest enemy present
for a number of turns equal to resolve.


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Extra Actions

Several charms or magical abilities will grant extra actions in Exalted
Most of the Extra actions charms are not powerful enough to grant full actions
but grant limited actions that can only serve one purpose.
For example: Peony Blossom Attack grants an extra action that can only
be used to make a weaponry attack. This extra action does not grant anything
not mentioned, and active merits cannot be used to modify an action. For example
You could not turn an Extra Action Attack into a disarm attempt, but Weapon Finesse
can still modify attack roll.

note: Modifying Extra Actions to allow a merit use sounds like an excellent custom charm material.

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Counter Attacks

A counter attack is any charm that allows an action to occur in response to an attack.
A counter attack cannot respond to a counter attack, and each counter attack causes
a -1 penalty to defense for rest of turn making you more vulnerable to further attacks
Counter attacks are usually attacks but almost as common is leaping defense to remove
yourself from danger.

Return to NWOD Exalted

Comments