MadGreenSon/InceptionOfPrinciple

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New Principles of Creation

The Charm Inception of Principle allows a raksha to become and create a new trait that is then incorporated into Creation, Here then, is a listing of possible traits and things that a raksha using Inception of Principle could become.

Attributes

Luck Luck is an attribute falling outside of the normal construct of "social, mental, and physical". Luck can be exploited in any situation where being particularly good at something isn't really relevant, with success or failure hinging on things other than one's skill, strength, or comeliness. Sutiable in many situations, luck allows a character skilled in melee to find a weapon stuck in the ground on an old battlefield by using his Luck+Melee, or perhaps Luck+Awareness. -- GregLink

Creativity Creativity. The spark of creation, the fundamental aspect of a person's being that allows them, from nothingness, to create something new. Taking what exists and altering, shaping, and reworking it into something beautiful, useful, or martial, it doesn't matter. This attribute governs the generation of new or interesting things, and can be used in many situations, such as Creativity+Performance for working out a new dance, Creativity+Craft to push the boundaries of your field just a bit further, and even Creativity+Brawl to see if you really can figure out how to properly weild a midget as a weapon. -- GregLink

Style Style is the Social Attribute of how well you can argue to the universe through Elegance and Transcendent Finesse, that you really can do the impossible. Invoking your style normally lets you roil (Style + Ability}, and then using the successes as a pool of autosuccesses. You can't add more successes to one roll then (Style/2, round down, min 1), and you can have more Style Successes floating around then (Style + Essence + Valor). You can also add (Style/2, round down, min 0) dice to all stunts. Fair Folk and Sidereal Exalt can add their full score.

-Dasmen

Abilities

Kzzrgh Kzzrgh is a sixth "Dawn Caste" ability, a purely combative function, much like Brawl or Martial Arts, that uses the character's force of personality and pheromones to inflict damage on the enemy. Kzzrgh is only normally usable at melee ranges, though Charms or stunts may be able to increase it's reach. Kzzrgh aids include certain kinds of perfume and colonge to enhance the use of one's pheromones and certain types of makeup and style accessories that enhance the impact of one's force of personality. Kzzrgh aids that allow one to do Lethal rather than Bashing damage should be rare and expensive. Kzzrgh maneuvers may not be used to parry lethal damage or damage objects and automatons without a stunt. Kzzrgh uses the Charisma Attribute in place of Strength to determine damage and the Manipulation Atrribute in place of Dexterity to determine accuracy.

  • Kzzrgh Maneuvers
    • Persona Lash: Spd:+0 Acc: +1 Dmg:+0B Def:-1
    • Psyche Serration: Spd:-2 Acc:+0 Dmg:+2B Def:-1
  • Kzzrgh Maneuvers (Power Combat)
    • Persona Lash: Spd:+1 Acc: +2 Dmg:+0B Def:+0 Rate:4
    • Psyche Serration: Spd:-2 Acc:+1 Dmg:+3B Def:-1 Rate:2
    • Psycho-Pheromonal Strangle: Spd:-4 Acc:+1 Dmg:+0B(p) Def:-2 Rate:1

Virtues

Honour
The honour virtue measures one's adherance to their code of honour. It measures a stringent adherence to rules of societal propriety, and a sense of easily hurt pride concerning the same.
0 You'd stab a duellist in the back without hesitation.
00 You understand codes of behavior
000 You try to live a life according to right behavior
0000 You will not bear any insult to your honour, and would kill to defend it.
00000 You would rather die than see your honour gainsaid.
Honour aids in: upholding the law, restraining improper urges, maintaining poise and dignity
Characters must fail an honour check to: act deceitfully or with impropriety, insult another unjustly, show mercy when not warranted
Sample Flaw: Unforgiving Eye The character accepts their honour to a degree that nearly anything seems an insult. The character will bristle at constant imagined slights for their honour in days, and frequently demand retribution. Limit break condition: the character is exposed to deceit.

Advantages

Legend
Legend is a trait, like Willpower, that is measured with up to ten permenant dots and the same number of temporary points. Legend is the statistic that shows the level of magificence that a character has achieved by their own actions.
Uses: 1 point of Legend may be expended to allow the character to add his Legend rating to any rolls used to raise or break morale, intimidate or inspire for a scene, this does not count against die-adder caps. 1 point of Legend may be expended to double the number of dice recieved from a stunt (but not the Essence or Willpower regained).
Regaining Legend:Any time that a character succeeds at a stunted roll without spending Legend points they regain one point of expended temporary Legend.

  • Experence Cost: 10 exp for the first dot, CRx3 to increase.

Legend cannot be increased solely by the expending of experience points, but must also be nourished by the deeds of the character. The level of the deeds needed to aid the increase of the Legend trait are as follows, these need not be the only sort of deeds that must be accomplished to raise the level of Legend but are a good guideline for Storytellers to measure the deeds of characters.

For Heroic Mortals and Godblooded:

  • Defeating or killing 5 heroic mortals or First Circle Demons (Need not be at the same time).
  • Defeating or killing 10 extras singlehandedly in the same combat.
  • Publically accomplishing a Feat of Strength at the 8-12 level on the Feats of Strength chart (must not be done simply to "show off")
  • Slaying or Defeating an Exalt or Fair Folk Noble of any kind
  • Mastering the use of Essence (reaching Essence 3)
  • Seducing the ruler of a Nation that you have no social standing in and getting away with it.

For Terrestrial Exalts</i>

  • Defeating or killing 10 heroic mortals or First Circle Demons (Need not be at the same time).
  • Defeating or killing 20 extras singlehandedly in the same combat.
  • Slaying or defeating 5 fellow Terrestrial Exalts or Fair Folk Nobles (Need not be at the same time)
  • Becoming a powerful sorceror (knowing Emerald Circle Sorcery and at least 20 spells)
  • Mastering the use of Essence (reaching Essence 5, 6, and 7)
  • Mastering the Martial Arts (Knowing 3 complete Terrestrial Styles or 1 complete Celestial style)
  • Defeating or slaying a Celestial Exalt
  • Seducing an Exalt, God, or other being more powerful (higher Essence and influence) than yourself and getting away with it.

<i>For Celestial Exalts</i>

  • Defeating or killing 20 heroic mortals or First Circle Demons (Need not be at the same time).
  • Defeating or killing 100 extras singlehandedly in the same combat.
  • Slaying or defeating 10 Terrestrial Exalts or Fair Folk Nobles (Need not be at the same time)
  • Becoming a powerful sorceror (knowing Celestial Circle Sorcery or Labrynth Circle Necromancy and at least 15 Celestial spells as well as at least 20 Terrestrial or Shadowland spells)
  • Becoming a Solar Circle sorceror or Void Circle necromancer.
  • Mastering the use of Essence (reaching Essence 5-10)
  • Mastering the Martial Arts (Knowing 6 complete Terrestrial Styles, 2 complete Celestial styles or 1 complete Sidereal style)
  • Defeating or slaying a Celestial Exalt
  • Seducing an Exalt, God, or other being more powerful (higher Essence and influence) than yourself and getting away with it.

Special Note: Sidereal Exalted, due to the effects of Arcane Fate must subtract their Essence from their Legend rating to determine their usable level of Legend. The Legend rating of any character may not be below 0.

Comments

Luck (and Style, because it deserves to be an Attribute instead of a background), are socal attributes. The reperent your ability to charm the world (luck) or manipulate it (Style). Clearly Socal... Dasmen (who doen't know what he's talking about)

Cool addition! Let this be an open invite for one and all to add any idea they can think of to this! Finished Kzzrgh for the most part as well. -MadGreenSon

I have no problem with Luck as an attribute, it reminds me of my Mage: The Ascension days. But to be honest, I can't see anything that could be created besides a luck attribute. Hmmm... I need to read up on the Raksha. I don't know enough about them.

Kzzrgh seems a bit... I dunno, I don't think it needs it's own ability. Possibly a merit that allows you to make attacks with (any social stat) + socialise or presence, everything else that you said still applies? I think I see where you're going with this, but I don't think of pheremone control as something that's learned (an ability that xp can be invested into). Possibly a charm though... ~ BrigandRansom, <i>Now With 30% less tooth decay

Pssht. You only don't think it's learned as an ability because nobody is it 'round here. - TheHoverpope

Ohman, I got pwnd. Any other principles kicking around in there?

Legend seems like a very raksha thing to add to Creation, imho. Sidereals are kinda screwed on this score but that's their own fault really. -MadGreenSon