StarJaunter/NWODEssence
Just a brief with Ideas for Essence in NWOD
Essence is Power Stat
Motes are fuel stat
Number of personal motes per dot of essence is same as most creatures. 1=10,2=11,3=12
Number of Peripheral Motes equal to what they would be in normal game (not including virtues of course)
Using Peripheral Motes causes your Anima banner to flare, it also causes a violation of your limit
comparable in severity to how advanced banner becomes in the scene.
1-3 motes: Glimmers (Limit 9 sin, roll 5 dice)
4-7 motes: Castemark (Limit 7 sin roll 4 dice)
8-10 motes: Anima Glow (Limit 5 sin roll 3 dice)
11-15 motes: Bonfire (Limit 3 sin roll 2 dice)
16+ motes: Totemic (Limit 1 Sin roll 1 die)
Number of motes an exalt can spend per turn is tied to their essence score. Spending one mote per dot
of Essence per turn. Exalts can exceed this by forcing, during which they can spend as much of their
power as they have. This causes a sin check at a level similar to that of Peripheral mote spending.
It also forces a limit break check even if sin check is passed.
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Four Flaws of Invulnerability
Every Perfect defense subjects its user to one of the four flaws of invulnerability.
One of these flaws must be chosen when a perfect defense taken, a charm may be repurchased
with another flaw, but you may only have up to two different flaws for all charms.
Flaw of Conviction: The defense can only be used if action is in support of a Virtue or Vice.
Flaw of Compassion: The Defense can only be used if action is to protect another from harm.
Flaw of Temperance: When the defense is used you cannot move from location for a number of turns
equal to composure.
Flaw of Valor: When defense is used you must move towards and attack the strongest enemy present
for a number of turns equal to resolve.
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Extra Actions
Several charms or magical abilities will grant extra actions in Exalted
Most of the Extra actions charms are not powerful enough to grant full actions
but grant limited actions that can only serve one purpose.
For example: Peony Blossom Attack grants an extra action that can only
be used to make a weaponry attack. This extra action does not grant anything
not mentioned, and active merits cannot be used to modify an action. For example
You could not turn an Extra Action Attack into a disarm attempt, but Weapon Finesse
can still modify attack roll.
note: Modifying Extra Actions to allow a merit use sounds like an excellent custom charm material.
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Counter Attacks
A counter attack is any charm that allows an action to occur in response to an attack.
A counter attack cannot respond to a counter attack, and each counter attack causes
a -1 penalty to defense for rest of turn making you more vulnerable to further attacks
Counter attacks are usually attacks but almost as common is leaping defense to remove
yourself from danger.