DarkWolff/Immortals

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General Charms

Awakened Essence

Cost:  -
Minimums:  Quickening 1
Type:  Permanent
Keywords:  Quickening
Prerequisite Powers:  None

The immortal learns how to properly channel Essence. The Immortal receives an Essence pool of (Essence x 3 + Quickening x 3 + Willpower x 2 + 2 highest virtues), can attune to artifacts and manses, and can no longer channel Essence through his Quickening. Furthermore, the Immortal may create Combos in the same manner as Exalted. Immortal Charms cost an amount of experience equal to Quickening requirement to be placed in a combo, and can be placed in combos with charms of other abilities or virtues. This Charm also allows the character to learn Terrestrials Martial Arts styles. Eclipse & Moonshadow castes cannot learn this Charm, as they already have access to Essence by way of their Exaltation.

First (Ability) Excellency; Essence Overwhelming

Cost:  1/die
Minimums:  (Ability) 1, Quickening 1
Type:  Reflexive (Step 1 for attack, Step 2 for defense)
Keywords:  Combo-OK, Quickening
Duration:  Instant
Prerequisite Powers:  Awakened Essence

Through the stolen memories of others, Immortals are capable of truly impressive feats. The Immortal’s player can invoke this Charm when making a roll based on the relevant ability. This Charm then adds one die to that roll for each mote spent. The maximum number of dice to any one roll, however, is equal to the total of Immortal’s Quickening and Essence ratings. Characters cannot use this or other dice-adding Charms to “create” actions. Yet a character who uses this or other reflexive Charms to add to an attack can also use it to enhance her defense until the next tick when she acts, but she must spend Essence for each separate roll she wishes to modify. Although this charm contains the Quickening keyword, characters are unable to learn multiple versions of this Charm from taking a single opponent’s head. For example, if Joe the victor takes Bob the loser’s head, and Bob knows both the Martial Arts and Melee versions of this charm, Joe can only attempt to learn one version or the other, but not both.


Social and Mysticism Charms

Motive Discerning Technique

Cost:  2 motes
Minimums:  Quickening 2
Type:  Simple (Speed 5, DV -2)
Keywords:  Combo-OK, Social
Duration:  Instant
Prerequisite Powers:  None

Immortals sometimes need to know the intentions of those they wish to call ‘friend’. This charm is a social attack with a Speed of 5 ticks. The Immortal rolls Manipulation + Presence against the target’s Mental DDV. On success, the immortal instantly knows whether or not the target seeks to do him harm.


Conceal Weapon

Cost:  2 motes
Minimums:  Quickening 3
Type:  Simple
Keywords:  Social
Duration:  Indefinite
Prerequisite Powers:  Motive Discerning Technique

An Immortal must have access to his weapon at all times, lest he leave himself defenseless against those who seek his head. This charm allows an Immortal to hide his weapon in plain sight without threat of detection. While this charm is in effect, characters with a Mental DDV less then the Immortal’s Quickening + Valor will look past the Immortal’s weapon, ignoring its existence. This charm immediately fails when the character either brandishes his weapon in a hostile fashion, or is actively searched for a weapon. If the immortal does not have Awakened Essence, the character suffers from a -1 internal penalty until the charm effects have ended.


Face in the Crowd

Cost:  3 motes
Minimums:  Quickening 4
Type:  Supplemental
Keywords:  Social
Duration:  One Scene
Prerequisite Powers:  Conceal Weapon 

The Immortal becomes one with a crowd. This charm supplements an attempt to remain hidden or unnoticed in a crowd of people, adding his Quickening in automatic successes to any applicable rolls. Moreover, the character does not need to actively hide to do so.


Tuning In

Cost:  4 motes
Minimums:  Quickening 5
Type:  Simple (DV -0)
Keywords:  Combo-OK, Social
Duration:  Instant
Prerequisite Powers:  Awakened Essence

Expanding his senses to encompass their surroundings, the Immortal intuits the location and intentions of those nearby. The Immortal rolls Perception + Awareness, ignoring all penalties to his senses. A single success allows him to learn the relative location of everyone in the room, and each success increases his detection range by 20 feet. Furthermore, the Immortal also learns the intentions of any being detected by this Charm if the successes on the Quickening + Awareness roll exceed the target’s Mental DDV.

Comments

So after looking these over again, I'm noticing a few things: First, I'm noticing that Immortals apparently have both an Essence trait and a Quickening trait. What's the difference?. Next, I'm noticing that the charms do not appear to have ability minimums, is this intentional? Finally, the sample charms appear to be mostly about interaction with other immortals, combining a mixture of what Exalted would traditionally call Socialize along with some Larceny, Stealth, and Awareness style effects. Is there a particular direction or type of charm you would like me to help you flesh out? Finally, do Immortals have access to standard Exalted charms or are they their own breed of creature entirely with a completely segeregated charm set?- Ambisinister

Yes, they have both and Essence & Quickening trait. They are essentially the same except that 1. Quickening requires the slaying of other immortals to raise, and 2. it's easier to get to Quickening 6 then Essence 6 rulewise. I considered (and am still considering) folding their quickening into their essence stat, but that may heavily penalize players and STs who don't want random headchopping introduced into the game (like me). My main concern with making them one stat, however, is their ability to learn TMA. Envision a game where a player who starts at Essence 2 never pays for Essence lvls 3 through 5 and is focused on MA.
Correct, their charms don't normally have ability minimums. Also, they don't have access to other Exalted Charms besides the 1st Excellency, Ox-Body, and T. Circle Sorcery (which requires a whole lot of effort to reach), aside from Terrestrial Martial Arts.
Their charms aren't really limited to other immortals, but they are focused a little towards that end. I envision their social charms as more intuition or mysticism then anything else. Motive Discerning Technique, for example, allows them to intuit whether or not someone bears them ill will. My main problem is I don't have as many ideas for flat out social effects that follow the idea of a being with (sometimes) great intuition without stepping on the game mechanic's toes. The mysticism aspect of the charms allow it to touch on Larceny, Stealth, and Awareness charms, and I like that, but there is a lack of social-based charms (again, I have no ideas) for them to pick from. So, I guess the direction I'm looking for is social effects in this purview.
I hope I answered all your questions (and I'm sorry if I over-explained). If you have anymore please don't hesitate to ask.
--DarkWolff