Difference between revisions of "Silverblade/15Abilities"

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==Dragon-Blooded==
 
==Dragon-Blooded==
 +
 +
<b>Air</b>
 +
<ul><li>Integrity</li>
 +
<li>Lore</li>
 +
<li>Ranged</li></ul>
 +
 +
<b>Earth</b>
 +
<ul><li>Crafts</li>
 +
<li>Resistance</li>
 +
<li>War</li></ul>
 +
 +
<b>Fire</b>
 +
<ul><li>Athletics</li>
 +
<li>Melee</li>
 +
<li>Presence</li></ul>
 +
 +
<b>Water</b>
 +
<ul><li>Awareness</li>
 +
<li>Socialize</li>
 +
<li>Subterfuge</li></ul>
 +
 +
<b>Wood</b>
 +
<ul><li>Medicine</li>
 +
<li>Performance</li>
 +
<li>Travel</li></ul>
  
 
==Sidereals==
 
==Sidereals==
 +
 +
<b>Journeys</b>
 +
<ul><li>Ranged</li>
 +
<li>Socialize</li>
 +
<li>Travel</li></ul>
 +
 +
<b>Serenity</b>
 +
<ul><li>Crafts</li>
 +
<li>Integrity</li>
 +
<li>Performance</li></ul>
 +
 +
<b>Battles</b>
 +
<ul><li>Presence</li>
 +
<li>Resistance</li>
 +
<li>War</li></ul>
 +
 +
<b>Secrets</b>
 +
<ul><li>Awareness</li>
 +
<li>Lore</li>
 +
<li>Subterfuge</li></ul>
 +
 +
<b>Endings</b>
 +
<ul><li>Athletics</li>
 +
<li>Medicine</li>
 +
<li>Melee</li></ul>

Revision as of 00:29, 26 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

Air

  • Integrity
  • Lore
  • Ranged

Earth

  • Crafts
  • Resistance
  • War

Fire

  • Athletics
  • Melee
  • Presence

Water

  • Awareness
  • Socialize
  • Subterfuge

Wood

  • Medicine
  • Performance
  • Travel

Sidereals

Journeys

  • Ranged
  • Socialize
  • Travel

Serenity

  • Crafts
  • Integrity
  • Performance

Battles

  • Presence
  • Resistance
  • War

Secrets

  • Awareness
  • Lore
  • Subterfuge

Endings

  • Athletics
  • Medicine
  • Melee