Difference between revisions of "Gayo/AnotherExaltedCharms"
m |
m |
||
Line 34: | Line 34: | ||
There are a handful of explicitly "broad-based" charms that every type of Exalted can use, but they tend to have slightly different functionality for different Exalt types. The three Sorcery charms (and Necromancy, I guess) are the closest thing to true universal charms this variant has. In particular, the generalized Martial Arts charmsets do not carry over. I'm going to be doing something quite different with those, but I haven't totally figured out what yet, so, uh, stay tuned! | There are a handful of explicitly "broad-based" charms that every type of Exalted can use, but they tend to have slightly different functionality for different Exalt types. The three Sorcery charms (and Necromancy, I guess) are the closest thing to true universal charms this variant has. In particular, the generalized Martial Arts charmsets do not carry over. I'm going to be doing something quite different with those, but I haven't totally figured out what yet, so, uh, stay tuned! | ||
+ | |||
+ | === Conflicting Effects === | ||
+ | |||
+ | The big question is, "how are you going to handle conflicting Charm effects, especially conflicting perfection?" And I'm not really sure yet, beyond that perfect defense will maintain primacy and the Flaws of Perfection will be expanded somewhat. This is one of the big things I have yet to settle on. | ||
== Generic Charms == | == Generic Charms == | ||
Line 98: | Line 102: | ||
:The Lunar version of this Charm is called Instinctive (Attribute) Unity and it applies to Attributes. Unlike Attribute-enhancers of shorter duration, it ''can'' increase Health and Willpower if appropriate. | :The Lunar version of this Charm is called Instinctive (Attribute) Unity and it applies to Attributes. Unlike Attribute-enhancers of shorter duration, it ''can'' increase Health and Willpower if appropriate. | ||
− | --- | + | ---- |
'''INDOMITABLE RESURGENT (SKILL)''' | '''INDOMITABLE RESURGENT (SKILL)''' | ||
Line 111: | Line 115: | ||
:This charm is invoked after a roll involving the associated skill, and allows the user to reroll any or all of the dice. If the new total is still unsatisfactory, the charm may be used as many times as the user wishes, provided they have enough motes. Unrolled uses of the skill (like defending) cannot benefit from the charm. | :This charm is invoked after a roll involving the associated skill, and allows the user to reroll any or all of the dice. If the new total is still unsatisfactory, the charm may be used as many times as the user wishes, provided they have enough motes. Unrolled uses of the skill (like defending) cannot benefit from the charm. | ||
− | --- | + | ---- |
'''DIVINE (SKILL) CALLING''' | '''DIVINE (SKILL) CALLING''' | ||
Line 124: | Line 128: | ||
:This charm doubles the benefit of all the associated skill's Specialties for a single instantaneous usage of that skill. It follows the same timing rules as the Quintessential Excellency. | :This charm doubles the benefit of all the associated skill's Specialties for a single instantaneous usage of that skill. It follows the same timing rules as the Quintessential Excellency. | ||
− | --- | + | ---- |
'''AUDACIOUS (SKILL) BRINKMANSHIP''' | '''AUDACIOUS (SKILL) BRINKMANSHIP''' | ||
Line 136: | Line 140: | ||
:This charm permanently enhances chance rolls involving the associated skill. The chance rolls also succeed if one die comes up '''+''' and one comes up '''0''', whereas normally both dice must come up '''+''' for a chance roll to succeed. | :This charm permanently enhances chance rolls involving the associated skill. The chance rolls also succeed if one die comes up '''+''' and one comes up '''0''', whereas normally both dice must come up '''+''' for a chance roll to succeed. | ||
+ | |||
+ | --- | ||
+ | |||
+ | '''EFFORTLESS CONFIDENT (SKILL)''' | ||
+ | |||
+ | '''Cost:''' 2m | ||
+ | '''Mins:''' Essence 1, (Skill) 1 | ||
+ | '''Type:''' Simple, Indefinite | ||
+ | '''Keywords:''' none | ||
+ | '''Prerequisites:''' none | ||
+ | '''Charm Style:''' Sidereal | ||
+ | |||
+ | :As long as this charm is in effect, the user is incapable of botching with the associated skill. Chance rolls that would result in a botch are instead treated as simple failure, as are effects that force a botch. However, this effect can't be used in conjunction with any that increases the likelihood of success on a chance roll. | ||
+ | |||
+ | --- | ||
+ | |||
+ | '''EFFORTLESS CONFIDENT (SKILL)''' | ||
+ | |||
+ | '''Cost:''' 2m | ||
+ | '''Mins:''' Essence 1, (Skill) 1 | ||
+ | '''Type:''' Simple, Indefinite | ||
+ | '''Keywords:''' none | ||
+ | '''Prerequisites:''' none | ||
+ | '''Charm Style:''' Sidereal | ||
+ | |||
+ | :As long as this charm is in effect, the user is incapable of botching with the associated skill. Chance rolls that would result in a botch are instead treated as simple failure, as are effects that force a botch. However, this effect can't be used in conjunction with any that increases the likelihood of success on a chance roll. |
Revision as of 06:52, 10 April 2009
Contents
Another Exalted Charms
This page will hold all the information on charms for Another Exalted until such time as I need to split it up.
Changes to Charm Mechanics
Obviously I'm changing a lot of Charms, but my main goal with this system is to provide a small and complete pool of generic fundamental Charms and then have everything else be custom charms designed specifically for the character in question.
Miscellaneous Changes
DICE CAPS: These no longer exist as such. However, the old dice caps live on in another form -- charms with the "Capped" keyword. DV PENALTIES: Charms do not generally penalize defense, since that was intended to discourage people from making huge flurries, and you can't do that here anyway. EXTRA ACTION: Extra Action charms do still exist, though they're going to be rather more expensive since nonmagical flurries are out. All the actions are taken in immediate succession. ESSENCE-ONLY CHARMS: A few charms have only an Essence minimum and are not attached to any other trait. These charms are considered favoured for everyone who can use them, but it's not possible to invent new ones. If some mechanic requires the charm's trait minimum, use the Essence minimum for both. Essence-only charms can't supplement rolls of any kind unless they say otherwise. EXCELLENCIES: There's only one universal excellency. Individual Exalt types have their own custom Excellencies as well, but these have descriptive names rather than being called "Nth Excellency."
Keywords
There are a crapload of keywords and, like with Magic: the Gathering, I've totally forgotten about most of them. Thus this isn't an exhaustive list of changes, though it should suffice for Solars.
Changed/Removed Keywords:
- Combo-OK is now the default, so it doesn't need a keyword. Every Charm is assumed to be fully combo-compatible unless it says otherwise.
- Counterattack effects work as they did in 2e, but they no longer penalize your defense to invoke.
- Form-type charms do not exist, since this functionality is largely been shifted to mortal fighting styles.
All the keywords describing effects (Obvious, Servitude, Sickness, etc) are sticking around, but they should be taken as guidelines -- ultimately, whether a charm counts as a Poison effect should depend on what it does, not on whether it has the Poison keyword.
New Keywords:
- Capped charms have a variable mote cost. The maximum number of motes you can spend in a single invocation of a Capped charm is equal to the traditional Exalted dice cap. That is, Attribute + Ability for Solars, Ability + Specialty for Dragon-Blooded, Essence for Sidereals, and so on. The cap applies to the cost before accounting for any surcharges or discounts. Not all charms with a variable cost are Capped -- some have unrelated charm-specific limits.
- Excellency-type charms have a special usage limitation. No two different Excellency-type Charms can modify the same task, even if put in a combo together.
- Focus indicates that the charm demands focus to use. It costs you your ability to defend yourself for the rest of the turn, and can't be used if you've already employed that ability during the current turn.
Universal Charms
There are a handful of explicitly "broad-based" charms that every type of Exalted can use, but they tend to have slightly different functionality for different Exalt types. The three Sorcery charms (and Necromancy, I guess) are the closest thing to true universal charms this variant has. In particular, the generalized Martial Arts charmsets do not carry over. I'm going to be doing something quite different with those, but I haven't totally figured out what yet, so, uh, stay tuned!
Conflicting Effects
The big question is, "how are you going to handle conflicting Charm effects, especially conflicting perfection?" And I'm not really sure yet, beyond that perfect defense will maintain primacy and the Flaws of Perfection will be expanded somewhat. This is one of the big things I have yet to settle on.
Generic Charms
These charms are associated with a specific type of Trait (Attributes for Lunars, Abilities for everyone else), and each Trait of that type has a separate version of the charm, which must be learned individually. Another Exalted has more generic charms than the real thing, because they are responsible for much of a character's overall power, while custom charms provide narrower gimmicks.
Note that an "a" in the cost refers to Agency, not aggravated damage.
QUINTESSENTIAL (SKILL) EXCELLENCY
Cost: 1m per point Mins: Essence 1, (Skill) 1 Type: Reflexive, Instant Keywords: Excellency, Capped, Stackable Prerequisites: none Charm Style: Universal
- This is the most fundamental of all Charms, and is available to virtually all Essence-channellers. Every mote spent increases the associated skill by 1 for a single instantaneous usage of that skill. This may be a roll involving the skill, but it may also be an unrolled use of the skill, like a Science minimum required to use an ancient magical weapon.
- When using this charm to enhance a rolled action, it uses the timing of a Supplemental charm. When using it defensively, it must be used before the attack roll. Sidereals are the exception: they activate the Quintessential Excellency after all rolling is done.
- For Lunar Exalted, this is an Attribute-based charm, rather than a Skill-based one. It cannot be used to momentarily increase Health or Willpower.
FLAWLESS (SKILL) EXECUTION
Cost: 1m Mins: Essence 1, (Skill) 1 Type: Reflexive, Instant Keywords: Excellency Prerequisites: none Charm Style: Solar
- This charm modifies a roll involving the associated skill to ensure good performance. Negative dice are treated as neutral (0) when determining the result of the roll. Note that because defense is unrolled, the charm cannot be used to resist attack.
OVERARCHING (SKILL) WORLDVIEW
Cost: 1m, 1a or 4m, 1a Mins: Essence 4, (Skill) 3 Type: Reflexive, Instant Keywords: Excellency Prerequisites: Any other (Skill) Excellency Charm Style: Solar, Lunar
- With this excellency you can substitute the associated skill for any other in a single instantaneous usage. It costs 1 mote, 1 Agency if both skills are from the same Solar Caste, and costs 4 motes, 1 Agency otherwise.
- The substituted skill is considered to be the "real" one, but actions modified in this way can be supplemented by charms of either the original or substituted skill. The original skill's specialties do not apply, but the substituted skill's do, if they somehow manage to be relevant.
- The Lunar version of this Charm is called All-Purpose (Attribute) Method, and allows substitution of Attributes. It requires Essence 4, (Attribute) 4. It costs 1m, 1a for attributes of the same Lunar Caste, and 3m, 1a for others. As with the Quintessential Excellency, it can't alter Health or Willpower.
INFINITE (SKILL) MASTERY
Cost: 3m per point Mins: Essence 3, (Skill) 4 Type: Simple, One Scene Keywords: Capped, Stackable, Combo-Basic Prerequisites: Any other (Skill) Excellency Charm Style: Solar, Lunar
- Every three motes spent on this charm increase the associated skill by one for its duration. The skill is in every way treated as if it were higher, even if this causes it to exceed the natural maximum. However, the motes committed to this charm count against the spending cap for Capped Excellency-type charms of the same ability.
- The Lunar version of this Charm is called Instinctive (Attribute) Unity and it applies to Attributes. Unlike Attribute-enhancers of shorter duration, it can increase Health and Willpower if appropriate.
INDOMITABLE RESURGENT (SKILL)
Cost: 2m Mins: Essence 1, (Skill) 1 Type: Reflexive, Instant Keywords: Excellency, Stackable Prerequisites: none Charm Style: Dragon-Blooded
- This charm is invoked after a roll involving the associated skill, and allows the user to reroll any or all of the dice. If the new total is still unsatisfactory, the charm may be used as many times as the user wishes, provided they have enough motes. Unrolled uses of the skill (like defending) cannot benefit from the charm.
DIVINE (SKILL) CALLING
Cost: 1m Mins: Essence 1, (Skill) 1 Type: Reflexive, Instant Keywords: Excellency Prerequisites: none Charm Style: Dragon-Blooded
- This charm doubles the benefit of all the associated skill's Specialties for a single instantaneous usage of that skill. It follows the same timing rules as the Quintessential Excellency.
AUDACIOUS (SKILL) BRINKMANSHIP
Cost: -- Mins: Essence 1, (Skill) 1 Type: Permanent Keywords: none Prerequisites: none Charm Style: Dragon-Blooded
- This charm permanently enhances chance rolls involving the associated skill. The chance rolls also succeed if one die comes up + and one comes up 0, whereas normally both dice must come up + for a chance roll to succeed.
---
EFFORTLESS CONFIDENT (SKILL)
Cost: 2m Mins: Essence 1, (Skill) 1 Type: Simple, Indefinite Keywords: none Prerequisites: none Charm Style: Sidereal
- As long as this charm is in effect, the user is incapable of botching with the associated skill. Chance rolls that would result in a botch are instead treated as simple failure, as are effects that force a botch. However, this effect can't be used in conjunction with any that increases the likelihood of success on a chance roll.
---
EFFORTLESS CONFIDENT (SKILL)
Cost: 2m Mins: Essence 1, (Skill) 1 Type: Simple, Indefinite Keywords: none Prerequisites: none Charm Style: Sidereal
- As long as this charm is in effect, the user is incapable of botching with the associated skill. Chance rolls that would result in a botch are instead treated as simple failure, as are effects that force a botch. However, this effect can't be used in conjunction with any that increases the likelihood of success on a chance roll.