XerExaltedLite/ExaltedTalents

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Exalted Talents


'Perfect Successes' are not truly possible with Talents. They best that can be done is to combo a success adder with a doubler for added effect. This is always limited to the Celestial's Essence in pre-doubled extra successes. These are not 'true perfects' allowing a Character to dodge the undodgable, and so on. That level of magic requires Charms.

The automatic success Talent can only grant up to Attribute+Ability+permanent Essence in successes for Active actions. Rolls like Design, Compose, and Research, the success covers the longest possible period of time and the smallest scope.

Abyssals and Chimerae may interrupt an active action merely by being within Essence * 10 yards of a subject, hindering a roll using their Talents. This only works on unopposed actions, and only one application of a given Talent may cause such an effect at a time.

SeeXerExaltedLite/DBAbilities for the Dragon-Blooded powers.

Glorious Talents: Solars

Level 1: Convert your Attribute+Ability+Essence dice into automatic successes. This costs 1 mote per die. Reflexive, Instant
Level 2: For 3 motes, count extra successes on a single roll twice for resolution purposes. In addition, you make the roll without suffering any situational penalties not inherent in the action itself. Penalties inherent in the action itself include splitting your die pool, or the interference of Anima abilities, Talents or Charms (that directly affect your roll). Penalties you may ignore include poor arrows, darkness and/or blindness, wounds, wind, being underwater and so on. Supplemental, Instant.
Level 3: You may automatically succeed at a single roll, as if you had gotten the minimum number of successes required to make that roll, at minimum utility.
Level 4: For the remainder of the scene, add up to your permanent Essence in automatic successes to all uses of this Ability. This costs 5 motes and 1 Willpower per Success.
This costs 5 motes for Passive actions, and is Reslexive, Instant. It is 7 motes for Active actions, and Supplemental, Instant.
Level 5: Make your roll as normal. You may, after your roll is made, purchase additional successes up to your Ability + Attribute + Essence. This cannot be comboed with the Autosuccess Talent to make a 'better Perfect' - successes must be purchased with a roll, even if all the dice have been converted to successes.
This costs 2 motes per success. Reflexive, Instant.

Corrupted Talents: The Abyssals

Level 1: Subtract up to your Attribute+Ability+Essence in successes from any roll made by someone opposing your roll. Any success count reduced to zero autofails, and botches if any 1's were rolled.
This costs 2 motes per success to reduce Passive actions, or one mote per success to reduce Active actions.
Level 2: For 3 motes, extra successes made in a roll opposing you do not count at all. This Talent and success doubler Talents neutralize. Reflexive, Instant.
Level 3: Cause a single roll made by someone opposing your roll to automatically fail, as if it had come up with one too few successes.
This costs 5 motes for making Active actions fail and is Reflexive, Instant, or 7 motes for making Passive actions fail and is Supplemental, Instant.
Level 4: For 2 motes, the character can force a target making an opposed roll with her to make their roll with no situational bonuses. Height advantage (such as being atop a horse), well dressed, etc. This only counts against situational bonuses, not direct Charm effects. Reflexive, Instant.
Level 5: Increase the target number of a roll made by someone opposing you.
This costs 3 motes per TN increase, to a maximum of 9 motes at TN 10. For an additional 3 motes, the victim's 10's do not count as double successes. Reflexive, Instant.

Furious Talents: The Lunars

Level 1: Add up to your Attribute+Ability+Essence in dice to a single roll.
This costs 1 mote per die. Reflexive, Instant.
Level 2: For 1 mote, count extra successes on a single roll twice for resolution purposes. Supplemental, Instant.
Level 3: For 1 mote, roll without any penalties not inherent in the action itself. Penalties inherent in the action itself include splitting your die pool, or the interference of Anima abilities, Talents or Charms (that directly affect your roll). Penalties you may ignore include poor arrows, darkness and/or blindness, wind, being underwater, wounds and so on. Supplemental, Instant.
Level 4: For 5 motes and 1 Willpower, gain the benefits of both the level 2 and 3 Talents for the remainder of the Scene. Simple, One Scene.
Level 5: You may automatically succeed at a single roll, as if you had gotten the minimum number of successes required to make that roll, at minimum utility.
This costs 5 motes for Passive actions and is Reflexive, Instant. Active actions are 7 motes and Supplemental, Instant.

Warped Talents: The Chimerae

Level 1: Subtract up to your Attribute+Ability+Essence in dice from a single roll opposing you. This may not reduce a character's die pool below her permanent Essence.
This costs 1 mote per die. Reflexive, Instant.
Level 2: For 3 motes, extra successes made in a roll opposing you do not count at all. This Talent and success doubler Talents neutralize. Reflexive, Instant.
Level 3: For 2 motes, the character can force a target making an opposed roll with her to make their roll with no situational bonuses. Height advantage (such as being atop a horse), well dressed, etc. This only counts against situational bonuses, not direct Charm effects. Reflexive, Instant.
Level 4: Increase the target number of a roll made by someone opposing you.
This costs 3 motes per TN increase, to a maximum of 9 motes at TN 10. For an additional 3 motes, the victim's 10's do not count as double successes. Reflexive, Instant.
Level 5: Cause a single roll made by someone opposing your roll to automatically fail, as if it had come up with one too few successes.
This costs 5 motes for making Active actions fail and is Reflexive, Instant, 7 motes for making Passive actions fail and is Supplemental, Instant.

Auspicious Talents: Sidereals

Level 1: Reduce the target number of a roll you make with this ability, or enjoy more double-successes.
This costs 2 motes per TN reduction, to a maximum of 10 motes at TN 2. Additional motes may be expended to make 9's and lower numbers count as double successes, to a limit of 5's for a total of 20 motes. Only 2 motes of Essence may be expended per point of permanent Essence. Reflexive, Instant.
Level 2: Increase the target number of a roll made by someone opposing you, or within your permanent Essence * 10 yards (as per Abyssal/Chimerae rules).
This costs 3 motes per TN increase, to a maximum of 9 motes at TN 10. For an additional 3 motes, the victim's 10's do not count as double successes. Reflexive, Instant.
Level 3: By spending 10 motes and 1 Willpower per TN reduction instead of merely 2 motes, the character can make her TN reduction Scene-Long. This follows the same rules for the Level 1 Talent. Simple, One Scene.
Level 4: Make your roll as normal. You may, after your roll is made, purchase additional successes up to your Essence, up to your Ability + Attribute + Essence in total successes (including your original successes). This cannot be comboed with the Autosuccess Talent to make a 'better Perfect' - successes must be purchased from zero.
This costs 2 motes per success for Passive actions, 3 motes per success for Active actions. Reflexive, Instant.
Level 5: You may automatically succeed at a single roll, as if you had gotten the minimum number of successes required to make that roll, at minimum utility.
This costs 5 motes for Passive actions and is Reflexive, Instant, or 7 motes for Active actions and is Supplemental, Instant.

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