XerExaltedLite/Merits

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Merits

  • See /Flaws

New Merits

Appearance:
You may purchase one of two types of Appearance. Each costs 10 experience points. Sexy must typically be purchased at character creation.

  1. Horrific: You are a grotesque sight. You can forget making Socialize or Expression rolls where good looks come into play at all, but you may count your Social Attribute as permanant successes on any intimidation roll, or other attempt to horrify or to disgust.
  2. Sexy: Your looks are enticing. Your Social Attribute counts for automatic successes when socializing, persuading or performing for those that are attracted to your gender (including 'bedsports'). Some members of your own gender may be jealous, however, and some who are attracted to you might not see you for your other talents, adding a difficulty equal to your Presence to occasional rolls.
When wearing little or no clothing, some Storytellers might give Sexy characters additional Lethal Soak equal to their Presence, and Bashing equal to half Presence.

Legendary Ability / Attribute / Virtue / Willpower

  • Twenty-four (24) experience points each.
  • These Merits may only be purchased after Character Creation if the character's Essence is 3 or higher.
  • Legendary Willpower requires a Legendary Virtue.
  • For most characters (Alchemicals, Heroic Mortals, Mountain Folk, Spirit-Blooded, Dragon-Blooded, Elementals, Ghosts, noble Raksha and Dragon Kings), this allows them to ultimately raise the chosen Trait of their choice to one higher than their normal limit, or +2 for Willpower.
  • For Celestial Exalted (Abyssals, Chimerae, Lunars, Sidereals, Solars), this allows the Exalt to raise a Virtue, Ability or Attribute to twice their Essence, or four times their Essence in the case of Willpower.
  • This does not purchase the score, merely allowing you to raise it to said obscene value.
  • Celestials may not raise Willpower above 12 or other traits above 6 during Character Creation.

Removed Merits

  • Born to Rule: Get a Specialty.
  • Cache: Reflected with multiple Resources backgrounds
  • Common Sense: Forcing new players to spend a bonus point to learn the ropes is silly.
  • Destiny: Made a Background.
  • Double-Jointed: Specialty!
  • Divine Resilience: Talents cover this.
  • Enchanting Feature: Ditto on the Specialty.
  • Heirloom: Not properly applicable, 1 xp may buy such an item.
  • Heir Apparent: Now a background on its own.
  • Legendary Artifact: Storyteller driven!
  • Legendary Breeding: The Background has been redone to make this pointless.
  • Manse Attunement: - Subsumed into Magical Attunement
  • Past Lives: - Background
  • Prescient Dreamer: - Because.
  • Prodigy: Now obsolete.
  • Tactical Instincts: This really gets subsumed by the War Ability.
  • Taint's Warning: Should be a Subterfuge Charm
  • Terrestrial Bloodline: The Breeding Background covers this now.
  • The Flow of Essence: Just for now.
  • True Paragon: What the fixation with the Paragon Nature is, I do not know, but this Merit does not exist.
  • Virtue Specialty: Specialty covers this now

Remaining Merits

Available to All

Physical

  • Selective Conception: 1 Experience
  • Ambidextrous: The Omnidextrous version normally comes off as 'lame'. Ambidextrous is a 5-xp Merit that negates the difficulty increase for using your off hand.
  • Pain Tolerance: 20-xp Merit, the character suffers no Wound Penalty Difficulty when at half or more wounds. There is no side effect to the merit, but the character still feels, and effects inflicting artificial penalties may apply.
  • Large: 36 experience, your Health Level multiplier increases by one (so a Mortal would have 4*(Brawn + permanent Essence + Might)). This stacks with other multiplier adders.
  • Special Resistance: 5 xp per disease or poison chosen for, immunity is the only version available.
  • Small: As a 0-xp Merit, the Small 'Merit' adds 1 to the difficulty of all physical attacks against the Character. In return, her base health levels are 2*(Brawn + permanent Essence + Might) (the multiplier is one less). There is no effective subtraction to Brawn. This 'stacks' with Ox Body, thus most Essence-weilders who take the Talent will have normal health levels.
  • Mutation: The experience cost of this Merit is ten times the Mutation value.

Mental

  • Internal Compass: 5 xp Merit
  • Eidetic Recall: 7 xp per sense, 25 for all.
  • Driving Passion: Cost is 15 experience, but instead of an extra die, an extra success is added.

Social

  • Innocuous: 10 xp. May not be purchased alongside Appearance. Sidereals may not purchase.

Supernatural

  • Alternative Divination: 5 experience, gives access to all alternatives.
  • Priest: 5 or 20 experience. Sidereals begin with the 3-xp Merit, and are the only beings with access to the 21-xp version for their respective dieties. Zeniths, Midnights and Gibbii begin with the 21-xp Merit, and are the only beings with such connection to their divinities.
  • Lucky: 3 to 15 experience.
  • Brigid's Heir / Legacy of Mela: This is a 15 xp Merit that reduces the difficulty of sorcerous initiations and makes spells cost 4 xp less. In exchange, all non-Talent Charms cost +8 xp to learn.
  • Daredevil: 15 xp. The Willpower point doubles the number of successes the stunt grants.
  • Signature Style: Costs 15 xp, adds one success to a given stunting style.
  • Holy Mein: 20 experience. Gain half the character's Permanent Essence (Round down, minimum 2) in dealings with 'unclean' creatues - demons, the dead, and their ilk. Zeniths gain this Merit with their Anima Talent, and priests of a Diety only need to spend 6 points on this Merit.

Mortals and Blooded

  • Call of the Blood: 15 xp - Blooded only (Dragon-Blooded may also take this Merit). This Merit will not sense a Night or Day Caste.
  • Dynasty of Inheritance: 6 experience - Spirit-Blooded only, Dragon-Blooded have a superior version.
  • God-Body: 10, 15, 20, or 30 experience - Blooded only, Inherent to the Exalted.
  • Acute Sense: 5 or 10 xp. Add one or two successes, instead of two or four dice. Minor characters purchase 'skills' instead.
  • Essence Awareness: 15 xp, Inherent to the Exalted. Mortals need Essence Mastery to access their fool pool.
  • Jack of All Trades: 15 experience, Inherent to the Exalted. Removes the +1 Untrained Difficulty.
  • Longevity: 5 experience - Mortals and Spirit-Blooded only, Inherent to the Exalted (and then some).
  • Magical Attunement: 15 xp. Mortals use the '4 point' version, but they must still make a Willpower roll versus the Manse or Artifact's rating to attune. A failure still expends the Essence. Inherent to the Exalted.
  • Special Sense: 10 xp per sense expansion.
  • Essence Mastery: 15 xp. Mortals only.
  • Essence Recovery: 15 xp. Mortals only.

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