XerExaltedLite/ExaltedTalents

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Exalted Talents

  • /Talents = Back to Talents

'Perfect Successes' are not truly possibly with Talents. They best that can be done is to combo a success adder with a doubler for added effect. This is always limited to the Celestial's Essence in pre-doubled extra successes.

For rolls like Design, Compose, and Research, the automatic success purchases the Celestial's Ability score in successes.

Dragon-Blooded

The Terrestrials have only two Talents per Ability, though they are potent ones. The first is the Self Talent, the second is the Circle Talent. The Circle Talent has the Self Talent as its prerequisite.

Self Talent

  • Add up to your Ability in Dice to any roll.
This costs 1 mote of Essence per 2 dice added. Reflexive, Instant.

Circle Talent

  • Add up to your Ability in Dice to another's roll for the rest of the Scene. This bonus may not exceed their Ability, and counts as their Charm die-adder limit.
This costs 1 mote of Essence per die added. Reflexive, One Scene.

Solars

Glorious Talents:
Level 1: Add up to your Attribute+Ability in Dice to any single roll.
This costs 1 mote of Essence per 2 dice added for Passive actions, or 1 mote per die added for Active actions. Reflexive, Instant.
Level 2: For 1 mote, count extra successes on a single roll twice for resolution purposes. Supplemental, Instant.
Level 3: You may automatically succeed at a single roll, as if you had gotten the minimum number of successes required to make that roll, at minimum utility.
This costs 5 motes for Passive actions, 7 motes for Active actions. Reflexive, Instant.
Level 4: Add up to your Essence to any roll involving this ability for the remainder of the Scene.
This costs one willpower, and 5 motes per automatic success, or 2 motes per die. You may not exceed your Dice Adder cap with this Talent. Simple, One Scene.
Level 5: Make your roll as normal. You may, after your roll is made, purchase additional successes up to the original amount you made, plus your Essence, up to your Ability + Attribute + Essence in total successes (including your original successes). This can be comboed with the Autosuccess Talent to make a 'better Perfect' - though it is still not a true Perfect. This only effectively lets you add your Essence to your automatic success. This costs 2 motes per success for Passive actions, 3 motes per success for Active actions. Reflexive, Instant.

Abyssals

Decayed Talents:
Level 1: Subtract up to your Attribute+Ability in dice from any roll made by someone within your permanent Essence*10 yards of you. You may not reduce someone's roll beneath their Essence, and only the strongest effect counts, in the case of multiple Abyssals enacting this Talent.
This costs 1 mote per die to reduce Passive dice, or one mote per 2 dice to reduce Active dice.
Level 2: For 1 mote, count extra successes on a single roll twice for resolution purposes. Supplemental, Instant.
Level 3: Cause a single roll made within your Essence*10 yards of you to automatically fail, as if it had come up with one too few successes.
This costs 5 motes for making Active actions fail, 7 motes for making Passive actions fail.
Level 4: Subtract your Essence in dice from all rolls others make within your Essence * 10 yards of you involving this ability for the remainder of the Scene. This may not reduce a victim's die pool below their permanent Essence, or subtract more dice than your cap. If a character is subject to more than one such effect, only the most potent effect counts.
This costs 2 motes per die if it effects everyone but you, 3 motes per die if it does not affect any denezins of the Underworld. Simple, One Scene.
Level 5: Subtract up to your Essence in successes on any roll made within your permanent Essence*10 yards of you. Only the strongest effect counts in the case of multiple Abyssals enacting this Talent, and this may not reduce a person's successes below 1.
This costs 2 motes per success on an Active roll, and 3 motes per success on a Passive roll. Reflexive, Instant.

Lunars

Furious Talents:
Level 1: Convert up to your Attribute into raw successes for a roll. These are considered successes and not dice - die-subtractors cannot remove them.
This costs 2 motes per success for Passive actions, 3 motes per success for Active actions. Reflexive, Instant.
Level 2: Add up to your Attribute in dice to a single roll.
This costs 1 mote per die. Reflexive, Instant.
Level 3: For 1 mote, count extra successes on a single roll twice for resolution purposes. Supplemental, Instant.
Level 4: Add up to your Essence to rolls involving this Ability for the remainder of the Scene.
This costs one Willpower and either 2 motes per die added, or 5 motes per success added. These dice count against your Attribute limit for die and success adders. Simple, One Scene.
Level 5: You may automatically succeed at a single roll, as if you had gotten the minimum number of successes required to make that roll, at minimum utility.
This costs 5 motes for Passive actions, 7 motes for Active actions. Reflexive, Instant.

Chimerae

Warped Talents:
Level 1: Drop up to your Attribute in raw successes from a roll made within your permanent Essence*10 yards of you. If a target is subject to multiple applications of this Talent, only the most potent one counts. This may not reduce a target's successes below one.
This costs 3 motes per success for Passive actions, 2 motes per success for Active actions. Reflexive, Instant.
Level 2: Add up to your Attribute in dice to a single roll.
This costs 1 mote per die. Reflexive, Instant.
Level 3: For 1 mote, count extra successes on a single roll twice for resolution purposes. Supplemental, Instant. Level 4: Subtract up to your Essence in automatic successes from any roll involving this ability made by someone other than you within your Essence * 10 yards for the remainder of the Scene.
This costs one Willpower and 7 motes per success subtracted, or 10 motes per success subtracted if Raksha, Chimerae and other natives of the Wyld are to be immune. If someone within is subject to more than one of these auras, only the most potent one takes effect. This counts against the Chimerae's Attribute for success subtraction purposes. Simple, One Scene.
Level 5: Cause a single roll made within your Essence*10 yards of you to automatically fail, as if it had come up with one too few successes.
This costs 5 motes for making Active actions fail, 7 motes for making Passive actions fail.

Sidereals

Auspicious Talents:
Level 1: Reduce the target number of a roll you make with this ability, or Increase the target number of a roll made against you.
This costs 2 motes per TN reduction, or 3 motes per TN increase, to a maximum of 6 motes at TN 4 or 9. Reflexive, Instant.
Level 2: For 1 mote, count extra successes on a single roll twice for resolution purposes. Supplemental, Instant.
Level 3: Add up to your Essence in dice to any roll involving this ability for the remainder of the Scene, at a cost of one willpower and 2 motes per die added. You may not exceed your Dice Adder cap with this Talent. Simple, One Scene.
Level 4: You may automatically succeed at a single roll, as if you had gotten the minimum number of successes required to make that roll, at minimum utility.
This costs 5 motes for Passive actions, 7 motes for Active actions. Reflexive, Instant.
Level 5: Make your roll as normal. You may, after your roll is made, purchase additional successes up to your Essence, up to your Ability + Attribute + Essence in total successes (including your original successes). This can be comboed with the Autosuccess Talent to make a 'better Perfect' - though it is still not a true Perfect. This only effectively lets you add your Essence to your automatic success.
This costs 2 motes per success for Passive actions, 3 motes per success for Active actions. Reflexive, Instant.

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