Uncouth/Effects

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Most characters in Uncouth can use magic to modify tests. They do this by learning effects. Though the actual mechanics of effects work the same for all characters, different types of characters will have much different descriptions and rationales for a given effect. Some might generate effects through mastery of the Perfected Lotus. Others may be using elemental magic. Some may channel the power of their patron god. Some may actually be the patron god. Some harness the power of their exaltation. Some use their anima banner. The "hows" and "whys" of the effect are no longer part of the rules, but act as setting fluff, and (in particular) fodder for stunt descriptions.

Each effect combines three different concepts, and has a name to match. All effects follow an adverb-adjective-noun pattern:

<rank> <boon> <trait>

The rank of an effect is a measure of how long the character can keep the effect going. There are five ranks (explained below): Instantly, Tenaciously, Persistently, Constantly and Intrinsically.

The boon of an effect represents the actual mechanical result of the effect. For example, the Overwhelming boon allows the user to buy dice with motes. Dozens of boons exist, detailed in their own section below.

The trait of an effect controls with which Trait the effect can be used. Most characters buy effects per Ability. So, a character who buys Overwhelming for both Archery and Occult can buy dice for those Abilities, but not for others.

Thus, a character might know effects such as "Persistently Overwhelming Archery" or "Tenaciously Overwhelming Occult". Since "Instantly" is the first and most common rank, it is assumed if rank is not listed explicitly. So "Overwhelming Lore" and "Instantly Overwhelming Lore" are equivalent.

Using Effects

When declaring a test, if that test uses a trait for which you know an effect, you may potentially use that effect with the test. Likewise, if a DV calculation uses a trait for which you know an effect, you can potentially use that effect on the defense. Some effects, however, are based on boons that are limited to defense only or can only be used on tests.

Each effect added to a test increases the Speed of action that generated the test by 1. Effects used for defense do not change Speed.

Unless otherwise noted, effects used by a character can only modify tests and defenses that the character makes themselves.

Generally, all effects used for a given test, or for a given defense, must be linked to he ability used to calculate the dice pool or DV. Effects for certain boons may specifically override this rule, however.

Primary Effects

There are limits on how many effects you can use within a cycle (see "Cycles" in theUncouth/Combat section). Within a given cycle, you have a number of primary effects (usually two or three) that can be used for any tests and defense within that cycle. These are selected from among your known effects at any time during the cycle, but once chosen, they cannot be changed until the cycle resets. Within that cycle, however, you may activate primary effects as often as you can pay for them. All characters normally can use two primary effects within a Cycle, and may have abilities or circumstances that allow the use of more. Sources of primary effects are:

  • All characters may use any one effect as a primary effect within a given Cycle.
  • All characters may add one additional internal effect (seeUncouth/Character) as a primary effect within a given Cycle.
  • Characters with caste or favored traits may add one additional caste effect (seeUncouth/Character) as a primary effect, when using those caste or favored traits.
  • SomeUncouth/Paths may grant the use of additional primary effects.
  • Effects generated by stunts are always considered primary effects.
  • Characters expressing iconic anima banners also may add one additional iconic effect (seeUncouth/Character) as a primary effect. In addition, the effect can be activated without paying its mote cost.

In combat, most characters will select one offensive effect and one defensive effect, but may select other variations as well. At least one of the primary effects is usually the first one activated in a cycle, but is not required to be so. Some game effects (such as Flaws, below) can increase the number of primary effects available.

Once the primary effects are selected, they can be used repeatedly during the cycle (provided their activation cost can be paid). Effects can be "stacked" on a single test or defense, so some characters may select their primary effects to build a "full offense" or "full defense". While stacking effects like this occupies a similar niche to Exalted combos, "stacking" does not require special training, nor do they need to be learned ahead of time.

Secondary Effects

It is possible, though expensive, to use additional effects within a cycle, above and beyond the primary effects. For any given test or defense, you may spend a point of Willpower to activate secondary effects. Once this cost is paid, you can add any effects appropriate to the traits being used to the test or defense (again, assuming the tests' activation costs are paid).

Flaws

Any test can be activated with a flaw at the time it is generated. A flaw creates some sort of drawback to the effect. Typical flaws might be:

  • Slow: each effect adds 2 (or more) to Speed instead of 1.
  • Vulnerable: some situation can be applied the to effect that renders it harmless.
  • Weak: DV is doubled against a weak attack; DV is halved for a weak defense.

A storyteller may require flaws for certain characters or effects. As an example, any shaping effect generated by Fair Folk must contain a flaw that allows the effect to be dispelled by cold iron.

Required or voluntary, though, a flaw added to a test allows a number of additional effects to be considered primary effects for that test (and that test only). Such effects can stack onto the standard primary effects without requiring willpower to activate the stack. The number of additional primary effects depends on how detrimental the flaw is to the test.

Learning effects

Effects require a certain minimum Essence rating to learn. The trait for which the effect is learned must also have at least this rating. Learning an effect for a favored or caste traits takes a number of days equal to the Essence requirement. Learning effects for non-favored traits doubles this time. Learning without a trainer doubles this time again.

As mentioned above, effects are formed by pairing boons with traits. For most characters, the traits used are Abilities. For lunars and alchemicals, Attributes are used instead. Spirits and elementals typically use Attributes as well, but some spirits (usually those more in tune with man and man's activities) use Abilities instead. A god associated with crafting, martial arts or gambling, for example, would probably use Abilities.

Effects are learned in ranks, and ranks must be learned in order. Increasing the rank allows a character to spend more motes to extend the duration of the effect, when it is used as a primary effect. Characters who know higher ranks of an effect can still activate the effect at a lower rank, if they like.

Each rank has an associated prefix which combines with the boon and trait to specify what the character knows. For example, the third rank has a prefix of "Persistently", so someone who knows the third rank of the Overwhelming boon for the Lore trait has "Persistently Overwhelming Lore". Only the highest rank of a particular effect will be listed, as it implies the ranks beneath it.

Each rank adds one to the minimum Essence requirement for the trait (which, in turn, affects training time). The ranks are, in order:

  • Instantly - the effect is instantaneous, and must be payed for each time it is activated.
  • Tenaciously - the character may pay +3 motes for the effect to last for the rest of her current cycle. The effect can be added to any applicable test or defense for free, as long as the motes that powered its initial activation remain committed, or until the cycle ends.
  • Persistently - the character may double all mote and willpower costs for the effect to last the rest of the scene. Until then, or until the motes used to power the effect are uncommitted, the effect can be added to any applicable test or defense.
  • Constantly - the character may activate the effect at any time, paying twice the mote cost, for the effect to last the whole story. If the original effect has a Willpower cost, this cost must be paid the first time the effect is used in a scene, but such payment occurs outside of the concerns of primary effects.
  • Intrinsically - the effect is a permanent part of the character, so long as the character commits the standard cost of the effect (including Willpower, if any).

Intrinsic Effects

Fifth rank effects are "always on". For player characters, reaching this rank for an effect is quite an achievement, but some NPC (particularly creatures or units) might be given effects of this rank simply as part of their nature. A large mob of armed farmers, for example, might be represented as a single character with the Intrinsically Wide Melee effect, even though they do not have the mote pool to power it. This would reflect the mob's many different members being able to flow around and attack many foes at once.

Storytellers may find it useful to track the sum total of all the minimum essence ratings for effects known by various entities. This sum, called threat, may be useful in scaling opposition.

Boons

Each boon is listed with its requirements, costs and results. When paired with traits to form effects, some sort of rationalization for how the effect would be achieved is useful. For example, when learning a combat boon with Martial Arts, is it part of some style, power from the gods, shapeshifting, dedicated training, or something else?

Antagonistic

Cost: 2 motes
Requirements: Essence 3; Overwhelming, Resurgent or Triumphant for the same trait
Special: Storytellers can (and probably should) rule that some variations of this effect are not allowed for certain character types.

Antagonistic tests deal aggravated damage to a particular subset of beings. Targets that do not fit within this subset take normal damage. This boon is actually a series of boons, differing only in what targets they hurt. These are:

  • Disdainful - affects mortals
  • Holy - affects creatures of darkness
  • Orderly - affects fair folk and other creatures of the wyld
  • Profane - affects spirits
  • Vandalistic - affects automaton

A defense using one of these five boons is provides immunity to the aggravated damage caused by the boon of the same name, taking normal damage instead.

Augmented

Cost: 2 motes per point
Requirements: Essence 3; Overwhelming or Excellent for the same trait
Special: Alchemical exalted may learn this boon without meeting any of the requirements.

Every two motes spent increases the rating of the attached trait by one. The effective value is used for all purposes while the boon is in effect, including dice pool limits. Characters may no more than double the trait's original value and may not increase it by more points than their Essence rating.

Auspicious

Cost: 1 mote per target number reduction
Requirements: Essence 3; Overwhelming, Resurgent or Triumphant for the same trait
Special: Only available to sidereal exalted or those capable of manipulating fate.

When used for a test, each mote spent reduces the target number needed for the roll. When used for defense, each mote spent increases the target number needed by the attacker. This boon cannot decrease a target number below four. When used to increase a target number, once it has been increased to 10, increasing it again keeps the target number at 10, but forces any 10's rolled to generate only one success. Beyond that, the target number cannot be raised further.

Crippling

Cost: 3m
Requirements: Essence 3; Overwhelming, Resurgent or Triumphant for the same trait
Special: Abyssal and infernal exalted gain expanded use.

A successful attack made with this boon inflicts a crippling wound (ex2e.152). Abyssal and infernal exalted who inflict at least two levels of damage with a test backed by a Crippling effect may pay an additional point of Willpower to inflict an amputation disability on the target.

Defenses backed by this boon make the user completely immune to crippling effects.

Efficient

Cost: Special
Requirements: Essence 3; Overwhelming, Resurgent or Triumphant for the same trait
Special: Terrestrial exalted may learn this boon without meeting any of the requirements.

Efficient effects work differently depending on their rank. Instantly Efficient effects reduce the total combined mote cost of effects based on the same trait by a number of motes equal to your Essence. For higher ranks, up to Essence motes are committed when the effect is first activated. Over the duration of the effect, the total cost of effects based on the same trait used for a given test or defense is decreased by the number of motes committed. In all cases, the combined cost for any given test or defense cannot be lower than zero.

Elemental

Cost: 3 motes, 1 willpower
Requirements: Essence 3; Overwhelming, Resurgent or Triumphant for the same trait
Special: Those with an affinity for a particular element (see below) ignore the willpower cost of the boon related to that element.

A series of five separate boons, elemental boons allow control over a specific element in three ways:

  • Any test backed by this boon is augmented with an elemental effect. This is generally obviously magical. The nature of the augmentation depends on the element, the type of attack, and what other effects are being used by the same test. It is possible, for example, to use, say, Physical Lore with Fiery Lore to produce a ranged "fire bolt" style attack, while adding Wide Lore would increase the number of targets hit by it.
  • Any defense backed by this boon is augmented by its element. This is generally obviously magical. Again, the exact effect depends on the element.
  • Other, non-dice results (similar to those produced by the Mystical boon) can be stunted, if they can be logically justified based on the element. For example, adding an elemental boon to a Linguistics trait might allow communication with plants, rocks or clouds, or allow words to be carried on the wind or smoke. Used with Occult, elemental effects might allow the summoning of wind, the dowsing of fires, accelerated plant growth, etc.

One boon exists for each element. It is possible that boons exist for elements in other planes of existence (e.g. Autochthonia, the Underworld), but this is left as an exercise to the reader.

  • Airy
    • Affinity: Air aspect terrestrials, air elementals, air-based spirits, pterok
    • Physical attacks:
    • Mental attacks:
    • Physical defense:
    • Mental defense:
  • Earthen
    • Affinity: Earth aspect terrestrials, earth elementals, earth-based spirits, anklok, Mountain Folk
    • Physical attacks:
    • Mental attacks:
    • Physical defense:
    • Mental defense:
  • Fiery
    • Affinity: Fire aspect terrestrials, fire elementals, fire-based spirits
    • Physical attacks:
    • Mental attacks:
    • Physical defense:
    • Mental defense:
  • Watery
    • Affinity: Water aspect terrestrials, water elementals, water-based spirits, mosok
    • Physical attacks:
    • Mental attacks:
    • Physical defense:
    • Mental defense:
  • Wooden
    • Affinity: Wood aspect terrestrials, wood elementals, wood-based spirits, raptok
    • Physical attacks:
    • Mental attacks:
    • Physical defense:
    • Mental defense:

Enhanced

Cost: Varies
Requirements: Essence varies; Overwhelming, Resurgent or Triumphant for the same trait

The "enhanced" boons are a series of four separate boons that make tests succeed automatically or allow defenses to always succeed. The four boons differ in power and cost, however, and interact with each other such that the more expensive ones trump the cheaper ones.

An enhanced test always scores at least one success, no matter how many are actually rolled, unless the enhancement is trumped, as explained below. An enhanced defense always stops an incoming attack, unless that attack is backed by something that trumps the enhancement. Unless noted otherwise, an enhanced defense can be used even if the defense would be otherwise inapplicable.

The four boons are:

  • Optimal: 2m; Essence 2
    • Optimal tests trumped by…
      • …any defense backed by any effect (generated by any means, including stunts).
      • …other magical defenses, such as artifact armor, spells, etc.
    • Optimal defenses trumped by…
      • …peerless attacks.
      • …flawless attacks.
      • …perfect attacks.
      • …inapplicability. That is, an optimal effect explicitly cannot be added to a defense that is otherwise inapplicable.
  • Peerless: 3m, 1 Willpower, Essence 3; Celestial exalts do not pay willpower for this boon.
    • May not be learned beyond the "constantly" rank.
    • Peerless tests trumped by…
      • …peerless defenses.
      • …flawless defenses.
      • …perfect defenses.
    • Peerless defenses trumped by…
      • …flawless attacks from attackers with a higher Essence rating.
      • …perfect attacks.
      • …inapplicability. That is, an peerless effect explicitly cannot be added to a defense that is otherwise inapplicable.
  • Flawless: 4m; Essence 4; Only available to celestial exalts. Characters other than celestial exalts treat this boon as exclusive (see Stunts and Effects, above).
    • May not be learned beyond the "persistantly" rank.
    • Flawless tests trumped by…
      • …flawless defenses.
      • …perfect defenses.
    • Flawless defenses trumped by…
      • …perfect attacks from attackers with a higher Essence rating.
  • Perfect: 5m, 1 Willpower; Essence 5; Only available to solar, abyssal and infernal exalts; Exclusive.
    • May not be learned beyond the "tenaciously" rank.
    • Perfect tests trumped by…
      • …perfect defenses.
    • Perfect defenses trumped by…
      • …nothing.

Entropic

Cost: 1 mote per die
Requirements: Essence 1
Special: Only available to abyssal or infernal exalted or fair folk.

For each mote spent, a die is removed from the pool of a test that the character can see happening. This occurs before the pool limit is applied, so targets of this effect can use effects to buy back the dice, if they have any. Users of this effect can remove a maximum number of dice from a single test equal to their own rating in the associated trait plus their Essence.

Excellent

Cost: 2 motes per conversion
Requirements: Essence 1
Special: Only available to lunar exalted, dragon kings or fair folk.

When used on tests, every two motes spent converts three dice from the pool into two successes. Dice must be converted in sets of three; no "partial conversions" are possible. This is done after the pool limit is applied, but before the roll. This boon cannot be used on defenses.

Fast

Cost: 4m
Requirements: Essence 3; Overwhelming, Resurgent or Triumphant for the same trait

Using an effect linked to this boon subtracts one from the test's Speed instead of adding one.

Hardened

Cost: 1 motes per point
Requirements: Essence 1

For tests, each mote spent reduces the Hardness of the defender's armor by a point. Used on defense, every mote increases Hardness by a point. Defenses may specifically be hardened by an effect linked to a trait other than the providing the DV.

Infectious

Cost: Varies
Requirements: Essence 3
Special: Exclusive (see Stunts and Effects, above)

Tests backed by this boon inflict a sickness on the target. The cost of the effect depends on the strength of the disease as well as if it is inflicted instead of damage or in addition to it. Storytellers should use their judgement on cost. Used for defense (usually a 2 mote cost), the target is immune to disease for the duration.

Intense

Cost: 3m
Requirements: Essence 3; Overwhelming, Resurgent or Triumphant for the same trait
Special: Exclusive.

The effect is intensified with magic both potent and extremely showy. After determining the threshold of a test made with this boon, if successful, the threshold is doubled. Used for defense, if an incoming attack succeeds, its threshold is cut in half (round up).

Intense effects always generate very visible displays of obvious magic.

Mental

Cost: 3 motes
Requirements: Essence 2

The four "mental" boons create a supernatural mental effect (seeUncouth/Mechanics). They all behave roughly the same way, except for the type of mental change they create. Tests using such effects are typically non-physical, but its conceivable that a physical attack could carry mental effects as well. Defense against mental attacks typically use a Virtue for their extra value (seeUncouth/Mechanics). The four mental boons are:

  • Compulsive: Threshold buys a compulsion. Temperance is used as the extra value in defense.
  • Emotive: Threshold alters the emotions. Temperance is used as the extra value in defense.
  • Hypnotic: Threshold buys servitude. Conviction is used as the extra value in defense.
  • Illusionary: Threshold buys illusion. Conviction is used as the extra value in defense.

Mental tests are governed by the following additional considerations:

  • Mental tests do not deal damage. Their threshold is used as described in "supernatural mental effects" (seeUncouth/Combat).
  • Non-physical mental effects can be cast against a single target in the line of sight. Otherwise range is determined by the physical attack.
  • Mental attacks may be delivered in writing.
  • Like other boons, duration of an mental effect is controlled by its rank, and requires commitment to maintain as normal.

Defenses backed by this boon make the user completely immune to mental effects of the same type.

Manipulative

Cost: 1m
Requirements: Essence 4; Overwhelming, Resurgent or Triumphant for the same trait
Special: Sidereal exalted and those capable of manipulating fate need not meet any of the prerequisites for this boon.

Effects mixed with this boon are applied to the tests and defenses of others that use the same trait, instead of the character casting them. Using this effect typically requires the use of a Wait action (seeUncouth/Combat), naming an anticipated test as the wait condition. If that test occurs, the Wait can be aborted to use effects to alter it.

Mobile

Cost: 1m
Requirements: Essence 3; Overwhelming, Resurgent or Triumphant for the same trait

Combines a rapid move with an attack or defense, regardless of how much the character already moved during the tick. For tests, the movement can come before or after the test is made. Defensive movement always occurs after the defense is completed.

In a typical combat sphere, the movement rate is based on the leaping rules (ex2e.127-128), though the motion in question need not actually be a leap. It might be a quick sprint, teleportation, exploding into a flock of birds to reform a few yards away, etc. For other spheres, the rate is changed to match the sphere. When used for defense, mobile effects may specifically be used with defenses provided by traits other than the one linked to the mobile effect.

Mystical

Cost: Varies
Requirements: Essence 4; Overwhelming, Resurgent or Triumphant for the same trait
Special: Those without mote pools treat as Exclusive (seeUncouth/Stunts).

Learning this boon for a trait allows you to create magical "tricks" related to that trait. These tricks are always obviously magical to those who see them, but cannot actually change dice mechanics. The cost depends on how complex and useful the effect is. Effects based on this boon need be learned only once to produce any trick for that trait.

Note that many other effects are also "explained" in magical ways, but are not Mystical effects. For example, a Perfect Dodge might be visualized as turning into smoke, but that is just the description of the Perfect Dodge effect, not an added mystical effect. Mystical effects are only required when the desire is for a trait to produce a concrete advantage that isn't dice mechanical. If the trick alters a test or defense in some way, it should really just act as a description for some other Boon instead.

Tricks are limited only be the imagination of the player and the tolerance of the storyteller. Some sample tricks for each ability:

  • Archery: conjuring arrows (or even bows) out of magic
  • Athletics: wall walking, running on air or water
  • Awareness: extra-sensory perception, seeing spirits
  • Bureaucracy:
  • Craft: turning hands into tools, material manipulation (such as spinning stone into thread)
  • Dodge: leaving behind afterimages or other confusion
  • Integrity:
  • Investigation: seeing the past, seeing guilt
  • Larceny: walking through walls, magical disguise
  • Linguistics: insight into unknown languages, instant reading
  • Lore: Learning faster, transferring willpower
  • Martial Arts: style based special effects
  • Medicine: transferring health, lay soul to rest
  • Melee: summoning or conjuring weapons, gaining access to the motes stolen by soulsteel weapons
  • Occult: transferring motes, spirit interaction
  • Performance: amplifying voice, illusions
  • Presence:
  • Resistance: quickly donning (or summoning) armor
  • Ride: summon (or conjure) mount, ride on water
  • Sail: summon (or conjure) ship, sail on air, alter weather
  • Socialize:
  • Stealth: obscures trails
  • Survival: trail concealment, alter weather
  • Thrown: summon (or conjure) weapons
  • War: knowledge of forces, training

Overwhelming

Cost: 1 mote per dice
Requirements: Essence 1

For tests, each mote spent adds a die to the pool. This boon cannot be used on defenses.

Physical

Cost: 1 mote/1L or 2B
Requirements: Essence 4; Overwhelming, Resurgent or Triumphant for the same trait

This boon gives a physical component to tests and defenses that would not normally have one. For example, an effect combining this boon with the Linguistics trait might create a "power word" attack, where a shout damages a foe. Essentially, this boon turns any ability into a combat ability. When used for tests, each mote spent buys either +1L or +2B base damage for the attack, and the attack has a range of Essence yards.

Spent on defense, each mote provides either +1B/+1L/+1A or +3B/+1L soak. When used this way, the effect may be linked to any trait, not just the trait used to calculate DV.

This effect can also be used to enhance attacks and defenses that already have physical components, in which case it adds to the base values provided by those components. Used in this way, however, you may only spend motes up to your Essence.

Penetrating

Cost: 4 motes, 1 willpower
Requirements: Essence 3; Piercing for the same trait

Tests backed by this boon completely ignore armor. Defenses backed by this boon allow armor to be used normally against such attacks.

Piercing

Cost: 3 motes
Requirements: Essence 2; Overwhelming, Resurgent or Triumphant for the same trait

Tests backed by piercing effects deal piercing damage. If used defensively, piercing damage from any source is treated as normal damage instead.

Poisonous

Cost: Varies
Requirements: Essence 3
Special: Exclusive (see Stunts and Effects, above)

Tests backed by this boon inflict a poison on the target. The cost of the effect depends on the strength of the poison as well as if it is inflicted instead of damage or in addition to it. Storytellers should use their judgement on cost. Used for defense (usually a 2 mote cost), the target is immune to poison for the duration.

Preventive

Cost: 5 motes
Requirements: Essence 2; Overwhelming, Resurgent or Triumphant for the same trait

Used only for defense, this boon harnesses its linked trait in some way to reduce the damage done by an attack. It is usually learned with Resistance (or Stamina), but other traits can also be harnessed. For example, perhaps Presence is used to cause the attacker to pull his blow at the last minute, Medicine closes the wounds even as they are made, or Athletics moves roll the defender away at the last second.

While a preventative effect is active, a number of health levels dealt by each incoming attack are ignored, up to either Essence or the trait linked to the effect, whichever is smaller. Preventive effects specifically may be used on defenses provided by traits other than the effect's linked ability.

Restorative

Cost: 4 motes
Requirements: Essence 4; Overwhelming, Resurgent or Triumphant for the same trait

This boon restores motes to its user. If used with a test that makes use of damage successes (such as physical attacks, or when stacked with a Physical or Withering effect), each damage success restores motes equal to the target's Essence, in addition to normal effect. If used with effects that make use of the threshold (e.g. Soulful or mental effects), the attacker gains motes equal to the threshold.

The effect is a bit more efficient used defensively, providing a target that uses the boon for defense but gets wounded anyway with seven motes for each health level they suffer.

Resurgent

Cost: 4 motes
Requirements: Essence 1
Special: Sidereal exalted pay only 3m to use this boon.

After a test is made, re-roll the test and use either of the two results. Used on defense, this boon forces the attacker to re-roll, and the defender chooses which of the results is used. If a resurgent defense is used against a resurgent attack, the effects cancel each other, and only one roll is made.

Soulful

Cost: 3 motes
Requirements: Essence 4; Overwhelming, Resurgent or Triumphant for the same trait

This boon turns a physical attack into one that attacks the spirit or soul of the target. The attack does not inflict damage, but rather applies its threshold to a draining effect (see Non-standard damage). This boon cannot be used for defense.

Spiritual

Cost: 3 motes
Requirements: Essence 3; Overwhelming, Resurgent or Triumphant for the same trait

Tests backed with this boon are effective against dematerialized spirits or ghosts. Connected to Perception or Awareness, for example, a test would allow the user to "see" dematerialized spirits. Combat traits using this boon would allow attacks to hurt them.

Stretched

Cost: 1 mote per interval
Requirements: Essence 1

Every mote spent, the range of the test is extended by an interval equal to the original range of the test. If used with tests that don't normally have a range, such as hurling a phantom image of a sword, the interval added is equal to Essence yards. This boon cannot be used defensively.

Subtle

Cost: 2 motes
Requirements: Essence 4; Overwhelming, Resurgent or Triumphant for the same trait

Combining a subtle effect with other effects for a single test or defense prevents any peripheral motes spent on any of the effects from contributing to an anima flare.

Synergistic

Cost: 1 mote
Requirements: Essence 2
Special: Available only to terrestrial exalted and worker caste fair folk and mountain folk. Others also treat as exclusive (see Stunts and Effects).

A success is added automatically to tests backed by this boon. In addition, for every nearby ally that has activated at least one synergistic effect for the same trait during your current cycle, gain an additional success. If you spend three additional motes activating this effect, nearby allies provide successes if they have activated synergistic effects for any traits during your current cycle.

examples

When used for defense, this boon works as for tests, but providing points of DV instead of successes. Note that, for the purposes of counting other synergistic effects during the cycle, how the boon is used does not matter. That is, activations made offensively count for defensive activations and vice versa.

Triumphant

Cost: 3 motes per success
Requirements: Essence 1

Every three motes spent adds a success to a test, or increases a defense value by 1. As these bonuses occur after a roll is made, they are not affected by pool limits.

Design note: Given the ExcellencyMath, you might expect this boon to cost 2m, as in Exalted, instead of 3m. The extra cost is intentional here, for three reasons. First, the pool limit changes (see "Tests" above) are more limiting, so being able to ignore them as this boon does provides more benefit than in canon. Second, this boon can be used for both tests and defenses, while the Overwhelming boon (equivalently to Exalted's 1st Excellency) cannot. Lastly, unlike Exalted, the only limit to the number of successes you can buy with this boon is how many you can pay for, whereas the 2nd Excellency is capped.

Unblockable

Cost: 3 motes
Requirements: Essence 4; Overwhelming, Resurgent or Triumphant for the same trait

Tests backed by this boon cannot be conventionally blocked. Defenses based around parrying or other interposition cannot be used, unless other effects (e.g. Flawless) allow them. This boon cannot be used for defense.

Undodgeable

Cost: 3 motes
Requirements: Essence 4; Overwhelming, Resurgent or Triumphant for the same trait

Tests backed by this boon cannot be conventionally dodged. Defenses based around moving out of the way or other types of avoidance cannot be used, unless other effects (e.g. Flawless) allow them. This boon cannot be used for defense.

Wide

Cost: 1 mote per yard
Requirements: Essence 2; Overwhelming, Resurgent or Triumphant for the same trait

Any test made with this boon effects multiple targets within a sphere one yard in radius for every mote spent. For ranged attacks, this sphere is centered around a point in space chosen by the attacker. Otherwise, the sphere is centered on the attacker. One roll is made for the test, and the results are compared independently to each affected target.

Wide effects should have some rationale for why they work. Perhaps a sword becomes a flurry of steel, or arrows duplicate in mid flight, or (combined with the Physical boon) a chant effects all in range, or the attacker becomes (or already is) a swarm, etc.

Withering

Cost: 5m
Requirements: Essence 3; Overwhelming, Resurgent or Triumphant for the same trait

This boon turns a physical attack into one that attacks the traits of the target. The attack does not inflict damage, but rather applies its threshold to a withering effect (see Non-standard damage, below). This boon cannot be used for defense.

Wyld

Cost: 1 mote
Requirements: Essence 1
Special: Characters other than fair folk treat this boon as exclusive (see Stunts and Effects, above), but only for tests.

Tests backed by this boon become shaping tests, able to alter reality. Fair Folk can use this boon to bend reality in any way that they can imagine, but other characters can usually only make use of Wyld effects to produce very specific changes, selected when purchasing the effect. Shaping tests are governed by the following additional considerations:

  • Shaping tests do not deal damage. Their threshold is used as described in "Non-standard damage" (see below).
  • Shaping tests can be cast against any single target in the line of sight.
  • The immediate environment is considered a single target for Wyld effects.
  • Shaping is dispelled automatically by the touch of cold worked iron.
  • Tattooed lunars are immune to shaping of their bodies.
  • Shaping tests made against Wyld terrain or creatures native to the Wyld (including Fair Folk) transform every dice in their pools into automatic successes instead of rolling.
  • Like other boons, duration of a shaping effect is controlled by its rank, and requires commitment to maintain as normal.

Defenses backed by this boon make the user completely immune to shaping. It is typically much more common for characters to have Wyld defenses than Wyld attacks.