XerExaltedLite/Attributes

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Attributes

These rules are presented to simplify and balance the Attribute rules some. In that light, there are now six attributes instead of nine - Strength and Stamina have been combined into Brawn, Perception into Intelligence and Wits, and Appearance has been made into a Merit (see Merits). Charisma takes Manipulation's old role and Presence replaces Charisma.

Physical Attributes are Brawn and Dexterity. Social Attributes are Charisma and Presence. Mental Attributes are Intelligence and Wits.


A rough assessment of what a given score means is as follows...

- The bottom 6th (or so) of a random human population.
- The vast majority of the population - 2/3rds.
- About a 7th of the population.
- About 2% of the population has a given attribute in this range.
- About 1 in 750.
- Less than 1 in 30,000.

  • Note that, a 6 is only possible for mortals with Legendary Attribute.

Physical

Dexterity: A partially mental skill, covers agility, coordination, reflexes. Often a focus for combat, Dexterity represents the fluidity of your body and mind. Dexterity adds to your initiative along with Wits.
- Clumsy. Occasionally you trip over your own toes.
- You can hold a blade without injuring yourself.
- You are skilled at acrobatics.
- You can impress with tricks at parties.
- Your agility is par with few. With training you can walk tightropes.
- It is nearly impossible to put you in a position you can't contort out of.

Brawn: Raw strength and stamina. Not only how hard you hit, but how hard of a hit you can take. Adds to the Melee damage you do, and you have Bashing soak equal to your Brawn, and if Exalted, you have half your Brawn in Lethal soak. Also grants health levels past incapacitated. The weights lifted are those you can heft and walk around with. Training (athletics) can let you lift more for short term feats of strength.
- Weakling. Can dead lift around 100 lbs.
- Average. Can dead lift around 200 lbs.
- Strong. Can dead lift around 300 lbs.
- Powerful. Can dead lift around 400 lbs.
- Amazing. Can dead lift around 500 lbs.
- Legendary. Can dead lift around 600 lbs.


Mental

Intelligence: A measure of raw mental process. Memory, sensation, judgement, reasoning, imagination, and thoroughness and the ability to handle complex ideas and find connections between seemingly unrelated things.
- Dullard, You don't get much.
- Average, at least you're not the Dullard.
- Gifted, your intellect is notable.
- Genius, people defer to your wisdom.
- Superb, you are renowned for your mind.
- Unmatched, your wit is legendary.

Wits: Alertness and speed of comprehension, a partially Physical attribute, as it largely depends somewhat on senses and reflex. It is about the here and now, and is a part of your instincts to reflect this. Wits adds to your initiative along with Dexterity.
- You might be described as absent-minded, or perhaps clueless.
- You can pay attention.
- You notice things frequently, and are fairly snappy.
- You are known for your wit.
- You are almost never surprised, and never at a loss for what to say.
- You could easily rival Sherlock Holmes with the right skills.

Social

Presence: Your charm, your ability to project a compotent picture of yourself. Covers force of personality as well as the ability to get what you want by taking an aggressive stance. It's how heavy you hit with your words and poses,
- You're overly agressive, or otherwise posess an odious personality.
- Average, you can hold your own.
- Impressive, you have a bit of an aura about you.
- You make friends and followers easily.
- You can talk your way out of taking two wives.
- You are so natural you can build nations with the alliances you make.

Charisma: A level of cuteness, choice of words, and other subtle, inovert actions. Rolled for making Innuendo (understanding it requires Wits), seduction, subtle manipulations, and so on. It's not necessarily an offensive Attribute, merely one pertaining to finesse over force.
- You are hopelessly blunt.
- Average, you can hold your own.
- Sly. Not the best, but you have an edge.
- Silver-tongued. You choose your words well.
- You can talk your way out of taking two wives.
- You are so natural you can shatter nations with a few well-placed comments.

Miscellany

Any roll previously requiring Perception should require Intelligence or Wits as appropriate. Perceiving immediate effects falls under Wits, while things that may be thought over for a time fall under Intelligence.

All functions of Stamina and Strength now fall under Brawn. Simple.

Appearance rolls, rare as they are, use Presence or Charisma, potentially modified or negated via an Appearance Merit.

Most old Manipulation rolls will fall under Charisma, while most old Charisma rolls will fall under Presence.


All characters begin with each Attribute at one dot (Noble Raksha and Enlightened Mountain Folk begin with three in each Attribute instead of one), as usual:

  • Common mortals start off with 3/2/2 to divide between Attributes, and can raise no score above 3.
  • Heroic Mortals begin with 4/3/2.
  • Half-Caste get 4/4/3 to divide.
  • Dragon-Blooded and modern Dragon Kings get 5/4/3.
  • Celestial Exalted, Ancient Dragon Kings, Mountain Folk and Raksha begin with 6/4/3.

No more than four dots may be assigned to any Attribute - Legendary scores must be purchased with bonus points or XP.

Additional Attribute dots cost six (6) bonus points per dot.

Comments

I think that it should be Presence and Manipulation, seeing as how definition-wise, Charisma and Presence are too similar, but Manipulation implies something much different. - Seiraryu