Search results

From Exalted - Unofficial Wiki
Jump to: navigation, search
  • ...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 optim
    13 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 th
    22 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 Decorum
    8 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 Favo
    9 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), Surv
    9 KB (1,517 words) - 15:20, 7 June 2010
  • ...ion and such arts any Lunar hoping to join must have at least &bull;&bull; Occult, &bull;&bull; Lore and &bull; Linguistics(Old Realm) ...ble of fighting the Fair Folk and the Wyld. Integrity &bull;&bull;&bull;, Occult &bull;, Lore &bull; and any one combat skill at &bull;&bull;&bull;.
    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 ma
    3 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 inclu
    6 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 Ma
    3 KB (547 words) - 13:54, 8 June 2010
  • <b>Min. Occult:</b> 4 <b>Min. Occult:</b> 4
    8 KB (1,362 words) - 13:55, 8 June 2010
  • = Abyssal Occult Charms = <b>Min. Occult:</b> 3
    4 KB (629 words) - 13:56, 8 June 2010
  • <b>Min Occult:</b> 5
    1 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

View (previous 20 | next 20) (20 | 50 | 100 | 250 | 500)