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| # Something that messes with demon Limit. | | # Something that messes with demon Limit. |
| # Permanent demon destruction. | | # Permanent demon destruction. |
| + | |
| + | = Slug/Sloth Style = |
| + | |
| + | Weapons: couch/recliner, bear hug (froth gathering technique), remote control (bounce off the ceilig, the search, 'the implement', the master's tool), potato chips (excessive nutrition) |
| + | |
| + | Kryptonite: sweat |
| + | |
| + | * Recliner - the kick up - cricket sings at dusk |
| + | * Reading on Toilet |
| + | * Hitting Snooze Bar |
| + | * Avoiding Shower For Days |
| + | * Clothes on Floor |
| + | * Standing in Front of Microwave |
| + | * Trash Bags |
| + | * By the way 'the imperious order technique' |
| + | * Food Shopping Online |
| + | * Drinking Out of the Carton |
| + | * Treadmill as Clothes Hanger |
| + | * Wake by Night, Sleep by Day - Nocturnal Wandering Technique (in bathrobe) |
| + | * The Three Second Rule |
| + | * Sibling Task Manipulation |
| + | * Sleep in Bed Store - Mattress Deliberation |
| + | * Eating Without Pants |
| | | |
| = NPCs = | | = NPCs = |
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| * The Thaumaturge | | * The Thaumaturge |
| ** mortal magic-like paths? Or, maybe start with these, and expand them into sorcery, sort of like schools | | ** mortal magic-like paths? Or, maybe start with these, and expand them into sorcery, sort of like schools |
− |
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− | = Exalted Prime =
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− |
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− | ''Exalted Prime'' (aka '''X′''') hacks Christian Griffen's ''[http://www.animaprimerpg.com/ Anima Prime]'' rules into the ''Exalted®'' setting.
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− |
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− | == Introduction ==
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− |
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− | === Licence ===
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− |
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− | Because ''Anima Prime'' is released under a Creative Commons licence, hacks to it can be released under the same license, making use of the original text as the hacker sees fit. Unfortunately, that is not an option for this hack, because the hack is also based on intellectual property of White Wolf's parent company (CCP hf), and the author is not authorized to released said property under a Creative Commons licence. Consequently, this work will ''reference'' material from ''Exalted'' and ''Anima Prime'' as much as is possible, rather than duplicate it.
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− |
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− | Any use of CCP hf’s or Berengrad Games intellectual property, copyrighted material or trademarks in this work should not be viewed as a challenge to those copyrights or trademarks. Exalted is ©1990-2011 CCP hf.
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− |
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− | === Sources ===
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− |
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− | This work assumes the reader is familiar with:
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− |
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− | * The main ''[http://www.animaprimerpg.com/ Anima Prime]'' rules.
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− | * The main ''[http://www.white-wolf.com/exalted Exalted]'' rules.
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− | * The concepts of the various "splats" of ''Exalted''.
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− | * The [http://www.animaprimerpg.com/main/docs/ap-factions-alpha.pdf faction rules] available from the ''Anima Prime'' website.
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− |
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− | === What is the Same? ===
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− |
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− | ''Exalted Prime'' uses most of ''Anima Prime'' exactly as written. Unless this document says otherwise, follow the main ''Anima Prime'' rules. Few to none of the rules from ''Exalted'' itself are used, just its setting elements and some conceptual ideas.
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− |
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− | === What is Different ===
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− |
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− | A quick summary of the changes:
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− |
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− | * Switch to using d10 instead of d6 (probability changes a bit, but remains fairly close to ''Anima Prime's'').
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− | * Generation of charge dice now influenced by passive powers and takes advantage of using d10s.
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− | * Eidolons expanded to emulate powers that Exalted builds complex subsystems to handle (e.g. sorcery, shapeshifting, shaping, astrology, hellforging, etc.)
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− | * Powers specific to ''Anima Prime's'' default setting are removed or altered.
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− | * A few new powers are added.
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− | * The list of passions is reworked.
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− | * The list of conditions is expanded.
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− | * Marks play a slightly more active role in the mechanics.
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− | * Character types (solar, fair folk, etc.) are given a small number of specific rules, and suggested limitations.
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− | * Some non-character concepts from ''Exalted'', such as manses and warstriders, take advantage of ''Anima Prime's'' more abstract character representation to be treated as characters in X′.
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− | * Warstriders have a much different origin, but serve the same purpose.
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− |
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− | ==== Enlightenment and using d10s ====
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− |
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− | A bit further down, this text will describe a new passive power called Elightenment. This power, among other things, controls how easily a character can generate charge dice with maneuvers. In the standard ''Anima Prime'' systems, a die rolled in a maneuvers generates charge dice on any 6, or 16.6% of the time:
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− |
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− | {| class="wikitable"
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− | ! Result
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− | ! Chance
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− | ! Meaning
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− | ! On Maneuver
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− | |-
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− | | 1
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− | | rowspan="2" | 33.3%
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− | | rowspan="2" colspan="2" | Failure
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− | |-
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− | | 2
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− | |-
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− | | 3
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− | | rowspan="3" | 50%
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− | | rowspan="4" | Success
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− | | rowspan="3" | Add Strike die
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− | |-
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− | | 4
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− | |-
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− | | 5
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− | |-
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− | | 6
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− | | 16.6%
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− | | Add charge die.
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− | |}
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− |
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− | Enlightenment functions by changing which numbers generate charge dice. In order for this to work without totally breaking the system, the dice need to be a bit more granular. For example, if you could double the "resolution" of the system by using d12s instead and awarding charge dice on 11 or 12, and this would provide exactly the same probabilities as the existing system. The difference would be that you can tweak the result in "half-steps" compared to the original system (e.g. suppose someone got charge dice on a 10 as well).
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− |
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− | Alas, ''Exalted'' players are more likely to have huge buckets of d10s lying around, so X′ will use them instead. Since ten and six have few common divisors, using d10s changes the odds:
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− |
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− | {| class="wikitable"
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− | ! rowspan="2" | Result
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− | ! rowspan="2" | Chance
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− | ! rowspan="2" | Meaning
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− | ! colspan="6" | On Maneuver
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− | |-
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− | ! Unenlightened
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− | ! Enlightenment I
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− | ! Enlightenment II
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− | ! Enlightenment III
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− | ! Enlightenment IV
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− | ! Enlightenment V
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− | |-
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− | | 1
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− | | rowspan="4" | 40%
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− | | rowspan="4" colspan="7" | Failure
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− | |-
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− | | 2
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− | |-
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− | | 3
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− | |-
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− | | 4
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− | |-
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− | | 5
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− | | rowspan="4" style="background-color: #eee;" | 40%
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− | | rowspan="6" | Success
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− | | rowspan="6" | Add strike die
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− | | rowspan="5" | Add strike die
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− | | rowspan="4" style="background-color: #eee;" | Add strike die
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− | | rowspan="3" | Add strike die
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− | | rowspan="2" | Add strike die
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− | | rowspan="1" | Add strike die
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− | |-
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− | | 6
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− | | rowspan="5" | Add charge die
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− | |-
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− | | 7
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− | | rowspan="4" | Add charge die
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− | |-
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− | | 8
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− | | rowspan="3" | Add charge die
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− | |-
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− | | 9
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− | | rowspan="2" style="background-color: #eee;" | 20%
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− | | rowspan="2" style="background-color: #eee;" | Add charge die
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− | |-
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− | | 10
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− | | rowspan="1" | Add charge die
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− | |}
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− |
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− | Most exalted characters will have Enlightenment II. At that level, odds are fairly close to this in ''Anima Prime''. Failure is a bit more common, but so is the creation of charge dice. This seems in keeping with the ''Exalted'' aesthetic, where it is really your powers that steal the show and mortals get screwed.
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− |
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− | Also, note that adding more and more Enlightenment has the effect of limiting the number of strike dice you can earn. Thus, gaining higher levels of Enlightenment is less about gaining raw power, and more about giving up physical interaction for mystical interaction (transcendence, in other words). Generally speaking, higher levels of enlightenment should be very rare, likely reserved for powerful gods.
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− |
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− | Some new powers are also added that turn fours into successes in certain situations. When such powers are in effect, failure becomes slightly less likely than in ''Anima Prime''.
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− |
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− | ''It may be that Enlightenment III and higher break the game. Testing needs to be done.
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− |
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− | === Organization ===
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− |
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− | This work is presented in an atypical order, with the more important changes to the ''Anima Prime'' system (and ''Exalted's'' setting) coming first. More pedestrian (and predictible) changes follow. You'll find the following sections:
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− |
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− | * A chapter briefly describes changes and additions to the '''conditions''' available in X′.
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− | * The '''Eidolons''' chapter details the main changes to the summoning system, and how it is used to fill out some of the more specialized flavor of Exalted.
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− | * A chapter which suggests a different set of '''passions''' for use in the setting.
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− | * The '''Powers''' chapter details which powers from ''Anima Prime'' are removed or changed, as well as a few new powers.
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− | * A chapter which gives describes how '''Marks''' function in X′
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− | * '''Character Creation''' translates the various types of character in ''Exalted'' into the system.
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− |
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− | == Conditions ==
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− |
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− | All conditions used in ''Anima Prime'' remain. The following are added:
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− |
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− | ''Add ''Celestial'', which certain exalts and gods have.''
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− |
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− | '''Aerobatic'''<br/>The character can move through the air with effortless grace. At the start of her turn, she can add one of the following until the start of her next turn: 1 bonus dice to her maneuvers, 1 bonus dice to her strikes, 1 point to her defense. This bonus does not apply to other characters with the Aerobatic condition. If the Aerobatic condition is removed, this bonus immediately vanishes. Note: not everything that flies necessarily has the aerobatic condition. A ghost, for example, might float above the ground, but this is not sufficient to gain the bonuses provided by the condition. That is, it is possible to ''narrate'' something as flying, but it only gets mechanical bonuses for doing so if it has this condition.
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− |
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− | '''Enlightened'''<br/>The character has the ability to use magic intrinsically. Characters who lack this condition cannot gain charge dice through maneuvers (though may gain them through their Passion), and typically can work magic only through complex ritual, if at all. Some powers may function differently if used against a character with this condition.
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− |
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− | '''Immaterial'''<br/>The character exists out of phase with the world and cannot be seen, heard or otherwise detected by characters in the material world. The character also cannot directly act against anything in the real world, though they can perceive it. Characters with this condition may act normally against other characters with this condition.
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− |
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− | '''Profane'''<br/>The character is tainted with the energies of the Underworld or Malfeas. While this condition carries no mechanical effect of its own, certain powers are more effective against profane targets.
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− |
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− | == Eidolons ==
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− |
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− | The eidolons presented in ''Anima Prime'' come in many forms, but are conceived as one "type" of thing. This changes in X′, which makes use of several families of eidolon. Each family of eidolon uses variant rules, detailed below, and roughly correspond to specific types of power wielded in ''Exalted''. These are:
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− |
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− | * '''Conjurations''' most closely map to the eidolons presented in ''Anima Prime'': summoned creatures that act on behalf of the summoner. These include the elementals and demons summoned by sorcery, the behemoths shaped by the Fae, necromantic engines, even Autochthonian machine-spirits.
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− | * '''Invocations''' are flexible, but very short lived eidolons that represent the will of the summoner. These are the spells of various circles of sorcery and necromancy and the protocols of weaving.
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− | * '''Skins''', when summoned, wrap around the summoner, giving the impression that the summoner has changed his or her own form.
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− | * '''Influences''', the most subtle of eidolon, are rarely noticed, scattering their enduring effect over a wide area. These are the signs of astrology and the glamours of the fae.
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− |
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− | === Eiodolon Powers ===
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− |
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− | The powers available to eiodolons remain roughly the same. Assume eiodolon powers work as writen, with the following tweaks:
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− |
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− | ==== Passive powers ====
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− |
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− | ''Only thing changed here might be the resistances list. Might need to add stuff to match changes to conditions or elemental types.''
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− |
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− | '''Persistent'''<br/>The eidolon stays in the world longer than usual (though not as long as one summoned as a companion). If a conflict involving the eidolon concludes with the eidolon completely unwounded, it remains in the world. Further, the eidolon may be summoned during a character scene, provided the summoner uses the scene specifically for that purpose and forgoes any other scene benefit for that scene. Outside of conflict scenes, any wounds cause the eidolon to disappear. This means, in order to summon the eidolon outside of a conflict, it must first be fully healed. It may be summoned while wounded during a conflict, but returns once the conflict ends, unless healed.
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− |
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− | '''Tradable'''<br/>A character with an Open Bond to the eidolon may trade the eidolon to a character who also has an Open Bond to an eidolon with this power, if both characters agree to the exchange. This breaks the Open Bonds of both characters, and replaces them with an Open Bond to the eidolon each receives. This power may only be taken by certain types of eidolon, such as behemoths.
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− |
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− | '''Thematic Form'''<br/>The eidolon may appear in any of several related forms when summoned, chosen by the summoner. When the power is chosen, select a theme that unites the form variations. The eidolon may appear in any form related to that theme. This power most often appears in skins, where it can supply, for example, several different animal forms, but can be used by other eidolons as well (though, it is useless to Invocations, as they change their form every time they are cast anyway). For example, a theme of "jungle creatures" might allow a skin to take the shape of an individual gorilla, a squad of frogs, a swarm of mosquitoes, and so on. A "super predator" theme could appear as a tiger, velociraptor, saika, etc. Other themes might include: beasts of burden, beautiful people, stuff of nightmares, birds, rotting decay, elusive mirage, authority figures, welcoming friendship, confusing to the senses, brilliant light, etc. An eidolon can take this power one additional time for each Level (so Level 5 eidolons can take it up to 6 times), choosing a different theme at each level.
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− |
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− | ==== Charge powers ====
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− |
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− | Eidolons can select any of the charge powers and use them exactly the same way that PCs do, keeping in mind the changes detailed in the Powers section, below. In a departure from ''Anima Prime'', some powerful eidolons (particularly demons) ''may'' be able to use the Soulbound Weapons and various summoning powers, subject to GM approval and keeping with the theme of the eidolon. It is suggested that those rare eidolons who can do their own summoning never be allowed to summon eidolons more powerful than themselves.
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− |
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− | ==== Weaknesses ====
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− |
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− | Any of the weakness listed in ''Anima Prime'' may be selected. You may choose one of these instead:
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− |
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− | '''Flawed'''<br/>Imperfections mar the eidolon's magic. The moment it its summoned, a "banish flawed eidolon" goal is created, with a difficulty equal to 4 + the eidolon's level. If this goal is achieved, the eidolon disappears with all of its wound circles marked, even if it has the Unbreakable Bond power. The story surrounding this goal often involves some known susceptibility to a special material. For example, many creations of the Raksha can be unmade by the touch of cold-forged iron. Achieving the goal, then, often represents knowing of this flaw, having the right materials on hand, and using them correctly.
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− |
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− | '''Fragile'''<br/>The eidolon is easier to hurt than usual: any fours rolled as part of a strike on the eidolon count as successes.
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− |
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− | '''Predictable'''<br/>The eidolon is either easy to fool or set in its ways: any fours rolled to maneuver against the eidolon count as successes, generating strike dice. ''While I love this idea, it sort of doesn't make sense, as maneuvers are not opposed.''
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− |
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− | '''Rogue'''<br/>The eidolon breaks from the control of the summoner as soon as it arrives. It may act independently from the summoner, receiving its own action each turn, but it follows its own motivation and is controlled by the GM. Most rogue eidolons hold ill feelings toward their summoner.
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− |
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− | === Summoning Powers ===
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− |
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− | X′ uses the standard set of summoning powers in ''Anima Prime''. Technically, the Summoning power may be used to summon any family of eidolon; however, a given character type will usually stick with a certain family. For example, lunar exalted will almost always bond to skins and, perhaps, to invocations if they are more sorcerously inclined, but won't bind to the others. Keeping "true to type" like this is not enforced, but strongly encouraged. Some GMs may wish to enforce it more strictly.
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− |
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− | === Conjurations ===
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− |
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− | Conjurations behave the most like the eidolons in ''Anima Prime'', and follow the rules therein. There are several genera of conjurations, differentiated mostly by their origin and the trappings needed to call them.
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− |
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− | * '''Elementals''' are called by those who consider themselves thaumaturges, sorcerers or weavers. Elementals always have a favored material, either a typical Creation element (earth, air, fire, water, wood) or a more esoteric element (crystal , lightning, metal, oil, smoke, steam, etc.). This will usually translate to some type of elemental resistance, a vulnerability to some "opposite" element, and often powers that project elemental effects.
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− | * Sorcerers with claim to ancient surrender agreements with the Primordials, or those with some other connection to hell, can call '''demons'''. Demons are the most variable of the conjurations. Demons always have the Profane condition, in addition to any other vulnerabilities.
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− | * Those with a strong connection to the Underworld can create/summon '''necrotech''', undead constructs or spirits animated by death energy. All necrotech must select the Body Resistance and Soul Resistance powers. Most will also have the Persistant power. Necrotech eidolons always have the Profane condition, in addition to any other vulnerabilities.
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− | * Fair Folk and others used to shaping the Wyld can call on '''behemoths'''. All behemoths must select the Tradable power. Behemoths are far more likely to have the Crazy vulnerability than other eidolons.
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− | * Weavers with a strong connection to Autochthon can summon '''golems''', machine spirits representing some aspect of the Great Maker. Golems usually have at least one level of Resilience and Toughness, and appear biomechanical.
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− |
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− | === Invocations ===
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− |
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− | Invocations express themselves differently each time they are called, reacting and adapting to the desires of the summoner. These are the spells of sorcery and necromancy, and the protocols of weaving. Some say they are not true eidolons at all, but rather constructs of the summoner's will. Even so, they function like eidolons, except in the following ways:
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− |
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− | * Level 0 invocations start with Enlightenment I and two other powers. They gain two more powers for each additional level.
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− | * When binding to an invocation, only half of the powers of that eidolon are determined.
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− | * Each time the character summons a bound invocation, the player may select the eidolon's remaining powers, which last for the duration of that particular summoning. The summoner may "sacrifice" any or all of these powers to provide dice for the eidolon. Each power sacrificed provides either 2 strike dice or 1 charge die, though any dice that would exceed the eidolon's pool limits are wasted.
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− | * While the invocation is summoned, the summoner must spend her action to give the eidolon an action of its own. If the summoner cannot act, or uses her action herself, the summoning ends immediately.
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− | * The type of the eidolon (individual, squad, swarm) is selected by the summoner at the time of the summoning.
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− | * The eidolon's skill is chosen at the time of summoning, but only has a rating of 3.
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− | * As part of the summoning, the summoner's player must describe the appearance of the eidolon, using
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− | * A weakness is not selected for invocations. Instead, invocations only remain for a limited time, working on a countdown. At the end of the ''invocation's'' action, it automatically takes a wound, disappearing as soon as its wound circles are filled, as normal. Any wounds taken like this are automatically healed when the invocation disappears (though any other wounds remain).
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− | * When a character earns a level of Empower Eidolon, they ''may'' break Open Bonds with any invocations and replace them with bonds to new invocations. Bonus powers provide by Empower Eidolon are not selected immediately, but are chosen during summoning.
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− |
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− | <blockquote style="background-color: #eee; padding: 3px; border: 1px solid black;">'''Example''': The jade alchemical ''Asymmetrically Growing Crystal'' is a master of god-machine protocols. Among her powers are Summoning, Warfare Summoning, Empower Eidolon III and an Open Bond. Her powers allow her to summon Level 3 eidolons, but she has chosen to bond with a level 2 invocation, as they are cheaper to summon.
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− | <br/><br/>
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− | The invocation starts with two powers, and gains two for each level, for a total of six. Half of these must be selected when she makes the bond. She selects two levels of Toughness (to keep the protocol going longer) and another level of Enlightenment (because spells can often use charge dice). The rest wait until she summons it.
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− | </blockquote>
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− | <blockquote style="background-color: #eee; padding: 3px; border: 1px solid black;">'''Example''': During a conflict, ''Asymmetrically Growing Crystal'' gets surrounded, and needs some quick defense to hold out until her friends arrive. She spends her action summoning her bound invocation, spending three charge dice to do so. Based on its level, it has three additional powers that can be selected during the summoning. Plus, Empower Eidolon III provides a bonus power to the Level 2 eidolon. She selects Auto Guard (so the attackers have to go after the eidolon), another level of Toughness (taking the total to the max of three), and two levels of Resilience. She wants to make her attackers think twice so chooses Intimidate as the invocation's skill, and decides to summon it as a swarm. The eidolon arrives with a defense of 3, an Intimidate skill of 3, an full action pool of two dice and four wound circles. The player describes gears of all sizes, materializing around her by the hundreds, and whirling around her with a rhythmic, menacing humming.
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− | <br/><br/>
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− | Because of Warfare summoning, the invocation can act immediately (and has two strike dice as well). ''Crystal'' is more interested in having the invocation just suck damage for her, but she must make it act. She decides she might as well have it maneuver. She describes some of the gears as spinning further away from her, then back, at random, sort of pulsing against her attackers, warning them to stay back. The maneuver uses the eidolon's Intimidate skill, so starts with three dice. Since it probably will not last long, she burns the eidolon's whole action pool, adding two more dice. She saves her own action dice. The maneuver roll comes up 1, 4, 7, 8, 8, for three successes, all of which become strike dice. Even added to the two strike dice already in the pool (from Warfare Summoning), these don't exceed the eidolon's limit of six, so it keeps all of them. Its action is now over, so it immediately takes a wound from its countdown. The round continues, and several opponents attack the eidolon. One even manages to wound it, leaving it with two empty wound circles.
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− | <br/><br/>
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− | On ''Crystal'''s next action, her options are limited, as she has to give her action to the eidolon, or it will vanish. She has it attack, using all of its strike dice. She figures a lucky hit might just take out an attacker, so adds one of her own strike dice to this pool. The eidolon has no charge powers to help the attack, so rolls the six dice. All of them succeed and manage to take out an attacker. Its action is now over, so it immediately takes a wound from its countdown, leaving it with one empty circle.
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− | <br/><br/>
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− | As the round continues, the opponents manage to give the eidolon another wound, taking it out of the conflict. The wounds caused by the countdown immediately heal, but the other two remain. ''Crystal'' could use her next action to summon the eidolon again, but it would appear with these two wounds, so she would need to buy enough Toughness to handle that, otherwise the eidolon would disappear as soon as it arrived.
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− | </blockquote>
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− |
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− | <blockquote style="background-color: #eee; padding: 3px; border: 1px solid black;">'''Example''': Later on, after healing her invocation, ''Asymmetrically Growing Crystal'' gets ambushed by a swarm of twiglings. Knowing their wooden bodies are vulnerable to fire, she again summons her invocation. As before, she has four powers to select. This time, she chooses Firestorm and another level of Enlightenment as its only additional powers. The other two she sacrifices to buy four strike dice. She makes the eidolon an individual, with a Crafting skill of 3. It arrives looking like an odd metallic whirligig, spewing fire from numerous nozzles. It has defense of 1, a full action pool of two dice, six dice in its strike pool, no die in its charge pool and three wound circles.
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− | <br/><br/>
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− | The eidolon may act immediately, thanks to Warfare summoning. It uses all its strike dice to attack. It activates the Firestorm power, using three dice from ''Crystal'''s charge pool. The power provides four bonus dice for strikes against swarms. The twiglings are also vulnerable to fire, which provides three more dice, for a total of 13 dice. The nine successes wind up dealing two wounds to the swarm. Good, but these are tough little buggers. Since the eidolon's action is now over, it takes a wound from countdown.
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− | <br/><br/>
| |
− | The twigling swarm goes after ''Crystal'' on its action, leaving the eidolon untouched. ''Crystal'' again gives her action to the eidolon, using it to make a maneuver. The whirligig wades into the swarm, picking up the burning remains of the previously incinerated twiglings, and shoving them into an opening in its head, stoking its internal fires even higher. It uses its Crafting skill, and all of its action pool, rolling four successes: 4, 6, 8, 8, 9. Since the eidolon has three levels of Enlightenment, three of these successes become charge dice, one becomes strike dice. Since the eidolon's action is now over, it takes a wound from countdown.
| |
− | <br/><br/>
| |
− | The twigling swarm goes after the eidolon on its turn, but fail to wound it. ''Crystal'' again gives her action to the eidolon, using it to strike. She adds two of her own strike dice to the strike die the eidolon just earned. The eidolon spends its three new charge dice to activate Firestorm again. Since the eidolon's last wound will be filled at the end of this attack, ''Crystal'''s player describes the whirligig as closing all of its fire nozzles, then quickly overloading, exploding in massive ball of flame that engulfs the surrounding twiglings. The resulting conflagration finishes off the twiglings.
| |
− | </blockquote>
| |
− |
| |
− | === Skins ===
| |
− |
| |
− | When summoned, skins wrap around the summoner, becoming part of her. The summoner and the summoned become one. To an outsider, this often looks very much like the summoner is changing her shape or, perhaps, being possessed. Skins are used most heavily by lunar exalted, fair folk and some gods, though other types of characters can also use them. Like conjurations, several genera of skins exist, divided on a mostly thematic level. Gamemasters may wish to restrict which types of characters can bond to a given genus of skin, which include:
| |
− |
| |
− | * '''Animal forms''' are, by far, the most common type of skin. These tend to be low level eidolons, often with one or more levels of the Thematic Form power. These are often taken as Companions.
| |
− | * Lunars are most strongly associated with '''monster forms''', though fair folk, gods and infernal exalted are known to use them as well.
| |
− | * Some, particularly fair folk, can wrap themselves in '''disguises'''. These tend to be level 0, as their main point is to conceal the user's appearance, rather than enhance power. These almost always either have the Persistant power or are taken as Companions.
| |
− | * '''Striders''' more often give the impression of being worn, as you might wear armor. Such skins most commonly appear as metallic (called warstriders), but some appear as other materials (woodstriders, bonestriders, hellstriders, etc.). These are usually quite potent (level 3 or more) and often have the Tradable and/or Persistant powers.
| |
− |
| |
− | Skins function as typical eidolons, except in the following ways:
| |
− |
| |
− | * All skins must take the Auto Guard power, representing their ability to "wrap around" the summoner. When the skin is in play, the summoner's statistics effectively disappear, and the summoner interacts with the world through the skins stats.
| |
− | * All skins must take the Skill Set power. If the summoner has a mark on a skill, and the eidolon happens to have that same skill, the summoner may ''transfer'' the mark to the eidolon when it is summoned.
| |
− | * All of the eidolon's pools are empty when summoned (except for dice provided by the summoner's summoning powers). The summoner ''must'' transfer her own pools to the eidolon. Dice that would exceed the eidolon's pool limit are retained by the summoner, but cannot be used to enhance the eidolon's actions.
| |
− | * When the eidolon is defeated, dismissed or banished, it's Action Pool flows back into the summoner, but it's other pools are lost. Any dice that would exceed the summoner's pool limits are lost, as well, as are any marks the eidolon has on skills.
| |
− | * The summoner can never act for herself while the skin is summoned. Her normal action must be given to the eidolon, and any additional actions (from Awesome Tokens, for example) must be taken by the eidolon.
| |
− | * All of the summoner's passive powers affect the eidolon, without the eidolon needing to buy them itself. Similar powers stack, but may not exceed higher of their limits. For example, if both the summoner and the eidolon have the Resilience power, the combined defense bonus can't exceed three (the limit of the summoner's version of the power), or the eidolon's level (the limit of eidolon's version of the power), whichever is ''higher''.
| |
− | * When the eidolon is summoned, the summoner ''may'' transfer any and all wounds she has to the eidolon. When the eidolon is dismissed, the summoner ''may'' transfer any and all wounds the eidolon has to herself.
| |
− | * When the eidolon is summoned, the eidolon gains all conditions the apply to the summoner. When the eidolon is dismissed, the summoner's conditions are replaced by those on the eidolon at the time.
| |
− | * The eidolon may use the summoner's soulbound weapon powers.
| |
− | * The eidolon may use the summoner's summoning powers, but not to summon another skin.
| |
− | * The eidolon may ''not'' use the summoner's charge powers, nor may the summoner use her charge powers on the eidolon.
| |
− | * The summoner may still unmark one of their own traits to reroll failed dice when the eidolon is acting.
| |
− | * The skin may be a leader in a combined maneuver or combined achievement.
| |
− |
| |
− | <blockquote style="background-color: #eee; padding: 3px; border: 1px solid black;">'''Example''': Daybreak caste abyssal Vexes at a Distance has embraced the whole "creepy vampire" vibe. To cover the shapeshifting parts of a classical vampire, he takes Summoning and an Open Bond to a level 0 skin. The skin has four powers, two of which must be Auto Guard and Skill Set (choosing Acrobatics 4, Stealth 3 and Brawl 2). He also chooses Thematic Form, selecting the theme of "creatures of the night" so that he might become individual wolf, a squad of bats, a swarm of rats, and so on. To give himself a chance at keeping the animal form up outside of conflicts, he also picks the Persistent power.
| |
− | <br/><br/>
| |
− | During a conflict, Vexes gets trapped and wants to turn into a squad of bats to make his escape. He summons his skin. He has three action dice, two strike dice and one charge die. He spends the charge die to power the summoning, and his body explodes into a cloud of bats. His pools transfer to the skin. Vexes is already wounded, but to give his escape a better chance of success, he elects not to transfer them to the skin.
| |
− | <br/><br/>
| |
− | His opponents go after the bats. Unfortunately for Vexes, his Profane condition is transfered to the bats, and one of his opponents hits him with a Righteous Strike, dealing a wound. Fortunately, the bat squad gains the benefit of Vexes' Toughness power, so it has one wound left. On Vexes action, he must make the skin act. With escape on his mind, Vexes' player asks the GM to create a goal for getting away. Vexes' has the skin use its Acrobatics skill and strike dice in an Achievement action, and succeeds in the goal, ending the conflict.
| |
− | <br/><br/>
| |
− | As per the Persistent, since the skin is wounded, once the conflict ends, the skin automatically disappears, and Vexes returns to normal. The skin never had use for the action dice, so they all get transfered back to Vexes. Other dice would be list, but the skin used them all anyway. As the skin vanishes, Vexes takes the opportunity to transfer its wound onto himself. These makes him even more wounded, but fully heals the skin.
| |
− | </blockquote>
| |
− | <blockquote style="background-color: #eee; padding: 3px; border: 1px solid black;">'''Example''': No moon lunar Poison Vault considers the albino bat to be her totem. Her powers include Summoning, Battlefield Summoning, Empower Eidolon IV, Strike Boost, and two levels of Resilience. She has an Open Bond with a Level 4 skin, a formidable albino bat beastman. The skin has 16 powers:
| |
− | * Two of these must be Auto Guard and Skill Set.
| |
− | * It buys three levels of Resilience. These stack with Poison Vault's two levels. The total of five hits the limit for a Level 4 eidolon.
| |
− | * It buys two levels of Strike Boost. These stack with Poison Vault's own Strike Boost, but the character version and the eidolon version of these powers are not the same; however, they both have a maximum increase of four. Combination of the powers hits this limit.
| |
− | * In order to match the size of its action pool to that of its summoner, it takes the Stamina power four times. This is under the limit for the eidolon version of the power.
| |
− | * ''Five more, probably strike powers. Something with poison.''
| |
− | </blockquote>
| |
− | === Influences ===
| |
− |
| |
− | ''Not sure how this will work. Basic idea is to tell a lie, and the eidolon punishes those who act like it is not true, or rewards those that do. Maybe this should create goals. Or maybe the eidolon gets to use free charge powers on those that violate the taboo. Maybe when this happens the summoner gets a charge die. These should definitely not have strike powers. Probably should never be able to take actions on their own (except free ones from the trigger). Maybe they have to spend an action die when the to use a power on the trigger. The lie should stay the same for the bond, but it should be easy to swap out bonds to new lies (maybe requiring a character scene).''
| |
− |
| |
− | Like other families of eidolons, several genera of influences exist, divided on a mostly thematic level. Gamemasters may wish to restrict which types of characters can bond to a given genus of influence, which include:
| |
− |
| |
− | * Those with close ties to heaven use astrological '''signs''' to make their own fate. The lies told by signs are usually those that the summoner wants to make true.
| |
− | * Masters of deceit, raksha and others connected to the Wyld create '''glamours'''. The lies told by glamours are usually those a fair folk wants to make others believe, or at least act like they do.
| |
− |
| |
− | ''Powers that allow people to force a self-summoning influence on someone?''
| |
− |
| |
− | == Powers ==
| |
− |
| |
− | === Changes to Existing Powers ===
| |
− |
| |
− | === Passive Powers ===
| |
− |
| |
− | ''Need a "magical link" power to represent character link to other characters, particularly manses. What does it do?''
| |
− |
| |
− | ''Ritual? Lets you use a character scene to activate a charge power? Or maybe gain charge dice? Maybe not.''
| |
− |
| |
− | '''Enlightenment'''<br/>The character gains the Enlightened condition. When a die in an maneuver roll comes up 10, the character gains a charge die instead of a strike die. This power can be taken up to five times. Each time it is taken, the number which provides a charge die decreases by one. So, a character with Enlightenment III gains charge dice when a maneuver die comes up 8, 9 or 10. Gamemasters may which to place a cap on how many times PC's can select this power. Characters with Enlightenment III or higher should be rare.
| |
− |
| |
− | === Charge Powers ===
| |
− |
| |
− | ''Banishment should only affect conjurations.''
| |
− |
| |
− | ''Counterspell is like banishment for invocations. Should be cheaper.''
| |
− |
| |
− | ''Reality Hammer, like banishment for influences. Should be more expensive.''
| |
− |
| |
− | ''A maneuver power that treats 3's as successes.''
| |
− |
| |
− | ''A strike power that treats 3's as successes.''
| |
− |
| |
− | ''An acheivment power that treats 3's as successes.''
| |
− |
| |
− | ''Righteous Strike, effective against Profane.''
| |
− |
| |
− | === Summoning Powers ===
| |
− |
| |
− | == Character Creation ==
| |
− |
| |
− | === Passions ===
| |
− |
| |
− | The list of passions ( available to characters is replaced by the following:
| |
− |
| |
− | '''Bloodlust'''<br/>
| |
− | The character revels in dealing out pain.<br/>
| |
− | ''Trigger'': Gain 1 charge die for every wound you inflict on an opponent.
| |
− |
| |
− | '''Compassion'''<br/>
| |
− | The character cares deeply about other people. She puts them first, even if that places her in danger.<br/>
| |
− | ''Trigger'': Gain 1 charge die every time one of your fellow PCs takes 1 or more wounds from a strike. You still gain this bonus if you took a wound that another PC would have suffered (using Awesome Tokens or Guard, for example).
| |
− |
| |
− | '''Conviction'''<br/>
| |
− | The character is dedicated to her goal and will not be denied.<br/>
| |
− | ''Trigger'': Whenever you spend charge dice on charge powers for a Strike or Achievement, and that strike or achievement fails (after using traits, if any), you get to keep those charge dice rather than discarding them.
| |
− |
| |
− | '''Cunning'''<br/>
| |
− | The character takes pride in cleverness and achievement.<br/>
| |
− | ''Trigger'': Whenever you single-handedly achieve a goal, gain a number of charge dice equal to half the goal's difficulty.
| |
− |
| |
− | '''Fear'''<br/>
| |
− | The character is driven by fear. She is afraid of getting hurt and tries to avoid being a target, but the more she gets cornered, the more she will lash out.<br/>
| |
− | ''Trigger'': At the beginning of a conflict (or at the beginning of any of your later turns if you forgot to do this), determine the enemy you’re most afraid of. Gain 1 charge die every time this enemy either earns an Awesome Token with a maneuver or makes a strike roll against you or any of your allies.
| |
− |
| |
− | '''Harmony'''<br/>
| |
− | The character admires coordination and unity, aiming to work in connection allies.<br/>
| |
− | ''Trigger'': Whenever you gift dice to someone else's action, and that action succeeds, gain 1 charge die.
| |
− |
| |
− | '''Glory'''<br/>
| |
− | This character revels in victory and achievements.<br/>
| |
− | ''Trigger'': Gain 2 charge dice each time you inflict a defeating wound on an opponent. In addition, if you are the one who inflicts the defeating wound on the last enemy in a conflict, you get to keep all of your charge dice instead of just half (including the 2 you just earned). You do not gain these benefits for your eidolons’ actions, if you have any.
| |
− |
| |
− | '''Leadership'''<br/>
| |
− | The character likes to be in charge, and takes pleasure in helping her allies succeed.<br/>
| |
− | ''Trigger'': Gain 1 charge die if a combined maneuver you lead succeeds. If you gift dice to another character's action, and that action generates an Awesome Token, gain 1 charge die.
| |
− |
| |
− | '''Love'''<br/>
| |
− | This passion is aimed at a particular other person. It can be a romantic interest, a family member, or someone else who is very close to the character (but it must be a PC). The love does not have to be requited.<br/>
| |
− | ''Trigger'': Gain 1 charge die every time an opponent makes a strike roll against your loved one, and another charge die for every wound that that character receives. You still gain this bonus if you took wounds or were the target of strikes that your loved one would have suffered (using Awesome Tokens or Guard, for example).
| |
− |
| |
− | '''Mettle'''<br/>
| |
− | The character takes pride in enduring hardship and overcoming adversity.<br/>
| |
− | ''Trigger'': Gain 1 charge die every time an opponent makes a strike roll against you, whether it’s successful or not, and every time an opponent inflicts one or more conditions on you.
| |
− |
| |
− | '''Self-Loathing'''
| |
− | The character hates some part of herself, but doesn’t necessarily have a death wish. She purposely puts herself in dangerous situations and revels in pain.
| |
− | Trigger: Gain 2 charge dice for each wound that you take.
| |
− |
| |
− | '''Succor'''<br/>
| |
− | The character reveres teamwork, and strives to be a good teammate.<br/>
| |
− | ''Trigger'': Gain 1 charge die if a combined maneuver you take part in, but do not lead, succeeds. If you gift dice to another character's action, and that action generates an Awesome Token, gain 1 charge die.
| |
− |
| |
− | '''Style'''<br/>
| |
− | The character favors style over substance, and favors style generating substance even more.<br/>
| |
− | ''Trigger'': Gain 2 charge dice any time you are awarded an Awesome Token. If awarded this Token for a manever before even rolling your dice, gain an additional charge die.
| |
− |
| |
− | '''Temperance'''<br/>
| |
− | The character shuns impulsive actions strives to maintain self-control.<br/>
| |
− | ''Trigger'': Gain 1 charge die any time you have multiple strike dice in your pool, but use your action to manever instead.
| |
− |
| |
− | '''Vengeance'''<br/>
| |
− | The character has been wronged by someone and seeks revenge. You need to name a specific NPC against whom you’ve sworn vengeance (your nemesis), and the faction to whom he or she belongs (such as Kanissian Guard, Loyalists, Enendian Rebels, Hidden Blade Crime Syndicate). This is a powerful drive forward for the character.<br/>
| |
− | ''Trigger'': You gain 1 charge die at the beginning of any conflict and 1 charge die for every wound that you take. If one or more of the enemies you face belong to your nemesis’ faction, your gain instead is 2 charge dice at the beginning of the conflict and 2 charge dice for every wound that you take (this includes fighting your nemesis with other PCs on your side). If you face your nemesis all by yourself, you gain 3 charge dice at the beginning of the conflict and 3 charge dice for every wound that you take.
| |
− |
| |
− | '''Valor'''<br/>
| |
− | The character admires courage, and strives to demonstrate it when facing danger.<br/>
| |
− | ''Trigger'': You gain 1 charge die at the beginning of any conflict, 2 if outnumbered (counting squads and swarms as single opponents). Whenever you spend charge dice on charge powers for an achievement on your own, you retain 1 charge die for each success rolled (up to the number of charge dice spent), whether the roll succeeded or not.
| |
− |
| |
− | === Skills ===
| |
− |
| |
− | === Marks ===
| |
− |
| |
− | ''Marks/anima banner function differently based on type. When charge dice are ''gained'' anima mark lights. At certain levels, anima provides free passive ability, depending on character type.''
| |
− |
| |
− | === Templates ===
| |
− |
| |
− | ''Each type (or maybe caste) gets a free power.''
| |
− |
| |
− | ==== Abyssal Exalted ====
| |
− | ==== Alchemical Exalted ====
| |
− | ==== Automaton ====
| |
− | ==== Dragon King ====
| |
− | ==== Fair Folk Commoner ====
| |
− | ==== Fair Folk Noble ====
| |
− | ==== Ghost ====
| |
− | ==== God ====
| |
− | ==== Hero ====
| |
− | ==== Infernal Exalted ====
| |
− | ==== Lunar Exalted ====
| |
− | ==== Manse ====
| |
− | ==== Mortal ====
| |
− | ==== Mountain Folk ====
| |
− | ==== Sidereal Exalted ====
| |
− | ==== Solar Exalted ====
| |
− | ==== Terrestrial Exalted ====
| |
− | ==== Unshaped ====
| |
− | ==== Warstrider ====
| |
− |
| |
− | == Soulbound ==
| |
− |
| |
− | ''Something about hellforged stuff?''
| |
− |
| |
− | ''Stuff for flying''
| |
− |
| |
− | = Over Complicated Crap =
| |
− |
| |
− | == Eidolons ==
| |
− |
| |
− | The eidolons presented in ''Anima Prime'' come in many forms, but are conceived as one "type" of thing. This changes in X′, which makes use of several genera of eidolon. Instead of one main Summoning power, each genus of eiodolon requires its own summoning power and often has restrictions on what type of character can learn it. These genera are:
| |
− |
| |
− | * '''Invocations''' are summoned using thaumaturgy and sorcery, with the resulting eidolons called ''elementals'', ''demons'' or ''spells''.
| |
− | * '''Banes''' are summoned using thaumaturgy and necromancy, with the resulting eidolons called ''necrotech'' or ''curses''.
| |
− | * '''Skins''', when summoned, wrap around the summoner, giving the impression that the summoner has changed his or her own form.
| |
− | * '''Signs''', the most subtle of eidolon, are summoned with astrology.
| |
− | * '''Scourges''' are summoned by masters of vitriol.
| |
− | * '''Protocols''' connect to the machine realm of the Great Maker, with summoned eidolons called ''machine spirits'', ''golems'', ''elementals'' or ''patterns''.
| |
− | * '''Graces''' are summoned from dreams using shaping, and take the form of ''behemoths'', ''adjurations'' or ''glamours''.
| |
− |
| |
− | With the exception of the power used, summoning and controlling an eiodolon works as per the ''Anima Prime'' rules. Similarly, customizing eiodolons works as standard. Some methods of summoning may modify the standard rules, which will be noted below.
| |
− |
| |
− | === Eiodolon Powers ===
| |
− |
| |
− | The powers available to eiodolons remain roughly the same. Assume eiodolon powers work as writen, with the following tweaks:
| |
− |
| |
− | ==== Passive Powers ====
| |
− |
| |
− | ''Only thing changed here might be the resistances list. Might need to add stuff to match changes to conditions or elemental types.''
| |
− |
| |
− | ==== Charge Powers ====
| |
− |
| |
− | Eidolons can select any of the charge powers and use them exactly the same way that PCs do, keeping in mind the changes detailed in the Powers section, below. In a departure from ''Anima Prime'', some powerful eidolons (particularly demons) ''may'' be able to use the Soulbound Weapons and various summoning powers, subject to GM approval and keeping with the theme of the eidolon. It is suggested that those rare eidolons who can do their own summoning never be allowed to summon eidolons more powerful than themselves.
| |
− |
| |
− | ==== Weaknesses ====
| |
− |
| |
− | Any of the weakness listed in ''Anima Prime'' may be selected. You may choose one of these instead:
| |
− |
| |
− | '''Rogue'''<br/>The eidolon breaks from the control of the summoner as soon as it arrives. It may act independently from the summoner, receiving its own action each turn, but it follows its own motivation and is controlled by the GM. Most rogue eidolons hold ill feelings toward their summoner.
| |
− |
| |
− | === Summoning Powers ===
| |
− |
| |
− | The list of summoning powers (''Anima Prime'', pp. 118-119) is altered as follows:
| |
− |
| |
− | * The ''Summoning'' power becomes three different powers: Thaumaturgy, Shaping and Weaving. These all work as per the Summoning power, but only summon certain genera of eiodolon, and may have limits on what types of characters can learn it. Some of these powers work on more than one genera of eidolon, and some do not. In particular:
| |
− | ** Thaumaturgy allows the summoning of Level 0 Invocations, Banes and Signs.
| |
− | ** Shaping allows the summoning of Level 0 Graces, Skins and Scourges.
| |
− | ** Weaving allows the summoning of Level 0 Protocols.
| |
− | * The mechanics of the ''Empower Eidolon'' power remain the same; however, each genus of eiodolon requires learning this power separately. Each genus gives is own set of names to these powers.
| |
− | * The ''Open Bond'' power works as described, but may be given a name more appropriate to its purpose. For example, a lunar might call her version of this power "War Form".
| |
− | * All other summoning powers (e.g. Charged Summoning, Companion, etc.) work as written, and may be applied to ''any'' summoning the character does. For example, one purchase of Warfare Summoning would apply to both banes and signs, if the summoner knew how to summon both.
| |
− |
| |
− | ==== Thaumaturgy ====
| |
− | ''Type'': Action<br/>''Cost'': 1+Eidolon Level Charge Dice<br/>''Limits'': Any sentient being can learn thaumaturgy.<br/>''Effect'': The summoner conjures an invocation, bane or sign with which she has a bond (i.e., the power is useless without a bonded eidolon). The eidolon appears instantaneously. She can only have 1 eidolon summoned at any one time. The eidolon only acts when the summoner orders it to, which uses up the summoner’s action.
| |
− |
| |
− | If this power is used by someone without the Enlightened condition, roll a d10 and add the number of wounds the summoner has. On a 1-5, the eidolon arrives as planned. On a 6-8, the eidolon refuses the summons and the action is wasted. On a 9 or more, the eidolon arrives, but with any weakness it has replaced by Rogue (see above).
| |
− |
| |
− | ==== Empower Invocation ====
| |
− | This set of powers works as the Empower Eidolon power set (''Anima Prime'', pg. 119), except that it only takes effect when summoning invocations. The five levels of this power have their own names and limitations:
| |
− |
| |
− | # Sorcerous Initiation: May only be learned by those with the Enlightened condition.
| |
− | # Terrestrial Circle Sorcery: May only be learned by those with the Enlightened condition.
| |
− | # Celestial Circle Sorcery: May only be learned by those with the Celestial condition.
| |
− | # Solar Circle Sorcery: May only be learned by solar exalted, infernal exalted and some very powerful gods.
| |
− | # Master Sorcerer: May only be learned by solar exalted, infernal exalted and some very powerful gods.
| |
− |
| |
− | ==== Empower Bane ====
| |
− | This set of powers works as the Empower Eidolon power set (''Anima Prime'', pg. 119), except that it only takes effect when summoning banes. The five levels of this power have their own names and limitations:
| |
− |
| |
− | # Necromantic Initiation: May only be learned by those with the Enlightened condition.
| |
− | # Shadowlands Circle Necromancy: May only be learned by those with the Celestial condition and ghosts.
| |
− | # Labyrinth Circle Necromancy: May only be learned by those with the Celestial condition and powerful ghosts.
| |
− | # Void Circle Necromancy: May only be learned by abyssal exalted and some very powerful ghosts.
| |
− | # Master Necromancer: May only be learned by abyssal exalted and some very powerful ghosts.
| |
− |
| |
− | ==== Empower Sign ====
| |
− | This set of powers works as the Empower Eidolon power set (''Anima Prime'', pg. 119), except that it only takes effect when summoning signs. The five levels of this power have their own names and limitations:
| |
− |
| |
− | # Kyu Calligraphy: May only be learned by sidereal exalts and gods with the Celestial condition.
| |
− | # Jun Shodan Calligraphy: May only be learned by sidereal exalts and gods with the Celestial condition.
| |
− | # Shodan Calligraphy: May only be learned by sidereal exalts and very powerful gods with the Celestial condition.
| |
− | # Dan Calligraphy: May only be learned by sidereal exalts.
| |
− | # Shihan Calligraphy: May only be learned by sidereal exalts.
| |
− |
| |
− | ==== Shaping ====
| |
− | ''Type'': Action<br/>''Cost'': 1+Eidolon Level Charge Dice<br/>''Limits'': Fair folk, gods and those with the Celestial condition only.<br/>''Effect'': The summoner conjures an grace, scourge or skin with which she has a bond (i.e., the power is useless without a bonded eidolon). The eidolon appears instantaneously. She can only have 1 eidolon summoned at any one time. The eidolon only acts when the summoner orders it to, which uses up the summoner’s action.
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− | ==== Empower Grace ====
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− | This set of powers works as the Empower Eidolon power set (''Anima Prime'', pg. 119), except that it only takes effect when summoning graces. The five levels of this power have their own names and limitations:
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− | # Waking Circle Shaping: May only be learned by fair folk, gods with the Celestial condition, solar exalted and lunar exalted.
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− | # Dreaming Circle Shaping: May only be learned by fair folk and lunar exalted.
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− | # Desire Circle Shaping: May only be learned by fair folk.
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− | # Samadhi Circle Shaping: May only be learned by folk nobles.
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− | # Shinma Circle Shaping: May only be learned by folk nobles.
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− | ==== Empower Scourge ====
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− | This set of powers works as the Empower Eidolon power set (''Anima Prime'', pg. 119), except that it only takes effect when summoning scourges. The five levels of this power have their own names and limitations:
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− | # Vitriolic Initiation: May only be learned by demons and infernal exalted.
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− | # First Circle Hellforging: May only be learned by demons and infernal exalted.
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− | # Second Circle Hellforging: May only be learned by demons and infernal exalted.
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− | # Third Circle Hellforging: May only be learned by demons and infernal exalted.
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− | # Master Hellforger: May only be learned by demons and infernal exalted.
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− | ==== Empower Skin ====
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− | This set of powers works as the Empower Eidolon power set (''Anima Prime'', pg. 119), except that it only takes effect when summoning skins. The five levels of this power have their own names and limitations:
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− | # Samhara Shifting: May only be learned by fair folk, gods with the Celestial condition, infernal exalted and lunar exalted.
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− | # Sthiti Shifting: May only be learned by fair folk and lunar exalted.
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− | # Anugraha Shifting: May only be learned by fair folk nobles and lunar exalted.
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− | # Tirobhava Shifting: May only be learned by lunar exalted.
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− | # Srishti Shifting: May only be learned by lunar exalted.
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− | ==== Weaving ====
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− | ''Type'': Action<br/>''Cost'': 1+Eidolon Level Charge Dice<br/>''Limits'': Alchemical exalted only.<br/>''Effect'': The summoner conjures a protocol with which she has a bond (i.e., the power is useless without a bonded eidolon). The eidolon appears instantaneously. She can only have 1 eidolon summoned at any one time. The eidolon only acts when the summoner orders it to, which uses up the summoner’s action.
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− | ==== Empower Protocol ====
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− | This set of powers works as the Empower Eidolon power set (''Anima Prime'', pg. 119), except that it only takes effect when summoning skins. The five levels of this power have their own names and limitations:
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− | # Allocation Protocol: May only be learned by alchemical exalted.
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− | # Initialization Protocol: May only be learned by alchemical exalted.
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− | # Man-Machine Protocol: May only be learned by alchemical exalted.
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− | # God-Machine Protocol: May only be learned by alchemical exalted.
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− | # Autochthonian Protocol: May only be learned by alchemical exalted.
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The Maidens each pick a champion and give them a specific artifact related to their purview, then set some goal for the champions. The champions don't know what the goal is.
Game-altering house rule (or maybe an Occult tree of permanents that allow it?) that allows exalts to use charm effects without actually knowing the charm.
The style was developed to use the weapons of an opponent against him. The few that have fought against this style know this, and most realize that the best defense against it is not to use a weapon at all. Few of its charms can be used against unarmed opponents, and for this reason the style is not particularly popular. Even its masters usually consider it a secondary style used to augment more general techniques.
Disarming (-2 or -4): Knocking a weapon out of someone’s hand has a -2 external penalty with a close combat attack or -4 using ranged. If the attack hits, it inflicts no damage, but the victim’s player must reflexively roll (Wits + the appropriate wielding Ability) against a difficulty of the net successes on the attack roll. For every success by which the victim fails to meet the difficulty, her weapon fl ies one foot away from her grasp. Retrieving a dropped weapon is a difficulty 1 (Dexterity + wielding Ability) roll and is only possible if a character can feasibly do so. Duels fought over looming chasms or aboard a ship might not afford such a luxury. Note that characters cannot be disarmed of their natural weapons (fists, feet, claws, fangs, etc.), nor can they have weapons taken from them that are actually strapped to the body such as a cestus or tiger claws. If players regularly take advantage of disarming as a prelude to executing a helpless victim (instead of using the maneuver for dramatic purposes), the Storyteller should feel free to raise the penalty imposed by the technique. With a flurry, it is possible for an attacker to disarm and then use a retrieval action to take the weapon for himself, provided he has hands free to take it.
Doing so almost always involves a stunt.
C = Clinch Enhancer Must be used for clinching wielded through Martial Arts.
D = Disarming Adds additional +2 Accuracy when used to disarm an opponent.
A celestial martial arts style that a solar might have made to fight demons, using a much different approach than MartialArts/VermillionSentinelStyle. Uses the imagery of the various templates for summoning demons against them (four charms, one for each virtue, but can be learned multiple times, one for each template -- idea should be that demons use twisted versions of Virtues, and the charms "un-twist" them back to normal). Mechanics to interact with the rules that use them somehow. Possibly manipulating Limit of the demon, etc. Possibly manipulating or using virtues as well.
Perhaps contains one charm slot that is filled with a different charm, depending on caste, harnessing the particulars of the caste in a specific way vs. demons (the zenith one, for example, could be a supplement allowing channeling of their anima ability through a form weapon, maybe wood aspects turn blood of the demon against it as poison). Maybe the second charm in the tree. The first gives a generic demon-fighting perspective, the second teaches how to personalize opposition to demons.
Somewhere along the line (maybe the pinnacle), allows permanent destruction of demons, perhaps similar to SolarOccult/Dorchadas.
Weapons: couch/recliner, bear hug (froth gathering technique), remote control (bounce off the ceilig, the search, 'the implement', the master's tool), potato chips (excessive nutrition)
A campaign based around a group of sidereals who suddenly launch a series of "purges", bringing spirits who have been slacking to trial, and manipulating unexpectedly harsh sentences. Many get cast down and turned to starmetal, which the sidereals have "coincidentally" arranged to have discovered and brought to them. Why?
Rather than calling this adaptation "Spirit of Exalted" or something similar, the name of this system was taken from the setting's actual "spirit of exaltation": Lytek.
When using an aspect with a given skill add +3 instead of +2? Must learn for each skill.
One for each skill; can grant self an aspect related to the skill for the scene?
Character can claim the influence of a sign.
The most common secret techniques are martial arts styles, but other types exist as well. Martial arts play a larger role in Lytek's Cabinet than even in Exalted, but have a different flavor, focusing more on the drama of competing styles and schools, making the teacher more important and so on.
Every secret technique is linked to exactly one skill. In order to begin training in the technique, a character's rating in that skill must be Good or better.
Characters must gain some type of narrative access to the technique. That is, no one can begin to train in a secret technique until the story allows them to do so. Perhaps the character finds a secret book of wisdom, or joins a particular religious sect, or meets a mysterious teacher. Even the stories created as part of character creation can provide this, but some rationale for why the character can learn the technique must exist.
How to invoke the technique aspect depends on the technique, but should be fairly obvious. Like all aspects, however, the technique aspect should be chosen such that it can be compelled as well. Some typical ways to do this include:
Note that those who know of the character's technique aspect can often use many of these same reasons to tag it. (A Snake Fang Guild member, for example, might call out a known Gold Mantis member, or use the tenants of her order against her.)
Terrestrial martial arts tend to be based on a applying a lesson from nature to combat. They typically teach being like something: the bending of a tree, the fall of leaves, the stance of an animal. These arts must be based on either Fists, Athletics, Bow or Weapon. Terrestrial arts tend to be the most formalized and nearly always have some kind of weakness. The stunt provided by a terrestrial style always provides two benefits based on combat or athletic stunts. In rare cases, other types of of stunts might be used (such as a terrestrial style based on horse-mounted combat), but such styles are the exception, not the rule.
Any character can learn terrestrial martial arts, but those without access to magic (e.g. mortals) must put up with much more narrative restriction, usually involving a formal school or other strict organization.
Celestial martial arts tend to be based on emulating something in combat. They typically teach becoming something: an animal, an ideal. These styles work as terrestrial styles do, but after the technique stunt is purchased (providing the standard two effects), the character can later spend an enhancement to expand the technique stunt to include another effect (again, specific to the style).
Only the exalted and more powerful spirits can learn celestial martial arts. Terrestrial exalts will typically need to deal with more narrative restriction in order to use such techniques.
Sidereal martial arts tend to be based on changing the world using a metaphor. They typically teach wielding something abstract: a symbol, a concept. These styles work like celestial martial arts do, except they have no limits on which skill the technique is based or what types of stunts can be included in a given style. That is, the technique stunt of a sidereal style will always contain the same benefits, but those benefits can be based on any skill at all.
Only celestial exalts and very powerful beings can learn sidereal martial arts. Celestials that are not sidereals must put up with much more narrative restriction, almost always involving sidreals in some way.
Anyone can use. Sidereals gains some free aspect for astrology, easier learning.
Based on constellation. Can throw an aspect onto someone. Or can allow you to "see the future" enough to gain some bonus when someone else uses a particular aspect?
Aspect includes concept of "tell".
Can invoke aspect for knowledge purposes, reputation, etc.
A listing, with full stats, for the 25 gods of the constellations. Each entry should follow some type of pattern, like a rise-fall-recover story maybe. One twist might be to posit them as the original Incarnae who were ousted by the current Incarnae, and the current backstory of Exalted is revisionist history. Maybe like a "competing pantheon". Maybe make use of the constellation/ability pairings.
Or, perhaps they are disjoint from Heaven in some mysterious way. Maybe someone tried to sanction them and it didn't work.
Needs to tie to the loom in some way.
Use resplendent effects of sign with motes for Endurance and Willpower for Paradox.
Pick a defense philosophy.
Embrace and extend keywords for charms. Expand the sections for the rules for each keyword, so that the same text need not be repeated in every single charm.
Create an explicit section for interpreting rules. Charm text -> keyword rules -> general rules.
Name general rules somewhat like charms.
Terminology changes.
Fix timing, clinching etc.
Goal for charms should be to have text say as little as possible.
Paths would largely represent phiolosophies. There would be lots of them. Anyone could follow any path (but some get more out of particular paths than others). Paths would provide mechanical advantages not only for investing in the path, but embracing the code of conduct the path finds admirable.
Paths would be collected into groups. For example, paths of Dawn, Zenith, Night, Twilight and Eclipse might exist in an Unconquered Sun path group. (Maybe this is a bad idea).
Some paths would provide more to people with affinities to paths in the same group. For example, anyone might walk the Dawn path, but someone with an affinity to a path in the same group (i.e. a solar exalt) would get more benefit from the Dawn path than someone with an affinity in the Terrestrial path group.
Path and path groups can be loosely conceptualized as if they were major arcana tarot cards. That is, as more of an archetypal ideal or concept. Some path groups: