XerExaltedLite/Prowess

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Prowess

Climbing

As described in the Core Book, p. 252

Dodge

Prowess is used to make Dodge rolls, otherwise it acts normally. Aborting to a Full Dodge begins at +0 difficulty, then +1, then +2, and so on. Unlike parrying, there is no limit to the number of Dodge attempts that may be made in a turn. The relevant skill is Dodge.

All Major Characters add their permanent Essence to their Prowess for determining their total dodge pool.

Enduring Fatigue

Characters require sustenance in the form of food, drink, and sleep. And at least reasonably healthy sustenance, at that.

Going without Rest or Water for a full day begins to impose a +1 Difficulty penalty per day past the first. This rate may be increased for harsh labor or particularly dry environments, to as often as once per hour. This may also simulate debauchery or otherwise being harsh on one's body.

Brawn + Prowess (Alertness) rolls may need to be made to avoid falling alseep on the spot, delerium, and so on.

Going without food is more forgiving, and a Character only suffers a +1 difficulty penalty per week without food.

Falling

You can fall a distance equal to your vertical running leap without worry of injury, and a distance equal to your horizontal running leap on a successful Intelligence + Prowess (Tumbling) roll (difficulty 3, 1 for Exalted), or twice this with a more difficult roll (6, 3 for Exalted).

Every three yards past this adds a die of bashing damage, soaked without armor (an Essence 0 attack). The maximum total falling distance is 300 yards.

Holding Breath

Characters can hold their breath for up to their Brawn times 10 Turns (30 seconds) if prepared, or half that if suddenly forced. After this period, they must make a cumulative Brawn + Prowess (Swimming) roll at a cumulative difficulty during each period (someone with Brawn 2 who is suddenly immersed makes a difficulty 1 roll at 15 Turns, difficulty 2 at 20, 3 at 25, and so on.

Once this roll if failed, the character takes in water and suffers one level of bashing damage per 10 Turns (30 seconds) until they die from Aggravated wounds.

These rules are pretty forgiving for Heroic types and a little harsh on Extras. Storytellers may wish to adjust accordingly, along with other situational modifiers.

  • In a vacuum, a character can remain conscious for her Brawn in Turns. She immediately begins taking one level of Bashing damage per Turn, even while conscious.

Leaping

Characters can leap their Brawn plus Prowess (Leaping) plus Essence horizontally in yards, or a tenth of this value vertically, provided at least a one-turn running start - halve this for a standing start.

Movement

Characters normally sprint at (10 plus triple their (Dexterity + Prowess (Running) + permanent Essence)) yards in a turn, run at (5 plus double their (Dexterity + Prowess (Running) + permanent Essence)) yards in a turn, jog or rapidly walk at (Dexterity + Prowess (Running) + permanent Essence) yards in a turn, swim at (half their (Dexterity + Prowess (Swimming) + permanent Essence)) yards per Turn, and walk at (their Dexterity plus half their Brawn) yards per turn.

Sprinting is possible for Brawn in turns. After that, Characters make a Brawn + Prowess (Running) roll, with a difficulty equal to the number of excess turns being sprinted. Once this roll is failed, the Character drops to running, which does not get the benefit of Brawn in running minutes.

Running or swimming at full gait is possible for Brawn in minutes. After that, Characters make a Brawn + Prowess (Running) roll, with a difficulty equal to the number of excess minutes being run. Once this roll is failed, the Character drops to jogging, which does not get the benefit of Brawn in jogging hours.

Jogging or swimming at half speed (or treading water) is possible for Brawn in hours. After that, Characters make a Brawn + Prowess (Running) roll, with a difficulty equal to the number of excess hours being hustled. Once this roll is failed, the Character must drop to walking.

  • Runs of extreme distances require regular noureshment. Many humans can and indeed have run over a hundred miles in less than a day, but not without aid of salt and water.

Most humans can walk for a very, very long time. Exalted are even less restricted. Storytellers might force the onset of sleep or start dealing bashing damage due to the buildup of minor injuries to limbs first. Walking is effectively resting, in terms of gathering up energy to run again.

Piloting

Plotting courses (Navigation) is covered underXerExaltedLite/Lore.

Piloting a ship or Vessel is a Wits + Prowess (Pilot) roll. Otherwise, it follows as described on page 258 of the Core.

Shipboard Movement

Prowess grants sea legs as described on page 258 of the Core book. The relevant skill is Sailing

UnExalted characters aboard a rolling ship must make a Brawn + Prowess (Sailing) roll daily, or suffer a +1 difficulty penalty to their actions until they make the roll successfully again, or set foot on land for a scene. The difficulty of this roll is set by the Storyteller.

  • Exalted do not suffer motion sickness.

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