Exalted Redux:Design Notes
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UNFORMATTED NOTES[edit]
Charm Name[edit]
Trait:
Cost:
Limits:
Requirements:
Description:
Hinder Target (1/degree) by skill Reduced by Resistance Bonus on a level by level basis Degree is difficulty to all related actions by target if hindering action is successful for a certain time Extra Degree determines duration: 1: Next Action 2-3: Next round 4-5: Rest of Scene 6-10: Rest of Day 11+: One Week Boost Initiative (1/1) by Alertness Resistance Bonus (1/1) by Resistance (Increases all stats for resisting one particular effect) Sorcery, Poison, Disease, Knockdown, etc. Create Tools (3) by skill Create Mount (5) by ride Create Ship (15) by sail Create Airship (30) by sail Lethal Damage (1) by attack skill Aggravated Damage (4) by attack skill Soak Lethal (2) by resistance (min 3) Soak Aggravated (5) by resistance (min 5) Toughness (1/1 soak, max skill) by resistance skill Oversoak (10/1, max resistance skill, stacks with Toughness towards limit) Perfect Soak (5+w) by Resistance (min 5) Solars only Perfect Focus (1 extra essence pool/purchase) by Permanent Essence (costs 1w per scene to activate all levels possessed) Ox Body (*) by endurance skill Terrestrial and Sidereal gives +2 health levels each, Lunar and Solar give +3 health levels Essential Sight (*) by Awareness Skill Harnessing the Circle (0) by essence Anima Control (*) Fighting Style (1 mortal / 3 terrestrial / 5 celestial / 7 secret) by skill ? Levels ? Basic (x1) ? Expert (x2) ? Master (x3) ? Grand Master (x4) ? Cost is times level multiplier activated. ? Minimum essence to learn is 1 for Basic and Expert, 2 for Master, and 3 for Grand Master, +1 for Terrestrial, +2 for Celestial, and +4 for Secret ? Minimum skill is 2 for Basic, 3 for Expert, 4 for Master, and 5 for Grand Master for all styles, +2 for Secret Styles ? Must know next lower type by skill (mort/terr/cel/sec) expert to get basic, master to get expert, and grand master to get master ? Effective points of power is cost x 2. ? Can have more than one fighting style active, but each one after the first costs 1wp per style already active to activate. No maintenance cost, but must pay when essence is first committed. Similar bonuses do not stack. ? Cannot wear armor with a mobility penalty while using a style above your type ? Can learn styles one above your type, if you have a teacher ? Charms within style still apply towards and require CHARM limits, if different from style skill (eg. If melee style gives +2 body hardness, must have resistance 2 to use that level) ? Buying fighting style charms below your type is easier. If one below your type, one purchase gives two levels. If two below your type, one purchase gives all levels. Note: This can give levels you don’t meet the essence/skill prereq’s for. However, you cannot use this level until you meet the prereqs. ? You can buy fighting style charms one step above your type. This costs +50% more xp. ? You cannot use an out-of-style weapon while a style is active. Unarmed counts as an in-style weapon for all styles bought through Martial Arts.
Sorcery (2 mortal / 5 terrestrial / 15 celestial / 25 solar + wp) by occult skill (2/3/4/5 req skill and essence) ? If you have a higher form active, each level of difference subtracts 1 round from the casting time (minimum 1 round). This does reduce the willpower cost. ? Takes a number of rounds to cast. 1 point of Willpower is spent during each round spent casting except the LAST, when the spell is released. ? Casting times/total cost: ? Mortal: 1 rounds, 0 wp ? Terrestrial: 2 rounds, 1 wp ? Celestial: 3 rounds, 2 wp ? Solar: 4 rounds, 3 wp
Fighting Styles: Mortal: Sun and Moon Method – Melee (2 weapons) Basic: +1 Attack, +1 Extra Parry Expert: +1 Attack, +1 Extra Action Master: +1 Attack, +1 Parry, +1 Extra Action, +1 Extra Parry Grand Master: +1 Attack, +1 Parry, +1 Extra Action, +2 Extra Parries, +1 Counterattack Dragon Tail Style – Melee (2 hander) Basic: +1 Initiative, +1 Damage Expert: +1 Initiative, +2 Damage, +1 Attack Master: +1 Initiative, +2 Damage, +2 Attack, +1 Counterattack Grand Master: +1 Initiative, +2 Damage, +2 Attack, +1 Counterattack, +1 Extra Attack Sentinel Stance – Melee (1h) Basic: +1 Parry, +1 Extra Parry Expert: +1 Parry, +1 Extra Parry, +1 Counterattack, +1 Toughness Master: +1 Parry, +2 Extra Parries, +1 Counterattack, +2 Toughness Grand Master: Persistent Parry, +3 Toughness Five Winds Style - Immaculate Initiate - MA Basic: +1 Extra Dodge, +1 Damage Expert: +1 Extra Dodge, +1 Extra Attack, +1 Damage Master: +1 Initiative, +1 Extra Dodge, +1 Extra Attack, +1 Damage, Lethal Damage Grand Master: +1 Initiative, +2 Extra Dodges, +1 Extra Attack, +2 Damage, Lethal Damage Pit Fighting – Brawling Basic: +1 Damage, +1 Toughness Expert: +2 Damage, +1 Toughness, +1 Attack Master: +2 Damage, +1 Toughness, +1 Attack, Soak Lethal Grand Master: +2 Damage, +2 Toughness, +2 Attack, Soak Lethal Sharpshooting - Archery Basic: +1 Attack, +1 Damage Expert: +2 Attack, +1 Damage, +1 Scorn Adversity Master: +3 Attack, +2 Damage, +1 Scorn Adversity Grand Master: +4 Attack, +2 Damage, +2 Scorn Adversity Razor Wing Technique – Thrown Basic: +1 Initiative, +1 Attack Expert: +2 Initiative, +1 Attack, +1 Damage Master: +2 Initiative, +1 Attack, +1 Damage, +1 Extra Attack Grand Master: +2 Initiative, +1 Attack, +1 Damage, +2 Extra Attacks Terrestrial: Five Dragon Style – Immaculate Adept – MA/Melee (All) Basic: Lethal Damage, +1 Attack, +1 Dodge, +1 Extra Dodge, +2 Toughness Expert: Lethal Damage, +2 Attack, +2 Dodge, +2 Extra Dodges, +3 Toughness, Soak Lethal Master: Lethal Damage, +3 Attack, +3 Dodge, +3 Extra Dodges, +4 Toughness, Soak Lethal, +1 Extra Attack Grand Master: Agg Damage, +4 Attack, +3 Dodge, Persistent Dodge, +4 Toughness, Soak Lethal, +1 Extra Attack Jade Mountain Style – MA/Melee (1h) Basic: +1 Strength, +2 Toughness, +2 Resistance (Knockdown) Expert: +2 Strength, +2 Stamina, +2 Toughness, -1 Dexterity, +2 Resistance (Knockdown), Soak Lethal Master: +3 Strength, +3 Stamina, +2 Toughness, -1 Dexterity, +4 Resistance (Knockdown), Soak Lethal Grand Master: +3 Strength, +3 Stamina, +4 Toughness, -1 Dexterity, +4 Resistance (Knockdown), Soak Lethal, Do Lethal, +3 Damage Crimson Pentacle Blade– Melee (2 hander) Basic: Transcendant Action (May use two-handed spear one handed), +3 Initiative Expert: Transcendant Action (same), +3 Initiative, +1 Attack (affects you and up to 4 others within 10 feet, stacks), +1 Damage (affects you and up to 4 others within 10 feet, stacks) Master: Transcendant Action (same+scythe), Create Tool (Scythe), +2 Attack, +2 Parry, +3 Extra Parries, +1 Counterattacks, +2 Toughness, +1 Extra Attack, +3 Damage Grand Master: Transcendant Action (same+scythe), Create Tool (Scythe), +4 Attack, +2 Parry, +3 Extra Parries, +2 Toughness, +3 Extra Attacks, +4 Damage Three Circles Style – (2 weapons) Basic: +1 Attack, +1 Parry, +1 Extra Action, +1 Extra Parry Expert: +2 Attack, +2 Parry, +2 Extra Actions, +2 Extra Parries Master: +3 Attack, +3 Parry, +2 Extra Attacks, Persistent Parry, Increased Range (Cutting waves, 10ft) Grand Master: +3 Attack, +3 Parry, Persistent Parry, Increased Range (Cutting waves, 10ft), Multitarget (All chosen targets within normal range +1) Brawling Basic: Expert: Master: Grand Master: Archery Basic: Expert: Master: Grand Master: Thrown Basic: Expert: Master: Grand Master: Celestial: Snake– MA Tiger– MA Ebon Shadow– MA Mantis– MA Hungry Ghost – MA Fire Dragon – MA/Melee (2 weapon) Water Dragon – MA/Melee (2 hander) Earth Dragon – MA/Melee (1h and board) Wood Dragon – MA/Archery Air Dragon – MA/Thrown Steel Devil Style – Melee (2 weapon) Righteous Devil Style – Archery Dreaming Pearl Courtesan Style – MA Celestial Monkey – MA Brawling Secret: Prismatic Arrangement of Creation – MA Citrine Poxes of Contagion – MA Charcoal March of Spiders – MA Sol Invictus Style – MA/Melee/Archery/Thrown/Brawl
Skill Redo Solar: >old< Dawn - Archery, Brawl, Martial Arts, Melee, Thrown Zenith - Endurance, Performance, Presence, Resistance, Survival Twilight - Craft, Investigation, Lore, Medicine, Occult Night - Athletics, Awareness, Dodge, Larceny, Stealth Eclipse - Bureaucracy, Linguistics, Ride, Sail, Socialize >new< Dawn - Archery, Martial Arts, Melee, Thrown, Tactics Zenith - Endurance, Performance, Animal Ken, Survival, Insight Twilight - Craft, Investigation, Lore, Medicine, Occult Night - Athletics, Awareness, Dodge, Larceny, Stealth Eclipse - Bureaucracy, Culture, Ride, Sail, Persuasion
Lunar: >old< none >new< Full - Archery, Martial Arts, Melee, Thrown, Endurance Gibbous - Tactics, Performance, Sail, Awareness, Lore Half - Persuasion, Bureaucracy, Culture, Ride, Investigation Crescent - Survival, Stealth, Larceny, Athletics, Dodge New - Animal Ken, Occult, Medicine, Craft, Insight Sidereal: >old< Journeys - Endurance, Ride, Sail, Survival, Thrown Serinity - Craft, Dodge, Linguistics, Performance, Socialize Battles - Archery, Brawl, Melee, PResence, Resistance Secrets - Investigation, Larceny, Lore, Occult, Stealth Endings - Athletics, Awareness, Bureaucracy, Martial Arts, Medicine >new< Travel - Endurance, Ride, Sail, Survival, Animal Ken Serinity - Craft, Dodge, Culture, Performance, Persuasion Battles - Archery, Melee, Tactics, Thrown, Martial Arts Secrets - Investigation, Larceny, Lore, Occult, Stealth Endings - Athletics, Awareness, Bureaucracy, Insight, Medicine Dragonblood: >old< Air - Linguistics, Lore, Occult, Stealth, Thrown Fire - Athletics, Dodge, Melee, Presence, Socialize Earth - Awareness, Craft, Endurance, Martial Arts, Resistance Water - Brawl, Bureaucracy, Investigation, Larceny, Sail Wood - Archery, Medicine, Performance, Ride, Survival >new< Air - Culture, Lore, Occult, Stealth, Thrown Fire - Athletics, Dodge, Melee, Persuasion, Insight Earth - Awareness, Craft, Endurance, Martial Arts, Animal Ken Water - Bureaucracy, Investigation, Larceny, Sail, Tactics Wood - Archery, Medicine, Performance, Ride, Survival