FrivYeti/PCETerrestrialExalts
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Terrestrial Exalted
Lords of the Realm or Outcaste warriors, the Terrestrial Exalted are the only Exalts that most of Creation's population refers to by that name. With the Celestials isolated, dead, or hiding, the Terrestrial Exalted have inherited the world, and they intend to make use of their ancestral power.
General Revisions
- The Terrestrial Exalted age much more slowly than humans, but more quickly than the Celestials. Terrestrials typically age one year for every five years that pass. Once they reach the age of 250, Terrestrials must succeed on a Stamina + Resistance roll every ten years, or else age rapidly and die at some point in the next decade. The difficulty starts at 1, and increases by one each interval; Charms, Artifacts, and other effects cannot boost this roll unless they specifically function against aging, nor can Virtue channels or Willpower. It is very rare for a Terrestrial to live past three hundred and fifty years old.
- Terrestrials have extremely limited Essence potential compared to a Celestial Exalt. Dragon-Blooded who wish to reach Essence 6 must both fulfill a Motivation, and have survived for at least a hundred and fifty years. A Dragon-Blood must survive at least three hundred years to reach Essence 7, and must reach six hundred years old to reach Essence 8. No Dragon-Blood can ever be above Essence 8.
Charm Revisions
- The Dragon-Blooded Second Excellency is now (Ability) Essence Reinforcement. This Charm is Reflexive, Scene-length, and requires Ability 2, Essence 2. It allows a character to spend 1 mote per dot to raise the rating of any ally in that ability by 1 for the scene, to a maximum of the Terrestrial's rating. The character can also spend 1 mote per additional person affected. No more than (Ability) motes may be spent in one application of this Charm, and only one application may be used each scene.
The following Dragon-Blooded Charms are modified:
- All Water-Graced Charms: These Charms increase speed by 1 tick, rather than by 3. They are not stackable.
Air
- (Lore) Elemental Bolt and Elemental Burst: These Charms uses Dexterity + Thrown or Archery to aim. No more than (focusing character's Essence) Dragon-Bloods may combine their efforts with them.
- (Thrown) Invisibly Hidden Chakram Method: A character cannot generate chakrams to attack when it is not her action, and cannot pull more than (Essence) chakrams out in a single action. Characters cannot flurry in actions in which they pull weapons out of Elsewhere and attack with them, but can use their die pool for a single action of any sort.
- (Thrown) Vengeful Gust Counterattack: If the Vengeful Gust result is lower than the DV of the character being protected, her base DV is used. Vengeful Gust still applies the normal -1 DV penalty for counterattacks in such situations.
Earth
- (Awareness) Feeling The Dragon's Bones: This Charm has a range of (Awareness x10) yards.
- (Awareness) Sense-Destroying Method: This Charm has a duration of One Scene. It is a Simple Charm (Speed 5, DV -1).
- (Awareness) Essence-Disruption Technique: This Charm is Simple (Speed 6, DV -1). It adds the Crippling keyword. It has a range of (Essence x5) yards. It costs a flat 4 motes + 1 Willpower, and increases the cost of Charms and spells by the successes the character rolls above the target's Essence.
- (Integrity) Oath of the Ten Thousand Dragons: A character may swear this oath to themselves, in which case their loyalty applies to situations where someone tries to convince them to knowingly harm themselves. The bonus from this Charm counts as bonus successes from Charms, and thus does not apply towards die caps.
- (Integrity) Ten Thousand Dragons Fight As One: The Intimacy provided by this Charm is supernatural, and attempts to override it count as attempts to force the character to violate her Motivation.
- (Integrity) Unflagging Vengeance Meditation: This Charm has only Ten Thousand Dragons Fight As One as prerequisites.
- (Integrity) Defense Against Anathema Method: The bonuses from this Charm are bonus successes, and thus do not count towards die caps.
- (Resistance) Impervious Skin of Stone: The bonuses gained from this Charm apply against all forms of damage, magical or not.
- (War) Dragon-Seared Battlefield and Dragon Vortex Attack: The penalties caused by these Charms are die penalties. As a Mass Combat effect, all effects are listed in long ticks. The effect is an Environmental one with a Trauma of (Essence). Basic success lowers damage to dice, double the Trauma makes it Bashing, and triple removes it as usual.
Fire
- (Dodge) Unassailable Body of Element: There is a Melee equivalent of this Charm. It costs 1 extra mote, and has the same restrictions as the Dodge version - it cannot parry the unblockable.
- (Presence) Glowing Coal Radiance: This is a Reflexive Charm. It can be resisted for one action by spending a Willpower.
- (Presence) Moth to the Candle: This Charm has a duration of (Essence) actions. It costs only 5 motes, and can be resisted for one action by spending a Willpower.
- (Presence) Warlord's Convocation: The effects of this Charm can be resisted for one day by spending one Willpower.
- (Presence) Passion-Transmuting Nuance: This Charm can be resisted by spending two Willpower.
- (Socialize) Brother-Against-Brother Insinuation: This Charm can be resisted by spending two Willpower.
- (Socialize) Warm-Faced Seduction Style: This Charm costs 2 motes, lasts for one scene, and adds the Dragon-Blood's Socialize rating in bonus dice to all seduction attempts against a single target, using any Ability. These count towards die caps as usual.
Water
- (Martial Ats) Blade-Deflecting Palm: This Charm is removed.
- (Martial Arts) Become The Hammer: This Charm is of instant duration. It now requires Any Martial Arts Excellency. It has a duration of One Action, is a Reflexive Charm, and allows the character to deal lethal damage and parry lethal attacks unarmed for the duration.
- (Martial Arts) Disarming Strike Prana: This Charm costs only 2 motes.
- (Martial Arts) Initiation Charms: When creating a character with Initiation Charms, the two Charms require three Charm choices. After that, Celestial Martial Arts are purchased one-for-one. Characters can purchase a mixture of Immaculate ans secular Charms at creation.
Wood
- (Performance) All Charms: No Performance Charm requires the character to have an appropriate Performance specialty to function.
- (Performance) Talented Improvisation: This Charm costs 2 motes for the scene. It offsets all external penalties to a musical performance, including poor instruments, lack of planning, and other noise. The character's music will play exactly as loudly as she wishes it to.
- (Performance) Vibrating Strings Defense: This Charm requires Performance 3, Essence 3.
- (Performance) Three-String Sword Prana: This Charm requires Performance 4, Essence 3.
- (Survival) Well-Tended Garden Of The Soul: This Charm becomes an Elder Charm.