StarJaunter/NWODSolarExcellency

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The Dicepool limit for a Solar exalted is equal to their appropriate Attribute + Ability.
This is the maximum amount of dice a Solar can add to a roll using charms. Any extra dice
are wasted. Note: Some charms bypass this by provided a dice bonus from simulating good
circumstances and equipment. For example Essence Arrow Attack provides essence in extra dice
These dice would count against the Dicepool, and if Firearms Overwhelming were used, would be
wasted.


Ability Overwhelming

Always useful is the Solar's ability to drop massive amounts of dice on their opponents

Actions: Spending one mote allows adding complete dicepool to action Defense: If other magic, or stunts, allow using an excellency with a defense than on normal defense

have the ability score added to defense, During dodges the solar may add a full def attribute+ability.


Ability Triumphant

Not always the best choice for certain abilities, some will benefit immensely.

Actions: Spending a mote to enhance an instant action allows even one success to be considered an
exceptional result. If used to enhance extended actions and the roll gains even one success, the
Solar gains a number of successes to total equal to die pool, plus any actual rolled successes.
If Exalt finishes extended action on this roll it is considered an exceptional successes.
In a contested roll, instant or extended, the solar who rolls at least one success gains at least
as many as opponent, if the beat opponent by even one success then they are considered as reaching
exceptional success over opponent. Note: Non-contested extended roll rules do not apply to contested
extended roll rules. Note2: Exceptional success does not mean exceptional damage.


Ability Resurgent

Used by those with naturally good dicepools, who only want to spend motes if they are unlucky.

Actions: Spend a mote after an action has been rolled to re-roll it and choose best result.

Defense: Same, only mechanically it forces attacker to re-roll and you choose worst result.

note: These charms can all be combined in a combo and used on same action if your really wanted.

Infinite Ability Mastery

Prerequisites: Ability 3, Essence 2, Any Ability Excellency

By spending a number of motes and 1 wp point you can, for the rest of the scene, activate an excellency
charm for no mote cost, a number of times per turn equal to motes invested. At essence three you may
spend multiple turns empowering Infinite Ability Mastery in order to invest as many motes as you want.

Ability Essence Flow

Prerequisites: Ability 5, Essence 3, Any Ability Excellency

This charm gives the Solar the ability to activate any excellencies they know for this ability
as if they were innate actions, IE they don't count as a charm use. Motes must still be spent
even if infinite ability mastery is active, until Essence 5, at which point Infinite Ability
Mastery and Ability Essence Flow cooperate and you can use both together.