Difference between revisions of "XerExaltedLite/Derived"

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*[[XerExaltedLite/Derived/Health]] - Health-specific rules
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*[[XerExaltedLite/Health]] - Health-specific rules
*[[XerExaltedLite/Derived/Integrity]] - Integrity-specific rules.
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*[[XerExaltedLite/Integrity]] - Integrity-specific rules.
 
== Derived Attribute List ==
 
== Derived Attribute List ==
 
Personal, peripheral, and total Essence pools are discussed in the specific character type.  These don't function any differently than in normal Exalted rules, so there is little need to go into them.
 
Personal, peripheral, and total Essence pools are discussed in the specific character type.  These don't function any differently than in normal Exalted rules, so there is little need to go into them.
 
=== Health and Integrity ===
 
=== Health and Integrity ===
* <B>Health:[[XerExaltedLite/Derived/B]]> (Brawn + Might + Essence)*Size Multiplier.  Sometimes the Size Multiplier is zero (Of Mice and Extras), in which case the poor fellow only has one health level.
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* <B>Health:</B> (Brawn + Might + Essence)*Size Multiplier.  Sometimes the Size Multiplier is zero (Of Mice and Extras), in which case the poor fellow only has one health level.
 
** Tiny - 1 Health Level - Mouse-sized
 
** Tiny - 1 Health Level - Mouse-sized
 
** Very Small - Health levels are (permanent Essence + Brawn + Might) - Cat-sized.  
 
** Very Small - Health levels are (permanent Essence + Brawn + Might) - Cat-sized.  
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** Large - Health levels are (permanent Essence + Brawn + Might) x 4 - Horse-sized.  Alchemicals reach this size upon attaining Essence 6
 
** Large - Health levels are (permanent Essence + Brawn + Might) x 4 - Horse-sized.  Alchemicals reach this size upon attaining Essence 6
 
** Very Large - Health levels are (permanent Essence + Brawn + Might) x 5 - Elephant-sized.  Alchemicals reach this size upon attaining Essence 7
 
** Very Large - Health levels are (permanent Essence + Brawn + Might) x 5 - Elephant-sized.  Alchemicals reach this size upon attaining Essence 7
: See[[XerExaltedLite/Derived/Health]] for details on the specific rules.  The Ox-Body Talent grants an additional multiplier.
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: See[[XerExaltedLite/Health]] for details on the specific rules.  The Ox-Body Talent grants an additional multiplier.
  
* <B>Integrity:[[XerExaltedLite/Derived/B]]> (Willpower + Essence)*Mental Multiplier.  Mental health, and an overall measure of a character's current sanity.  It takes a pretty fragile mind to be considered an Extra on this scale, but hey, this is Exalted.
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* <B>Integrity:</B> (Willpower + Essence)*Mental Multiplier.  Mental health, and an overall measure of a character's current sanity.  It takes a pretty fragile mind to be considered an Extra on this scale, but hey, this is Exalted.
 
** Insignificant - 1 Integrity Level - Essence 1 Elementals, insects, and such
 
** Insignificant - 1 Integrity Level - Essence 1 Elementals, insects, and such
 
** Fragile - Integrity levels are (permanent Essence + Willpower) - Most animals.  Least Gods, Elementals of Essence 2.
 
** Fragile - Integrity levels are (permanent Essence + Willpower) - Most animals.  Least Gods, Elementals of Essence 2.
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** Terrestrial - Integrity levels are (permanent Essence + Willpower) x 4 - Essence 6 Dragon Kings, Dragon-Blooded, Enlightened Mountain Folk, Elementals of Essence 6 or greater, Alchemical Exalted of Essence 3 or less, Raksha of Heart 3 or greater.
 
** Terrestrial - Integrity levels are (permanent Essence + Willpower) x 4 - Essence 6 Dragon Kings, Dragon-Blooded, Enlightened Mountain Folk, Elementals of Essence 6 or greater, Alchemical Exalted of Essence 3 or less, Raksha of Heart 3 or greater.
 
** Celestial - Integrity levels are (permanent Essence + Willpower) x 5 - Celestial Exalted.  Alchemicals of Essence 4 or greater.
 
** Celestial - Integrity levels are (permanent Essence + Willpower) x 5 - Celestial Exalted.  Alchemicals of Essence 4 or greater.
: See[[XerExaltedLite/Derived/Integrity]] for details on the specific rules.
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: See[[XerExaltedLite/Integrity]] for details on the specific rules.
  
 
These values seem like a lot.  Damage, however, is dealt as (Attack Successes - Defensive Value)*(Damage Rating - Soak).
 
These values seem like a lot.  Damage, however, is dealt as (Attack Successes - Defensive Value)*(Damage Rating - Soak).
 
=== Defensive Values ===
 
=== Defensive Values ===
* There are two <B>Physical Defensive Values[[XerExaltedLite/Derived/B]]>, which are:
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* There are two <B>Physical Defensive Values</B>, which are:
** <B>Dodge Defensive Value[[XerExaltedLite/Derived/B]]> (Dexterity + Prowess)/2 + permanent Essence/2.  Round halves down.  If your (Dex+Prowess) is 9, and your Essence 3, your DDV is 5.
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** <B>Dodge Defensive Value</B> (Dexterity + Prowess)/2 + permanent Essence/2.  Round halves down.  If your (Dex+Prowess) is 9, and your Essence 3, your DDV is 5.
** <B>Parry Defensive Value[[XerExaltedLite/Derived/B]]> (Dexterity + Combat)/2 + permanent Essence/2.  Round halves down.  If your (Dex+Prowess) is 6, and your Essence 1, your PDV is 3.
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** <B>Parry Defensive Value</B> (Dexterity + Combat)/2 + permanent Essence/2.  Round halves down.  If your (Dex+Prowess) is 6, and your Essence 1, your PDV is 3.
 
: Characters may typically choose to use one or the other to defend against an attack roll in combat - typically the better of the two.  However, certain attacks cannot be blocked (parried), and others cannot be dodged, requiring the use of a specific DV.
 
: Characters may typically choose to use one or the other to defend against an attack roll in combat - typically the better of the two.  However, certain attacks cannot be blocked (parried), and others cannot be dodged, requiring the use of a specific DV.
  
* There are four <B>Mental Defensive Values[[XerExaltedLite/Derived/B]]>, which apply somewhat differently.  They are:
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* There are four <B>Mental Defensive Values</B>, which apply somewhat differently.  They are:
** <B>Emotional Defensive Value[[XerExaltedLite/Derived/B]]> Conviction + permanent Essence/2.  Round halves down.
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** <B>Emotional Defensive Value</B> Conviction + permanent Essence/2.  Round halves down.
** <B>Fear Defensive Value[[XerExaltedLite/Derived/B]]> Valor + permanent Essence/2.  Round halves down.
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** <B>Fear Defensive Value</B> Valor + permanent Essence/2.  Round halves down.
** <B>Greed Defensive Value[[XerExaltedLite/Derived/B]]> Temperence + permanent Essence/2.  Round halves down.
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** <B>Greed Defensive Value</B> Temperence + permanent Essence/2.  Round halves down.
** <B>Reason Defensive Value[[XerExaltedLite/Derived/B]]> Compassion + permanent Essence/2.  Round halves down.
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** <B>Reason Defensive Value</B> Compassion + permanent Essence/2.  Round halves down.
 
: Unlike Physical Defensive Values, the type of 'attack' chooses the kind of defense needed.  Appeals to Reason strike RDV, and so on.
 
: Unlike Physical Defensive Values, the type of 'attack' chooses the kind of defense needed.  Appeals to Reason strike RDV, and so on.
 
=== Soaks ===
 
=== Soaks ===

Latest revision as of 04:51, 9 June 2010

Derived Attribute List

Personal, peripheral, and total Essence pools are discussed in the specific character type. These don't function any differently than in normal Exalted rules, so there is little need to go into them.

Health and Integrity

  • Health: (Brawn + Might + Essence)*Size Multiplier. Sometimes the Size Multiplier is zero (Of Mice and Extras), in which case the poor fellow only has one health level.
    • Tiny - 1 Health Level - Mouse-sized
    • Very Small - Health levels are (permanent Essence + Brawn + Might) - Cat-sized.
    • Small - Health levels are (permanent Essence + Brawn + Might) x 2 - Wolf-sized.
    • Normal - Health levels are (permanent Essence + Brawn + Might) x 3 - Human-sized.
    • Large - Health levels are (permanent Essence + Brawn + Might) x 4 - Horse-sized. Alchemicals reach this size upon attaining Essence 6
    • Very Large - Health levels are (permanent Essence + Brawn + Might) x 5 - Elephant-sized. Alchemicals reach this size upon attaining Essence 7
SeeXerExaltedLite/Health for details on the specific rules. The Ox-Body Talent grants an additional multiplier.
  • Integrity: (Willpower + Essence)*Mental Multiplier. Mental health, and an overall measure of a character's current sanity. It takes a pretty fragile mind to be considered an Extra on this scale, but hey, this is Exalted.
    • Insignificant - 1 Integrity Level - Essence 1 Elementals, insects, and such
    • Fragile - Integrity levels are (permanent Essence + Willpower) - Most animals. Least Gods, Elementals of Essence 2.
    • Subhuman - Integrity levels are (permanent Essence + Willpower) x 2 - Beings who didn't quite cut it. Pre-sentient Dragon Kings, unEnlightened Mountain Folk, and so on. Elementals of Essence 3
    • Human - Integrity levels are (permanent Essence + Willpower) x 3 - Most Dragon Kings also reside here. Humans, Ghosts, Spirit-Blooded, Raksha of Heart 2 or less, Elementals of Essence 4 or 5
    • Terrestrial - Integrity levels are (permanent Essence + Willpower) x 4 - Essence 6 Dragon Kings, Dragon-Blooded, Enlightened Mountain Folk, Elementals of Essence 6 or greater, Alchemical Exalted of Essence 3 or less, Raksha of Heart 3 or greater.
    • Celestial - Integrity levels are (permanent Essence + Willpower) x 5 - Celestial Exalted. Alchemicals of Essence 4 or greater.
SeeXerExaltedLite/Integrity for details on the specific rules.

These values seem like a lot. Damage, however, is dealt as (Attack Successes - Defensive Value)*(Damage Rating - Soak).

Defensive Values

  • There are two Physical Defensive Values, which are:
    • Dodge Defensive Value (Dexterity + Prowess)/2 + permanent Essence/2. Round halves down. If your (Dex+Prowess) is 9, and your Essence 3, your DDV is 5.
    • Parry Defensive Value (Dexterity + Combat)/2 + permanent Essence/2. Round halves down. If your (Dex+Prowess) is 6, and your Essence 1, your PDV is 3.
Characters may typically choose to use one or the other to defend against an attack roll in combat - typically the better of the two. However, certain attacks cannot be blocked (parried), and others cannot be dodged, requiring the use of a specific DV.
  • There are four Mental Defensive Values, which apply somewhat differently. They are:
    • Emotional Defensive Value Conviction + permanent Essence/2. Round halves down.
    • Fear Defensive Value Valor + permanent Essence/2. Round halves down.
    • Greed Defensive Value Temperence + permanent Essence/2. Round halves down.
    • Reason Defensive Value Compassion + permanent Essence/2. Round halves down.
Unlike Physical Defensive Values, the type of 'attack' chooses the kind of defense needed. Appeals to Reason strike RDV, and so on.

Soaks

Soak reduces the Damage Rating of an attack. It is lower than in the standard rules, in part because damage is also lower. Soak may not normally reduce the DR of an attack below half the attacker's permanent Essence (rounding down).

  • Physical Soak is determined by the type of damage dealt - Bashing, Lethal, or Aggravated
    • Base Bashing Soak is equal to one-half Brawn for Mortals, and full Brawn for Exalted.
    • Base Lethal Soak is zero for Mortals, and one-half Brawn for Exalted.
    • Aggravated Soak is normally only provided by the lethal soak value of armor worn.
  • Mental Soak does not differentiate between Persuaded, Confused and Deranged damage, but applies to the specific defensive value.
    • Emotional Soak is equal to Wits + Socialize
    • Fear Soak is equal to Presence + Might
    • Greed Soak is equal to Intelligence + Subterfuge
    • Reason Soak is equal to Manipulation + Lore

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