Telgar/Excellencies

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Excellencies for Exalted

While I generally dislike Ex2, I do find the concept of Excellencies to be useful. It is, in fact, a concept I have used since I started running Exalted some years ago. I think all the abilities should have a dice-adder and the unique dice-mechanic of each Exalted splat. Except, of course, Martial Arts. Because it's weird.

The following charms are part of all non-Martial Arts cascades for the Exalted Type they are listed under. If the ability already contains a dice-adder charm or dice-mechanic charm that is not essentially identical, a player may opt to switch the pre-existing dice-adder for the one listed below or to learn both. Whichever is prefered.

Lunars, not being based on Abilities, have their charms for all nine Attributes instead. These are not listed here. (Yet).

Solar Exalted

Glorious (Ability) Skill

 Cost: 1 mote per die
 Duration: Instant
 Type: Supplemental
 Min Ability: 1
 Min Essence: 1
 Prereqs: None

The Solar focuses his Essence through his mortal skills, enhancing them with his magic and drawing them closer to perfection. Adds 1 die per mote spent to a single roll. No more motes can be spent on this Charm then the Solar's Attribute + Ability total for the roll. If the Solar is suffering penalties to his roll, he may spend as many motes as required to overcome that penalty in addition to the Attribute + Ability limit.

This Charm is sometimes Reflexive, usually in the case of defensive combat abilities.


Perfected (Ability) Skill

 Cost: 3 motes per success
 Duration: Instant
 Type: Supplemental
 Min Ability: 2
 Min Essence: 2
 Prereqs: Glorious (Ability) Skill

The Solar may assure himself of success in any task by channeling his natural predisposition towards Perfection into his actions. Every 3 motes spent on this Charm adds an automatic success to his roll. No more successes can be purchased then his Attribute + Ability total.


Abyssal Exalted

Dark Mastery of (Ability)

 Cost: 1 mote per die
 Duration: Instant
 Type: Supplemental
 Min Ability: 1
 Min Essence: 1
 Prereqs: None

The Abyssal focuses his Essence through his mortal skills, enhancing them with his magic and drawing them closer to perfection. Adds 1 die per mote spent to a single roll. No more motes can be spent on this Charm then the Abyssal's Attribute + Ability total for the roll. If the Abyssal is suffering penalties to his roll, he may spend as many motes as required to overcome that penalty in addition to the Attribute + Ability limit.

This Charm is sometimes Reflexive, usually in the case of defensive combat abilities.


Entropic (Ability) Resonance

 Cost: 1 mote per die
 Duration: Instant
 Type: Supplemental
 Min Ability: 2
 Min Essence: 2
 Prereqs: Dark Mastery of (Ability)

The Abyssal directs the dark energies of the Underworld into a person who stands against him, reducing their chance of success. Each mote spent on this Charm removes 1 die from an (Ability) roll made by someone within the Abyssal's line of sight. No more motes can be spent on this Charm then the Abyssal's Attribute + Ability total for the roll.

If this Charm is used in a combo with Dark Mastery of (Ability), the cost of both Charms is doubled.

Terrestrial Exalted

(Quixotic/Resolute/Blazing/Flowing/Thriving) (Ability) Manifestation

 Cost: 1 mote per 2 dice
 Duration: Instant
 Type: Reflexive
 Min Ability: 2
 Min Essence: 2
 Prereqs: None

Focusing elemental Essence through his anima allows a Dragon-Blooded to borrow some of the inhuman skill and talent of the Elemental Dragons. Each mote spent on this Charm increases his pool for an (Ability) roll by 2 dice. The character can add no more dice to a roll with this Charm then he has dots in the Ability. Each specialty he has in that Ability counts as an extra dot.


Forgiveness of Elemental (Ability)

 Cost: 3 motes + 1 per additional attempt
 Duration: Instant
 Type: Reflexive
 Min Ability: 3
 Min Essence: 2
 Prereqs: (Quixotic/Resolute/Blazing/Flowing/Thriving) (Ability) Manifestation

Terrestrial Exalted fail only if they allow themselves to do so. Using this Charm the Exalted can choose to re-roll his last (Ability) roll to try for a better result. He may continue to re-roll the pool a number of times equal to his Essence. The first try requires 3 motes, each additional try requires an additional mote. The Dragon-Blood must take the result of the final re-roll, not the best roll made.

Sidereal Exalted

Destined (Ability) Achievement

 Cost: 1 mote per die
 Duration: Instant
 Type: Supplemental
 Min Ability: 1
 Min Essence: 2
 Prereqs: None

Fate conspires to allow Sidereals small bursts of skill whenever they need it. This Charm adds 1 die per mote expended to an (Ability) roll. The Exalted may expend no more motes on this Charm then he has dots of Essence.

This Charm is sometimes Reflexive, usually in the case of defensive combat abilities.


Fateful (Ability) Assurance

 Cost: 1 mote per target number
 Duration: Instant
 Type: Supplemental
 Min Ability: 3
 Min Essence: 2
 Prereqs: Destined (Ability) Achievement

Pulling on the strings of destiny, a Sidereal can make his own actions far easier then they would otherwise be. Each mote used on this Charm reduces the target number of an (Ability) roll by 1. If this Charm would reduce the Target Number to 3 the Sidereal may opt to expend as many motes as required to reduce the TN to 3 and then further expend 2 willpower. Doing so results in a Total Success. All dice rolled come up as successes.

This Charm is sometimes Reflexive, usually in the case of defensive combat abilities.

Comments:

Just to be sure, is your recosting of the DB excellency intentional? In both 1E and 2E, they get 1m for 2 dice, offset against their vastly smaller essence pools and lower die cap. Presumably, you don't think they deserve this cost break?
-- Darloth
PS: Are you doing your preferred selection for lunars as well? PPS: I could delete that bit but I think that'd look even stoopider. I read the top of the page :)

No, my cost increase of the DB Charms was a mistake. I forgot to change that when I was copying and pasting. And I would do one for Lunars, but then I'd have to figure out how I wanted to handle Attribute Adders. And I sorta don't want to care that much about Lunars. - Telgar

This is just great! The System you cooked up fits way better into my games - at least, your Charm Names sound way better than 'Second Melee Excellency'. Never the less I agree with Darloth, DBs should get 2 dice per mote. - Jiba

Yes, the names ARE better. And it returns to each splat their own unique dice-related trick. Which the evil of Ex2 removed. - telgar

Minor point (an editing mistake, I think): as written, the terrestrial die adder can add 16 dice to a single roll. I think "spend no more motes than..." is meant to say something like "buy no more dice than...". - Wordman

Ya'll shuddap. Annoying people... - Telgar