Enchantress/GatewayRules

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Gateway Rules

The rules on this page assume that Gateway is an absurdly complex game that entertains centuries old luminaries of the Scarlet Empire and as such applying actual rules to such a game would only be an exercise in frustration. This is a parody of tournament anime, most notably Yu-Gi-Oh with the uniquely absurd card game Duel Monsters.

Gateway Actions

Strategise- Speed 3, Rate – (Not Applicable) Aiming your next Gateway Action.

Logical Attack- Speed 4, Rate 2 (Intelligence + War) A logical attack depends as much upon tactical instincts as it does on knowledge of the actual rules.

Rules Attack- Speed 5, Rate 3 (Intelligence + Bureaucracy) A somewhat sneaky attack that exploits the letter of the rule rather than it’s intent. It requires more explanation but can be much more formidable in the right hands.

Illegal Attack- Speed 6, Rate 2 (Manipulation + Larceny) A well timed but outright illegal move, executed with such confidence that few people ask questions. An illegal attack targets the character’s Game Knowledge.

Gateway Defences

Composure Defence- A Composure Defence is simply weathering out the immediate adversity, you have a better plan, just need a few more turns! (Willpower + charisma + integrity /2)

Logical Parry- Your defence is something a seasoned general would do, if one found themselves in your situation. A logical parry is the favourite of many a Gateway purist. (Intelligence + War /2)

Rules Parry- I reveal my trap card! No it doesn’t make sense, but you can cite the rules that allow it and that’ll keep you playing for a few more turns (Intelligence + Bureaucracy/2)

Game Knowledge- Not normally an applicable defence, but the only way to defend against an Illegal attack- making it really important despite its niche role (Intelligence + Lore/2)

Defence modifiers

Modifiers to Composure Defence:

==== Relative Wits (up to +3 or -3) ==== While Appearance can be significant in a Gateway match (see social combat) the most intimidating thing a player can do is perform her moves with lightning efficiency as oppose to dithering (however dramatically) a high Wits score is crucial for this.
When defending against attacks made by a being with lower Wits the defender adds a modifier to their Game Composure equal to (their Wits minus their opponent’s Wits). Characters attacked by beings with higher Wits suffer a Composure penalty equal to (the aggressors Wits minus their Wits) this modifier cannot exceed +3 or -3.
==== Relevant Intimacies (+1 or -1) ==== Intimacies do not usually affect Composure unless the outcome of the game could have some kind of impact upon it. For example your best friend being in the audience doesn’t provide a bonus in itself, though if your opponent had seriously wronged him in some way – it would.
==== Relevant Motivation (+3 or -3) ==== Like Intimacies, Motivations do not normally influence Composure unless the stakes are pretty high. For example- Having the motivation of being the best Gateway player ever doesn’t mean you get a permanent +3 Composure, it would however be an advantage in any game where defeat would equal elimination from a tournament as that would be overtly counter-productive to your motivation.
==== Onslaught (-1 ongoing) ==== While Composure Defence is unaffected by the character’s own actions, it remains vulnerable to the cumulative -1 penalty imposed upon them by their opponent’s attacks. This penalty refreshes upon the character’s next action.

Modifiers to Parry Defence:

Unlike Composure, Parry defence values are more difficult to influence externally and are unaffected by the Wits trait or Intimacies. However penalties imposed by Motivation or Onslaught effect Parry defence values as normal.

Successful Attacks

If an attack exceeds the defender’s Composure or Parry then she scores 1 point, the defender meanwhile loses a point of temporary willpower due to shock and frustration.

Scoring Points

Successful Gateway Attack +1 Point each
3 Dice Stunt +1 Point each
Causing your opponent to Anima Flare +3 Points, once per match only
Game Over- If one of the players is reduced to zero temporary willpower then she is unable to carry on playing – she storms off in frustration, collapses to the ground dramatically or on rare occasions accepts crushing defeat with humility. Should the game conclude before this the winner is the player who’s scored the most points- irrespective of current willpower scores.

Gateway and social combat

Gateway games occur in long ticks and are fully compatible with the rules for social combat, indeed most players engage in a battle of words as well as wits. While a successful Social Attack doesn’t score points it provides another outlet to undermine your opponent’s willpower- potentially much faster.

Enchantress/GamePieces