Difference between revisions of "XerExaltedLite/DefenseValues"

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Latest revision as of 04:51, 9 June 2010

Defense Values

Defensive Values work on a similar, though not entirely identicle concept to the way they do in 2nd Edition. They only grant their bonus once on a given tic, and characters who don't get to act yet due to a lower Action Score may be denied its use entirely (in an Ambush, say) or sacrifice their defense on their highest tic (which they may only do once). Fast is deadly.

Combat Defense Values

Characters may typically choose which defensive value to use while in combat. Sometimes, due to environmental concerns, the actions of the characters, or the nature of the attack, one of these may be inapplicable. For minor instances, a stunt will suffice, while parrying say, an avalanche, pretty much requires a Charm.

Dodge Defensive Value: (Prowess (Dodge) + Essence)/2

Parry Defensive Value: (Warfare (Parry) + Essence)/2

Mental Defense Values

There are many kinds of 'Social' attacks, but the weapons are usually words. Intellect already determines the character's Integrity, Resolve and Recovery, so it does not apply to these defenses - dialectic debates are more appropriately considered either training or cooperation activities, instead.

There are four Mental Defensive Values, one for each Virtue, each equal to the respective Virtue, plus half the character's permanent Essence (as always, round down). Foundations add to the Defensive Value in those cases where they are being attacked or are otherwise appropriate.

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