XerExaltedLite/Lexicon

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Lexicon

The following is a short glossary of terms specific to Lite, or close enough to it that it needs to be, where Terms have changed. Note that as I am rewriting these rules, the items detailing Charms especially will undergo significant change.

Attribute-Specific

Attributes: There are now only ten Attributes, which replace both Abilities and Attributes.

  • Accord: represents cooperation and coordination skills. It functions as the raw tactical and strategic prowess behind leadership.
  • Creation: is the making and altering of physical things.
  • Expression: is the creation of things more abstract - the arts such as music, dancing, painting, and such.
  • Intellect: is the characters raw mental power.
  • Might: is the raw physical prowess of a character.
  • Natural: is the character's skills in the wild, and animal handling such as the Ride skill.
  • Prowess: is a bit of a catch-all attribute, covering things of cool, such as sailing and dodging
  • Socialize: is kibitzing and hobnobbing rolled into one.
  • Subterfuge: is sneakitude, bluffing, other naughty and clandestine things.
  • Warfare: is the character's all-around combat ability, in all of its forms

Charm-Specific

Charms: Charms, in the generic sense, often refer to those of the Celestial Exalted, the most powerful and the most feared. They are almost unique in their nature, and always singularly powerful. Solar Exalted may also purchase those even outside of their normal type, having full access to a wide range of abilities.

  • Anchar: A Charm of the Raksha.
  • Animus: A Charm of a demon or god, using Virtues instead of Attributes for prerequisites. Solar Exalted may also purchase them.
  • Arcanos: The techniques of Ghosts, aside from Universal Talents, are called Arcanis. Abyssals may also purchase them.
  • Art: Art Charms are an extension of Martial Arts and Sorcery. Collectively, they are called 'the Arts'. They differ from 'lesser' Charms in that they require multiple Abilities as prerequisites, and have a strict heirarchy. There are three levels of Arts, each requiring their own form of initiation.
    • Circleless Arts: Those without the grace of understanding a Circle are limited to base mockery of the true arts. They can be useful, but compared to the raw might of even the outer circle, their absense is noted.
    • First Circle Arts: The Outer Circle Arts include Terrestrial Martial Arts, Emerald Circle Sorcery, Man-Machine Protocols, and Shadowlands Circle Necromancy, amongst other secrets. They are by far the easiest to learn, and even mortal scholars can grasp their concepts. These Arts have only two or three ability prerequisites.
    • Second Circle Arts: The Middle Circle Arts include Celestial Martial Arts, Sapphire Circle Sorcery, God-Machine Protocols, and Labyrinth Circle Necromancy, amonst other secrets. These truths are beyond mere mortals, but, with Training and proper regimen, the Dragon-Blooded can learn some simple facets of them. All Celestial Exalted may partake of these. These Arts have four to six ability prerequisites.
    • Third Circle Arts: The Inner Circle Arts include Sidereal Martial Arts, Adamant Circle Sorcery, and Void Circle Necromancy, amongst many other secrets. Only the greatest of the Celestial Exalted dabble in these, and fearsome is the Exalt who masters a single one. These Arts have seven to nine ability prerequisites.
  • Doom: A type of Charm mostly unique to the Abyssal, Chimeric, and Celestial-Infernal Exalted. These Charms hamper others who are in contest with the character.
  • Excellency: A type of Charm mostly unique to the Lunar, Sidereal, and Solar Exalted. These Charms provide benefits to the character's rolls.
  • Implant: A Charm of the Alchemical Exalted. Lunars may also purchase them, but only may only use them while wearing a shape capable of using it.
  • Path: A type of Charm unique to Dragon-Blooded, Dragon Kings, and Elementals. These function largely as Dragon-King Paths do, with some twists.
  • Rune: A Charm of the Mountain Folk.
  • Talent: A type of universal Charm. These Charms may be used by broad classes of Essence-weilding characters.
    • Celestial Talents: Are the sole, unique perview of the Celestial Exalted.
    • Elemental Talents: Are normally restricted to Dragon-Blooded, though some others with Elemental natures may weild them as well.
    • Universal Talents: May be purchased by any non-mortal Essence weilder.

Lunars may also purchase Anchars, Animii, Arcanoi, Implants, Paths, Runes, and Terrestrial Talents, but may only make use of them while in an appropriate Shape. In such shapes, they also lose access to their normal, non-Talent Charm sets.

Class Specific

There are a set of 'classes' for characters. They represent the strength of the role they play in the story of Creation. It is used mostly as a loose categorization of a character's power, or potential power.

  • Supernal. Shinma Aspects, Primordials, Yozis, Malfeans.
  • Divine. The Celestial Exalted (Abyssals, Chimerae, Lunars, Sidereals and Solars), Third Circle Demons (And Infernal Exalted of such stature), the Eight Divine Ministers of Autocthon, the Deathlords, the Celestial Incarna, certain few Behemoths and Hekatonkhire (Essence 10), the Unshaped
  • Superior. The Terrestrial Exalted, the Alchemical Exalted, Second Circle Demons (and Infernal Exalted of such stature), Heart 4 Raksha, Enlightened Mountain Folk, Certain Essence 6-9 Beings (Ghosts, Elementals, Gods, Behemoths, and Hekatonkhire)
  • Mystical. Dragon Kings, Heart 3 Raksha, Certain Essence 4-5 Beings (Ghosts, Elementals, Gods, Behemoths, Hekatonkhire, Plasmics, etc.)
  • Heroic. Spirit-Blooded, Half-Caste, Heart 2 Raksha, unEnlightened Mountain Folk, Certain Essence 2-3 Beings (Mortals, Beastmen, Ghosts, Elementals, Gods, Plasmics, etc.)
  • Mundane. Heart 1 Raksha, Heroic Essence 1 Beings (Mortals, Beastmen, Ghosts, Elementals, Gods, Behemoths, Hekatonkhire, Plasmics, etc.)
  • Extra. Everyone else (Heart 0 Raksha, Least gods, nonheroic 'mundane' types, etc).

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