Difference between revisions of "FrivYeti/EnliRules"

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Back to [[FrivYeti/Enlightened | Enlightened]]
 
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== Setting-Specific Rules ==
 
== Setting-Specific Rules ==
  
=== Combat Rules ===
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=== Raising Essence ===
 
 
Combat in Enlightened functions very similarly to that in Exalted Second Edition. However, a few changes have been made, as follows:
 
 
 
Rate: Rate no longer exists. All actions are considered to have Rate 1.
 
 
 
New Combat Action - Flurry (Speed Variable, DV Variable): A character who wishes to do more than one thing at a time may choose to Flurry their actions. For example, someone sword-fighting while trying to rush across a bridge, or swinging from a vine while picking the manacles on their wrists. Anyone wishing to take two actions declares a Flurry action. It has a Speed equal to the higher of the two actions, and a DV penalty equal to the sum of the two actions, and both actions suffer a -2 die penalty. Attacks may be both actions in a Flurry. Characters may never Flurry more than two actions. The DV penalty of a Flurry is considered to be a single penalty for the purpose of effects that reduce such penalties.
 
 
 
New Combat Action - All-Out Attack (Speed +1, DV -1): A character may sacrifice defense and recovery time to deliver a devastating blow. All-Out Attack is an Attack action that modifies a normal attack. Its Accuracy and Damage are both increased by 2; however, it suffers a +1 Speed Penalty, and a +2 DV penalty over a regular attack, leaving the character dangerously vunerable for a time.
 
 
 
Combat Modification - Onslaught: Onslaught penalties are modified as follows: Every second attack against a character applies a -1 Onslaught penalty to both DVs. This penalty lasts until the character's next action. In addition, a character's DV penalties from their own actions applies fully on the tick in which they act.
 
 
 
=== Social Interaction ===
 
 
 
Enlightened does not use the full Social Combat tick-based framework. Instead, Social Attacks are rolled once per scene, at the culmination of a scene's efforts. In special circumstances, two or more social attacks might be rolled against a given target in a scene, but this should reflect exceptional circumstances. Note also that, as there is no Appearance Attribute, it cannot modify Social Attacks.
 
  
To help balance this, characters may be forced to spend multiple Willpower against a particularly skilled argument. For every three successes by which a Social Attack beats the target's DVs (round up), the target must spend one Willpower to ignore it. No more than 3 Willpower need ever be spent against an attack.
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In order to raise Essence past 1, the character needs to fill one of three prerequisites:
  
Finally, DVs are altered in social combat, as follows:
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Essence 2: Either a Student Form, a Student Art, or an Essence 1 Bestowment. <br>
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Essence 3: Either a Student Form, two Student Arts, or an Essence 2 Bestowment. <br>
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Essence 4: Either an Adept Form, an Adept Art, or an Essence 3 Bestowment, plus must meditate for one year or fulfill a Motivation. <br>
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Essence 5: Either an Adept Form, two Adept Arts, or an Essence 4 Bestowment, plus must meditate for one year or fulfill a Motivation. <br>
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Essence 6: Either a Master Form, a Master Art, or an Essence 5 Bestowment, plus must meditate for one year or fulfill a Motivation, plus must be over 100 years old. <br>
  
MPV: Composure + Socialize, halved. <br>
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=== Raising Kismet ===
MDV: Willpower + Integrity, halved. <br>
 
  
=== Power Trait ===
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Kismet functions much like Essence; there are requirements to raise it past 1.
  
Whenever a Charm calls for a roll against someone's Power Trait, use the higher of their Essence or Kismet score. As all beings have Essence 1 at least, this means that everyone has a Power Trait of at least 1.
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Kismet 2: Must have two Knacks or Understandings.<br>
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Kismet 3: Must have five Knacks or Understandings.<br>
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Kismet 4: Must have nine Knacks or Understandings, plus fulfill a Motivation.<br>
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Kismet 5: Must have fourteen Knacks or Understandings, plus fulfill a Motivation.<br>
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Kismet 6: Must have twenty Knacks or Understandings, plus fulfill a Motivation, plus must be over 100 years old.

Revision as of 20:27, 31 October 2006

Setting-Specific Rules

Raising Essence

In order to raise Essence past 1, the character needs to fill one of three prerequisites:

Essence 2: Either a Student Form, a Student Art, or an Essence 1 Bestowment.
Essence 3: Either a Student Form, two Student Arts, or an Essence 2 Bestowment.
Essence 4: Either an Adept Form, an Adept Art, or an Essence 3 Bestowment, plus must meditate for one year or fulfill a Motivation.
Essence 5: Either an Adept Form, two Adept Arts, or an Essence 4 Bestowment, plus must meditate for one year or fulfill a Motivation.
Essence 6: Either a Master Form, a Master Art, or an Essence 5 Bestowment, plus must meditate for one year or fulfill a Motivation, plus must be over 100 years old.

Raising Kismet

Kismet functions much like Essence; there are requirements to raise it past 1.

Kismet 2: Must have two Knacks or Understandings.
Kismet 3: Must have five Knacks or Understandings.
Kismet 4: Must have nine Knacks or Understandings, plus fulfill a Motivation.
Kismet 5: Must have fourteen Knacks or Understandings, plus fulfill a Motivation.
Kismet 6: Must have twenty Knacks or Understandings, plus fulfill a Motivation, plus must be over 100 years old.