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== Exalted Talents ==
 
== Exalted Talents ==
* /Talents = Back to Talents
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*[[XerExaltedLite/Talents]] = Back to Talents
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*[[XerExaltedLite/CelestialTalents]]
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*[[XerExaltedLite/UniversalTalents]]
 
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'Perfect Successes' are not truly possibly with Talents.  They best that can be done is to combo a success adder with a doubler for added effect.  This is always limited to the Celestial's Essence in pre-doubled extra successes.
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'Perfect Successes' are not truly possible with Talents.  They best that can be done is to combo a success adder with a doubler for added effect.  This is always limited to the Celestial's Essence in pre-doubled extra successes.  These are not 'true perfects' allowing a Character to dodge the undodgable, and so on.  That level of magic requires Charms.
  
For rolls like Design, Compose, and Research, the automatic success purchases the Celestial's Ability score in successes.
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The automatic success Talent can only grant up to Attribute+Ability+permanent Essence in successes for Active actions.  Rolls like Design, Compose, and Research, the success covers the longest possible period of time and the smallest scope.
=== Dragon-Blooded ===
 
The Terrestrials have only two Talents per Ability, though they are potent ones.  The first is the Self Talent, the second is the Circle Talent.  The Circle Talent has the Self Talent as its prerequisite.
 
  
<B>Self Talent</B>
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Abyssals and Chimerae may interrupt an active action merely by being within Essence * 10 yards of a subject, hindering a roll using their Talents. This only works on unopposed actions, and only one application of a given Talent may cause such an effect at a time.
* Add up to your Ability in Dice to any roll.
 
: This costs 1 mote of Essence per 2 dice added. Reflexive, Instant.
 
  
<B>Circle Talent</B>
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See[[XerExaltedLite/DBAbilities]] for the Dragon-Blooded powers.
* Add up to your Ability in Dice to another's roll for the rest of the Scene.  This bonus may not exceed their Ability, and counts as their Charm die-adder limit.
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=== Glorious Talents: Solars ===
: This costs 1 mote of Essence per die added.  Reflexive, One Scene.
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<B>Level 1:</B> Convert your Attribute+Ability+Essence dice into automatic successes. This costs 1 mote per die.  Reflexive, Instant<BR>
 
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<B>Level 2:</B> For 3 motes, count extra successes on a single roll twice for resolution purposes.  In addition, you make the roll without suffering any situational penalties not inherent in the action itself. Penalties inherent in the action itself include splitting your die pool, or the interference of Anima abilities, Talents or Charms (that directly affect your roll). Penalties you may ignore include poor arrows, darkness and/or blindness, wounds, wind, being underwater and so on. Supplemental, Instant.<BR>
=== Solars ===
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<B>Level 3:</B> You may automatically succeed at a single roll, as if you had gotten the minimum number of successes required to make that roll, at minimum utility.<BR>
<B>Glorious Talents:</B><BR>
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<B>Level 4:</B> For the remainder of the scene, add up to your permanent Essence in automatic successes to all uses of this Ability.  This costs 5 motes and 1 Willpower per Success.<BR>
Level 1: Add up to your Attribute+Ability in Dice to any single roll.<BR>
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This costs 5 motes for Passive actions, and is Reslexive, InstantIt is 7 motes for Active actions, and Supplemental, Instant.<BR>
This costs 1 mote of Essence per 2 dice added for Passive actions, or 1 mote per die added for Active actions.  Reflexive, Instant.<BR>
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<B>Level 5:</B> Make your roll as normal.  You may, after your roll is made, purchase additional successes up to your Ability + Attribute + Essence. This cannot be comboed with the Autosuccess Talent to make a 'better Perfect' - successes must be purchased with a roll, even if all the dice have been converted to successes.<BR>
Level 2: For 1 mote, count extra successes on a single roll twice for resolution purposes.  Supplemental, Instant.<BR>
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This costs 2 motes per success. Reflexive, Instant.<BR>
Level 3: You may automatically succeed at a single roll, as if you had gotten the minimum number of successes required to make that roll, at minimum utility.<BR>
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=== Corrupted Talents: The Abyssals ===
This costs 5 motes for Passive actions, 7 motes for Active actions. Reflexive, Instant.<BR>
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<B>Level 1:</B> Subtract up to your Attribute+Ability+Essence in successes from any roll made by someone opposing your rollAny success count reduced to zero autofails, and botches if any 1's were rolled.<BR>
Level 4: Add up to your Essence to any roll involving this ability for the remainder of the Scene.<BR>
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This costs 2 motes per success to reduce Passive actions, or one mote per success to reduce Active actions.<BR>
This costs one willpower, and 5 motes per automatic success, or 2 motes per dieYou may not exceed your Dice Adder cap with this Talent.  Simple, One Scene.<BR>
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<B>Level 2:</B> For 3 motes, extra successes made in a roll opposing you do not count at all.  This Talent and success doubler Talents neutralizeReflexive, Instant.<BR>
Level 5: Make your roll as normal.  You may, after your roll is made, purchase additional successes up to the original amount you made, plus your Essence, up to your Ability + Attribute + Essence in total successes (including your original successes). This can be comboed with the Autosuccess Talent to make a 'better Perfect' - though it is still not a true Perfect.  This only effectively lets you add your Essence to your automatic success.
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<B>Level 3:</B> Cause a single roll made by someone opposing your roll to automatically fail, as if it had come up with one too few successes.<BR>
This costs 2 motes per success for Passive actions, 3 motes per success for Active actions. Reflexive, Instant.
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This costs 5 motes for making Active actions fail and is Reflexive, Instant, or 7 motes for making Passive actions fail and is Supplemental, Instant.<BR>
=== Abyssals ===
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<B>Level 4:</B> For 2 motes, the character can force a target making an opposed roll with her to make their roll with no situational bonuses. Height advantage (such as being atop a horse), well dressed, etcThis only counts against situational bonuses, not direct Charm effects. Reflexive, Instant.<BR>
<B>Decayed Talents:</B><BR>
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<B>Level 5:</B> Increase the target number of a roll made by someone opposing you.<BR>
Level 1: Subtract up to your Attribute+Ability in dice from any roll made by someone within your permanent Essence*10 yards of youYou may not reduce someone's roll beneath their Essence, and only the strongest effect counts, in the case of multiple Abyssals enacting this Talent.<BR>
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This costs 3 motes per TN increase, to a maximum of 9 motes at TN 10.  For an additional 3 motes, the victim's 10's do not count as double successes.  Reflexive, Instant.<BR>
This costs 1 mote per die to reduce Passive dice, or one mote per 2 dice to reduce Active dice.<BR>
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=== Furious Talents: The Lunars ===
Level 2: For 1 mote, count extra successes on a single roll twice for resolution purposesSupplemental, Instant.<BR>
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<B>Level 1:</B> Add up to your Attribute+Ability+Essence in dice to a single roll.<BR>
Level 3: Cause a single roll made within your Essence*10 yards of you to automatically fail, as if it had come up with one too few successes.<BR>
 
This costs 5 motes for making Active actions fail, 7 motes for making Passive actions fail.<BR>
 
Level 4: Subtract your Essence in dice from all rolls others make within your Essence * 10 yards of you involving this ability for the remainder of the Scene. This may not reduce a victim's die pool below their permanent Essence, or subtract more dice than your capIf a character is subject to more than one such effect, only the most potent effect counts.<BR>
 
This costs 2 motes per die if it effects everyone but you, 3 motes per die if it does not affect any denezins of the Underworld. Simple, One Scene.<BR>
 
Level 5: Subtract up to your Essence in successes on any roll made within your permanent Essence*10 yards of you.  Only the strongest effect counts in the case of multiple Abyssals enacting this Talent, and this may not reduce a person's successes below 1.<BR>
 
This costs 2 motes per success on an Active roll, and 3 motes per success on a Passive roll.  Reflexive, Instant.
 
=== Lunars ===
 
<B>Furious Talents:</B><BR>
 
Level 1: Convert up to your Attribute into raw successes for a roll.  These are considered successes and not dice - die-subtractors cannot remove them.<BR>
 
This costs 2 motes per success for Passive actions, 3 motes per success for Active actions.  Reflexive, Instant.<BR>
 
Level 2: Add up to your Attribute in dice to a single roll.<BR>
 
 
This costs 1 mote per die.  Reflexive, Instant.<BR>
 
This costs 1 mote per die.  Reflexive, Instant.<BR>
Level 3: For 1 mote, count extra successes on a single roll twice for resolution purposes.  Supplemental, Instant.<BR>
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<B>Level 2:</B> For 1 mote, count extra successes on a single roll twice for resolution purposes.  Supplemental, Instant.<BR>
Level 4: Add up to your Essence to rolls involving this Ability for the remainder of the Scene.<BR>
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<B>Level 3:</B> For 1 mote, roll without any penalties not inherent in the action itself. Penalties inherent in the action itself include splitting your die pool, or the interference of Anima abilities, Talents or Charms (that directly affect your roll). Penalties you may ignore include poor arrows, darkness and/or blindness, wind, being underwater, wounds and so on.  Supplemental, Instant.<BR>
This costs one Willpower and either 2 motes per die added, or 5 motes per success added.  These dice count against your Attribute limit for die and success adders.  Simple, One Scene.<BR>
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<B>Level 4:</B> For 5 motes and 1 Willpower, gain the benefits of both the level 2 and 3 Talents for the remainder of the Scene.  Simple, One Scene.<BR>
Level 5: You may automatically succeed at a single roll, as if you had gotten the minimum number of successes required to make that roll, at minimum utility.<BR>
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<B>Level 5:</B> You may automatically succeed at a single roll, as if you had gotten the minimum number of successes required to make that roll, at minimum utility.<BR>
This costs 5 motes for Passive actions, 7 motes for Active actions. Reflexive, Instant.
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This costs 5 motes for Passive actions and is Reflexive, Instant. Active actions are 7 motes and Supplemental, Instant.<BR>
=== Chimerae ===
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=== Warped Talents: The Chimerae ===
<B>Warped Talents:</B><BR>
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<B>Level 1:</B> Subtract up to your Attribute+Ability+Essence in dice from a single roll opposing you.  This may not reduce a character's die pool below her permanent Essence.<BR>
Level 1: Drop up to your Attribute in raw successes from a roll made within your permanent Essence*10 yards of you.  If a target is subject to multiple applications of this Talent, only the most potent one counts.  This may not reduce a target's successes below one.<BR>
 
This costs 3 motes per success for Passive actions, 2 motes per success for Active actions.  Reflexive, Instant.<BR>
 
Level 2: Add up to your Attribute in dice to a single roll.<BR>
 
 
This costs 1 mote per die.  Reflexive, Instant.<BR>
 
This costs 1 mote per die.  Reflexive, Instant.<BR>
Level 3: For 1 mote, count extra successes on a single roll twice for resolution purposesSupplemental, Instant.
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<B>Level 2:</B> For 3 motes, extra successes made in a roll opposing you do not count at all.  This Talent and success doubler Talents neutralize.  Reflexive, Instant.<BR>
Level 4: Subtract up to your Essence in automatic successes from any roll involving this ability made by someone other than you within your Essence * 10 yards for the remainder of the Scene.<BR>
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<B>Level 3:</B> For 2 motes, the character can force a target making an opposed roll with her to make their roll with no situational bonuses. Height advantage (such as being atop a horse), well dressed, etcThis only counts against situational bonuses, not direct Charm effects. Reflexive, Instant.<BR>
This costs one Willpower and 7 motes per success subtracted, or 10 motes per success subtracted if Raksha, Chimerae and other natives of the Wyld are to be immuneIf someone within is subject to more than one of these auras, only the most potent one takes effect.  This counts against the Chimerae's Attribute for success subtraction purposesSimple, One Scene.<BR>
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<B>Level 4:</B> Increase the target number of a roll made by someone opposing you.<BR>
Level 5: Cause a single roll made within your Essence*10 yards of you to automatically fail, as if it had come up with one too few successes.<BR>
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This costs 3 motes per TN increase, to a maximum of 9 motes at TN 10.  For an additional 3 motes, the victim's 10's do not count as double successesReflexive, Instant.<BR>
This costs 5 motes for making Active actions fail, 7 motes for making Passive actions fail.
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<B>Level 5:</B> Cause a single roll made by someone opposing your roll to automatically fail, as if it had come up with one too few successes.<BR>
=== Sidereals ===
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This costs 5 motes for making Active actions fail and is Reflexive, Instant, 7 motes for making Passive actions fail and is Supplemental, Instant.<BR>
<B>Auspicious Talents:</B><BR>
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=== Auspicious Talents: Sidereals ===
Level 1: Reduce the target number of a roll you make with this ability, or Increase the target number of a roll made against you.<BR>
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<B>Level 1:</B> Reduce the target number of a roll you make with this ability, or enjoy more double-successes.<BR>
This costs 2 motes per TN reduction, or 3 motes per TN increase, to a maximum of 6 motes at TN 4 or 9.  Reflexive, Instant.<BR>
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This costs 2 motes per TN reduction, to a maximum of 10 motes at TN 2.  Additional motes may be expended to make 9's and lower numbers count as double successes, to a limit of 5's for a total of 20 motes.  Only 2 motes of Essence may be expended per point of permanent Essence.  Reflexive, Instant.<BR>
Level 2: For 1 mote, count extra successes on a single roll twice for resolution purposes.  Supplemental, Instant.<BR>
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<B>Level 2:</B> Increase the target number of a roll made by someone opposing you, or within your permanent Essence * 10 yards (as per Abyssal/Chimerae rules).<BR>
Level 3: Add up to your Essence in dice to any roll involving this ability for the remainder of the Scene, at a cost of one willpower and 2 motes per die addedYou may not exceed your Dice Adder cap with this TalentSimple, One Scene.<BR>
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This costs 3 motes per TN increase, to a maximum of 9 motes at TN 10For an additional 3 motes, the victim's 10's do not count as double successesReflexive, Instant.<BR>
Level 4: You may automatically succeed at a single roll, as if you had gotten the minimum number of successes required to make that roll, at minimum utility.<BR>
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<B>Level 3:</B> By spending 10 motes and 1 Willpower per TN reduction instead of merely 2 motes, the character can make her TN reduction Scene-Long. This follows the same rules for the Level 1 Talent. Simple, One Scene.<BR>
This costs 5 motes for Passive actions, 7 motes for Active actions. Reflexive, Instant.<BR>
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<B>Level 4:</B> Make your roll as normal.  You may, after your roll is made, purchase additional successes up to your Essence, up to your Ability + Attribute + Essence in total successes (including your original successes). This cannot be comboed with the Autosuccess Talent to make a 'better Perfect' - successes must be purchased from zero.<BR>
Level 5: Make your roll as normal.  You may, after your roll is made, purchase additional successes up to your Essence, up to your Ability + Attribute + Essence in total successes (including your original successes). This can be comboed with the Autosuccess Talent to make a 'better Perfect' - though it is still not a true Perfect.  This only effectively lets you add your Essence to your automatic success.<BR>
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This costs 2 motes per success for Passive actions, 3 motes per success for Active actions. Reflexive, Instant.<BR>
This costs 2 motes per success for Passive actions, 3 motes per success for Active actions. Reflexive, Instant.
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<B>Level 5:</B> You may automatically succeed at a single roll, as if you had gotten the minimum number of successes required to make that roll, at minimum utility.<BR>
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This costs 5 motes for Passive actions and is Reflexive, Instant, or 7 motes for Active actions and is Supplemental, Instant.<BR>
 
== Comments ==
 
== Comments ==

Latest revision as of 04:53, 9 June 2010

Exalted Talents


'Perfect Successes' are not truly possible with Talents. They best that can be done is to combo a success adder with a doubler for added effect. This is always limited to the Celestial's Essence in pre-doubled extra successes. These are not 'true perfects' allowing a Character to dodge the undodgable, and so on. That level of magic requires Charms.

The automatic success Talent can only grant up to Attribute+Ability+permanent Essence in successes for Active actions. Rolls like Design, Compose, and Research, the success covers the longest possible period of time and the smallest scope.

Abyssals and Chimerae may interrupt an active action merely by being within Essence * 10 yards of a subject, hindering a roll using their Talents. This only works on unopposed actions, and only one application of a given Talent may cause such an effect at a time.

SeeXerExaltedLite/DBAbilities for the Dragon-Blooded powers.

Glorious Talents: Solars

Level 1: Convert your Attribute+Ability+Essence dice into automatic successes. This costs 1 mote per die. Reflexive, Instant
Level 2: For 3 motes, count extra successes on a single roll twice for resolution purposes. In addition, you make the roll without suffering any situational penalties not inherent in the action itself. Penalties inherent in the action itself include splitting your die pool, or the interference of Anima abilities, Talents or Charms (that directly affect your roll). Penalties you may ignore include poor arrows, darkness and/or blindness, wounds, wind, being underwater and so on. Supplemental, Instant.
Level 3: You may automatically succeed at a single roll, as if you had gotten the minimum number of successes required to make that roll, at minimum utility.
Level 4: For the remainder of the scene, add up to your permanent Essence in automatic successes to all uses of this Ability. This costs 5 motes and 1 Willpower per Success.
This costs 5 motes for Passive actions, and is Reslexive, Instant. It is 7 motes for Active actions, and Supplemental, Instant.
Level 5: Make your roll as normal. You may, after your roll is made, purchase additional successes up to your Ability + Attribute + Essence. This cannot be comboed with the Autosuccess Talent to make a 'better Perfect' - successes must be purchased with a roll, even if all the dice have been converted to successes.
This costs 2 motes per success. Reflexive, Instant.

Corrupted Talents: The Abyssals

Level 1: Subtract up to your Attribute+Ability+Essence in successes from any roll made by someone opposing your roll. Any success count reduced to zero autofails, and botches if any 1's were rolled.
This costs 2 motes per success to reduce Passive actions, or one mote per success to reduce Active actions.
Level 2: For 3 motes, extra successes made in a roll opposing you do not count at all. This Talent and success doubler Talents neutralize. Reflexive, Instant.
Level 3: Cause a single roll made by someone opposing your roll to automatically fail, as if it had come up with one too few successes.
This costs 5 motes for making Active actions fail and is Reflexive, Instant, or 7 motes for making Passive actions fail and is Supplemental, Instant.
Level 4: For 2 motes, the character can force a target making an opposed roll with her to make their roll with no situational bonuses. Height advantage (such as being atop a horse), well dressed, etc. This only counts against situational bonuses, not direct Charm effects. Reflexive, Instant.
Level 5: Increase the target number of a roll made by someone opposing you.
This costs 3 motes per TN increase, to a maximum of 9 motes at TN 10. For an additional 3 motes, the victim's 10's do not count as double successes. Reflexive, Instant.

Furious Talents: The Lunars

Level 1: Add up to your Attribute+Ability+Essence in dice to a single roll.
This costs 1 mote per die. Reflexive, Instant.
Level 2: For 1 mote, count extra successes on a single roll twice for resolution purposes. Supplemental, Instant.
Level 3: For 1 mote, roll without any penalties not inherent in the action itself. Penalties inherent in the action itself include splitting your die pool, or the interference of Anima abilities, Talents or Charms (that directly affect your roll). Penalties you may ignore include poor arrows, darkness and/or blindness, wind, being underwater, wounds and so on. Supplemental, Instant.
Level 4: For 5 motes and 1 Willpower, gain the benefits of both the level 2 and 3 Talents for the remainder of the Scene. Simple, One Scene.
Level 5: You may automatically succeed at a single roll, as if you had gotten the minimum number of successes required to make that roll, at minimum utility.
This costs 5 motes for Passive actions and is Reflexive, Instant. Active actions are 7 motes and Supplemental, Instant.

Warped Talents: The Chimerae

Level 1: Subtract up to your Attribute+Ability+Essence in dice from a single roll opposing you. This may not reduce a character's die pool below her permanent Essence.
This costs 1 mote per die. Reflexive, Instant.
Level 2: For 3 motes, extra successes made in a roll opposing you do not count at all. This Talent and success doubler Talents neutralize. Reflexive, Instant.
Level 3: For 2 motes, the character can force a target making an opposed roll with her to make their roll with no situational bonuses. Height advantage (such as being atop a horse), well dressed, etc. This only counts against situational bonuses, not direct Charm effects. Reflexive, Instant.
Level 4: Increase the target number of a roll made by someone opposing you.
This costs 3 motes per TN increase, to a maximum of 9 motes at TN 10. For an additional 3 motes, the victim's 10's do not count as double successes. Reflexive, Instant.
Level 5: Cause a single roll made by someone opposing your roll to automatically fail, as if it had come up with one too few successes.
This costs 5 motes for making Active actions fail and is Reflexive, Instant, 7 motes for making Passive actions fail and is Supplemental, Instant.

Auspicious Talents: Sidereals

Level 1: Reduce the target number of a roll you make with this ability, or enjoy more double-successes.
This costs 2 motes per TN reduction, to a maximum of 10 motes at TN 2. Additional motes may be expended to make 9's and lower numbers count as double successes, to a limit of 5's for a total of 20 motes. Only 2 motes of Essence may be expended per point of permanent Essence. Reflexive, Instant.
Level 2: Increase the target number of a roll made by someone opposing you, or within your permanent Essence * 10 yards (as per Abyssal/Chimerae rules).
This costs 3 motes per TN increase, to a maximum of 9 motes at TN 10. For an additional 3 motes, the victim's 10's do not count as double successes. Reflexive, Instant.
Level 3: By spending 10 motes and 1 Willpower per TN reduction instead of merely 2 motes, the character can make her TN reduction Scene-Long. This follows the same rules for the Level 1 Talent. Simple, One Scene.
Level 4: Make your roll as normal. You may, after your roll is made, purchase additional successes up to your Essence, up to your Ability + Attribute + Essence in total successes (including your original successes). This cannot be comboed with the Autosuccess Talent to make a 'better Perfect' - successes must be purchased from zero.
This costs 2 motes per success for Passive actions, 3 motes per success for Active actions. Reflexive, Instant.
Level 5: You may automatically succeed at a single roll, as if you had gotten the minimum number of successes required to make that roll, at minimum utility.
This costs 5 motes for Passive actions and is Reflexive, Instant, or 7 motes for Active actions and is Supplemental, Instant.

Comments