Difference between revisions of "Silverblade/15Abilities"

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m (Created page with '==Why?== Because the number of abilities should be divisible by 5 and 3, so that it divides evenly for all character sheets. Also, because some abilities just aren't that useful…')
 
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...This is a work in progress, obviously.
 
...This is a work in progress, obviously.
  
==The List==
+
==Generic==
First, from the perspective of Attribute-based characters, who deal with the arbitrary 'War/Life/Wisdom' division of abilities. This also includes what abilities are merged, where applicable.
+
First, from the perspective of Attribute-based characters, who deal with the arbitrary 'War/Life/Wisdom' division of abilities. This also includes what abilities are merged, where applicable, as well as a brief blurb about what I imagine the ability does.
  
 
<b>War</b>
 
<b>War</b>
<ul><li></li>
+
<ul><li>Athletics (+Dodge): Agility, acrobatics, mobility, perhaps some dodging ability. No longer includes feats of strength.</li>
<li></li>
+
<li>Melee (+Martial Arts): Close-range fighting of all varieties.</li>
<li></li>
+
<li>Ranged (Archery+Thrown): Ranged fighting of all varieties</li>
<li></li>
+
<li>Resistance: Resisting things, as per usual.</li>
<li></li></ul>
+
<li>War: Mass combat and war stuff, as per usual.</li></ul>
  
 
<b>Life</b>
 
<b>Life</b>
<ul><li></li>
+
<ul><li>Performance: Practiced social interactions involving instruments, dancing, theatre, rhetoric, etc.</li>
<li></li>
+
<li>Presence: More traditional social interactions, either honest or dishonest.</li>
<li></li>
+
<li>Socialize (+Bureaucracy, +Linguistics): The meta-social ability, involving manipulating social situations on a large scale, such as kingdoms, markets, languages, etc.</li>
<li></li>
+
<li>Subterfuge (Larceny+Stealth): Anything sneaky, like moving unseen, picking locks, disguise, etc.</li>
<li></li></ul>
+
<li>Travel (Ride+Sail+Survival): For moving long distances, in vehicles, on mounts, etc.</li></ul>
  
 
<b>Wisdom</b>
 
<b>Wisdom</b>
<ul><li></li>
+
<ul><li>Awareness (+Investigation): Seeing and observing things, along with corresponding deductive observational skills.</li>
<li></li>
+
<li>Crafts: Making things, as usual.</li>
<li></li>
+
<li>Integrity: Protecting yourself from mental influences, or supernatural influence.</li>
<li></li>
+
<li>Lore (+Occult): Knowledge in all its pure forms, from history to the arcane.</li>
<li></li></ul>
+
<li>Medicine: Medicinal knowledge and ability to practice that knowledge.</li></ul>
 +
 
 +
What's missing: mostly, feats of strength, but I'm fine making that purely a function of the strength attribute. Some of the mergers are kind of dramatic (no dodge, oh my!) but I think it all works. The goal was to not have an ability with only one specific application, even if that application was super important (dodge certainly qualifies here).
 +
 
 +
==Solars/Abyssals/Infernals==
 +
I'll just list the Solar versions.
 +
 
 +
<b>Dawn</b>
 +
<ul><li>Melee</li>
 +
<li>Ranged</li>
 +
<li>War</li></ul>
 +
 
 +
<b>Zenith</b>
 +
<ul><li>Integrity</li>
 +
<li>Performance</li>
 +
<li>Resistance</li></ul>
 +
 
 +
<b>Twilight</b>
 +
<ul><li>Crafts</li>
 +
<li>Lore</li>
 +
<li>Medicine</li></ul>
 +
 
 +
<b>Night</b>
 +
<ul><li>Athletics</li>
 +
<li>Awareness</li>
 +
<li>Subterfuge</li></ul>
 +
 
 +
<b>Eclipse</b>
 +
<ul><li>Presence</li>
 +
<li>Travel</li>
 +
<li>Socialize</li></ul>
 +
 
 +
==Dragon-Blooded==
 +
 
 +
==Sidereals==

Revision as of 05:28, 24 January 2011

Why?

Because the number of abilities should be divisible by 5 and 3, so that it divides evenly for all character sheets. Also, because some abilities just aren't that useful; by merging several, you make them more useful. That's the idea, at least.

...This is a work in progress, obviously.

Generic

First, from the perspective of Attribute-based characters, who deal with the arbitrary 'War/Life/Wisdom' division of abilities. This also includes what abilities are merged, where applicable, as well as a brief blurb about what I imagine the ability does.

War

  • Athletics (+Dodge): Agility, acrobatics, mobility, perhaps some dodging ability. No longer includes feats of strength.
  • Melee (+Martial Arts): Close-range fighting of all varieties.
  • Ranged (Archery+Thrown): Ranged fighting of all varieties
  • Resistance: Resisting things, as per usual.
  • War: Mass combat and war stuff, as per usual.

Life

  • Performance: Practiced social interactions involving instruments, dancing, theatre, rhetoric, etc.
  • Presence: More traditional social interactions, either honest or dishonest.
  • Socialize (+Bureaucracy, +Linguistics): The meta-social ability, involving manipulating social situations on a large scale, such as kingdoms, markets, languages, etc.
  • Subterfuge (Larceny+Stealth): Anything sneaky, like moving unseen, picking locks, disguise, etc.
  • Travel (Ride+Sail+Survival): For moving long distances, in vehicles, on mounts, etc.

Wisdom

  • Awareness (+Investigation): Seeing and observing things, along with corresponding deductive observational skills.
  • Crafts: Making things, as usual.
  • Integrity: Protecting yourself from mental influences, or supernatural influence.
  • Lore (+Occult): Knowledge in all its pure forms, from history to the arcane.
  • Medicine: Medicinal knowledge and ability to practice that knowledge.

What's missing: mostly, feats of strength, but I'm fine making that purely a function of the strength attribute. Some of the mergers are kind of dramatic (no dodge, oh my!) but I think it all works. The goal was to not have an ability with only one specific application, even if that application was super important (dodge certainly qualifies here).

Solars/Abyssals/Infernals

I'll just list the Solar versions.

Dawn

  • Melee
  • Ranged
  • War

Zenith

  • Integrity
  • Performance
  • Resistance

Twilight

  • Crafts
  • Lore
  • Medicine

Night

  • Athletics
  • Awareness
  • Subterfuge

Eclipse

  • Presence
  • Travel
  • Socialize

Dragon-Blooded

Sidereals