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From Exalted - Unofficial Wiki
- ...efer a different form of enlightenment (this is not a required part of the occult curriculum, though). ...left green. Clever observers (mechanically: those who make a Perception + Occult roll, difficulty 2) will recognize that the building is geomantically optim13 KB (2,151 words) - 21:39, 3 June 2010
- ...captain with awe, terror and a quiet retreat. Those more knowledgeable in occult matters, however, suspect she's merely a cocky and opportunistic God-Blood.3 KB (486 words) - 21:43, 3 June 2010
- ...expansion of an ability into areas it doesn't normally cover for a price (Occult). This would be fine, except that these special cases all work completely d ...o reimplement the canon set of "unusual" abilities (Craft, Linguistics and Occult), but in a more uniform way. A later section will suggest other uses for th22 KB (3,746 words) - 02:58, 9 January 2011
- Exalted's skill system works fairly well for a high-combat, occult kung-fu, demigods-looking-cool style game. My[[Wordman/AbilityExpansionSyst * The difference between Occult and Lore is made more specific, with a few rules changes.75 KB (11,696 words) - 03:06, 9 January 2011
- * Charms for the abilities of Linguistics, Lore, Occult, Stealth and Thrown are aspected to Ash. * Seeing the Maker's Hand: Prerequisites are replaced by any Occult excellency.14 KB (2,148 words) - 22:37, 3 June 2010
- Secrets: Investigation 4, Larceny 0, Lore 6, Occult 5 (Demonology +2), <b>Stealth</b> 7 <br> *Occult: Mark Of Exaltation, Incite Decorum8 KB (1,171 words) - 15:16, 7 June 2010
- ...gitech), Integrity, and Sail as Primary Abilities and Investigation, Lore, Occult and Survival, as Secondary Abilities. Primary Abilities are treated as Favo9 KB (1,422 words) - 15:19, 7 June 2010
- ...6, Linguistics 0 (Native: Old Realm), Lore 6 (Manses +3), Martial Arts 6, Occult 7, Presence 1 (Intimidation +6*), Resistance 9, Stealth 2 (Silent +2), Surv9 KB (1,517 words) - 15:20, 7 June 2010
- ...ion and such arts any Lunar hoping to join must have at least •• Occult, •• Lore and • Linguistics(Old Realm) ...ble of fighting the Fair Folk and the Wyld. Integrity •••, Occult •, Lore • and any one combat skill at •••.19 KB (3,303 words) - 06:43, 22 November 2011
- ...ch places as it does in Creation and are considered to be shielded against occult scrying though not Sidereal Astrology.9 KB (1,659 words) - 02:46, 12 May 2011
- * [[Abilities/Occult]]2 KB (228 words) - 13:42, 8 June 2010
- ...er that Essence 4 can move a city... I have considered possibly moving the Occult Charm up one, but... Virtue Damage would be awesome, but there's one thing,11 KB (1,941 words) - 13:51, 8 June 2010
- ...areness roll to recognize it as representing the victim. An Intelligence + Occult roll at difficulty 5 is required to realize what it means, however. This ma3 KB (430 words) - 13:51, 8 June 2010
- ** Occult ([[AbyssalOccult/CrownedSun]])1 KB (103 words) - 13:52, 8 June 2010
- ...n, though not a very demanding one. Any penalities that reduce your Wits + Occult pool to 0 prevent you from shifting from mateiral to immaterial. This inclu6 KB (1,075 words) - 13:53, 8 June 2010
- ...ouring till all that is left is black dust... and then not even that. More occult means may resonate with dissonant tones not unlike a black melody to the Ma3 KB (547 words) - 13:54, 8 June 2010
- <b>Min. Occult:</b> 4 <b>Min. Occult:</b> 48 KB (1,362 words) - 13:55, 8 June 2010
- = Abyssal Occult Charms = <b>Min. Occult:</b> 34 KB (629 words) - 13:56, 8 June 2010
- <b>Min Occult:</b> 51 KB (194 words) - 13:56, 8 June 2010
- ** Favored: Stealth (ninja), Occult (necromancer?), Lore (tutored in Underworld and Malfean knowledge), Dodge (3 KB (564 words) - 13:59, 8 June 2010