Editing Game : Rebirth
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The primary purpose of Fate Points is to manage your Aspects in play. Using your aspects in a positive way grants a bonus, but it also costs Fate Points. Having your Aspects used against you will grant Fate Points however. There are three way Aspects may be used: | The primary purpose of Fate Points is to manage your Aspects in play. Using your aspects in a positive way grants a bonus, but it also costs Fate Points. Having your Aspects used against you will grant Fate Points however. There are three way Aspects may be used: | ||
− | *'''Invoking''' You may Invoke your Aspects, or the aspects of an object under your control. You invoke an aspect by spending 1 Fate Point in a situation where the Aspect would be advantageous (for instance you might invoke the aspect 'built like a brick wall' to resist being knocked down, resist damage, or smacking someone else around. But definitely not performing ballet) and you recieve +1d6 bonus to the roll involved | + | *'''Invoking''' You may Invoke your Aspects, or the aspects of an object under your control. You invoke an aspect by spending 1 Fate Point in a situation where the Aspect would be advantageous (for instance you might invoke the aspect 'built like a brick wall' to resist being knocked down, resist damage, or smacking someone else around. But definitely not performing ballet) and you recieve +1d6 bonus to the roll involved. |
− | *'''Tagging''' The scenery and other characters can have aspects too. When you want to use these Aspects to your advantage it's called a tag. Tagging an opponent's aspects is just like Invoking one of yours, you spend a fate point, explain how it'll help you, and you gain +1d6 to your roll | + | *'''Tagging''' The scenery and other characters can have aspects too. When you want to use these Aspects to your advantage it's called a tag. Tagging an opponent's aspects is just like Invoking one of yours, you spend a fate point, explain how it'll help you, and you gain +1d6 to your roll. Of course, you don't necessarily know your opponent's Aspects, in these cases you might guess. If you guess correctly (or at least 'close enough') then the tag works like normal. If your guess is wrong then you get the Fate Point back, unless the fact that you know you guessed wrong reveals something important, in which case you spend the fate point anyway. For instance, if you attempted to tag a hypothetical aspect "Dumb as a Post" on the bumbling, imbecile captian you've been talking to and the GM reveals that the captian doesn't have that aspect (or a similar one). You wouldn't get the Fate Point back, but now you know the captain isn't nearly as dumb as he seems. |
− | *'''Compelling''' Compelling is when the GM decides to use one of your Aspects against you (if an NPC does this, it's tagging). Typically Compelling doesn't involve a bonus or penalty, instead the GM declares that you may not or must do something (although generally the 'how') is up to you. If your Aspect is compelled the GM offers you a fate point and requests that your character follow the aspect. If you don't want to follow it, you must give the GM a fate point in order to ignore it. If the GM really feels that this is important he may offer you two fate points (which will require that you give up two fate points in order to ignore), or even 3. For Example: If your character had the Aspect "Short Tempered" and someone important insulted you during a party where it was important that you be on your best behavior the GM would offer you a fate point, requesting that you respond to the insult in some way (how is up to you, a snippy comeback, a challenge to a duel, or a punch in the face). If you really, really didn't want to get into trouble you would buy off the GM with a fate point, and if he really really wanted to start something he could up the ante (but he may also make more extreme requests). | + | *'''Compelling''' Compelling is when the GM decides to use one of your Aspects against you (if an NPC does this, it's tagging). Typically Compelling doesn't involve a bonus or penalty, instead the GM declares that you may not or must do something (although generally the 'how') is up to you. If your Aspect is compelled the GM offers you a fate point and requests that your character follow the aspect. If you don't want to follow it, you must give the GM a fate point in order to ignore it. If the GM really feels that this is important he may offer you two fate points (which will require that you give up two fate points in order to ignore), or even 3. For Example: If your character had the Aspect "Short Tempered" and someone important insulted you during a party where it was important that you be on your best behavior the GM would offer you a fate point, requesting that you respond to the insult in some way (how is up to you, a snippy comeback, a challenge to a duel, or a punch in the face). If you really, really didn't want to get into trouble you would buy off the GM with a fate point, and if he really really wanted to start something he could up the ante (but he may also make more extreme requests). |
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==Charms== | ==Charms== | ||
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===Solar Charms=== | ===Solar Charms=== | ||
− | The Solars are the god-kings of Exalted. When he created them the Unconquered Sun granted them the gift of perfection. Their abilities are reliable, glorious and terribly powerful. All of their abilities are extensions of their natural talents or skills, simply enhanced to god-like levels. But all of a Solar's abilities will recognizably extend from one of their natural talents. A swordsman might be able to cleave a mountain in half, or a sweep of his blade might send a surge of essence streaking across the battlefield to cleave an enemy far away, but he won't turn his blade into a bow and fire arrows, or somehow use his sword to create a wall (although he might be able to create a barrier of essence forged swords if he had enough power), or defend himself against a poisoned goblet of wine. Solars are the sages, rulers and warriors of ancient times. They fight, the command, they rule. They do not shapechange (although they might use their powers over the minds of mortals to appear as someone else), shoot ice or fire from their hands, or inject poison through their fingernails, or shoot their mouth out on a tentacle and bite someone to death.. Solars have a very limited command over the elements without sorcerery, they may summon Solar flames, but they cannot create storms, call lightning, or command earthquakes. | + | The Solars are the god-kings of Exalted. When he created them the Unconquered Sun granted them the gift of perfection. Their abilities are reliable, glorious and terribly powerful. All of their abilities are extensions of their natural talents or skills, simply enhanced to god-like levels. But all of a Solar's abilities will recognizably extend from one of their natural talents. A swordsman might be able to cleave a mountain in half, or a sweep of his blade might send a surge of essence streaking across the battlefield to cleave an enemy far away, but he won't turn his blade into a bow and fire arrows, or somehow use his sword to create a wall (although he might be able to create a barrier of essence forged swords if he had enough power), or defend himself against a poisoned goblet of wine. Solars are the sages, rulers and warriors of ancient times. They fight, the command, they rule. They do not shapechange (although they might use their powers over the minds of mortals to appear as someone else), shoot ice or fire from their hands, or inject poison through their fingernails, or shoot their mouth out on a tentacle and bite someone to death.. Solars have a very limited command over the elements without sorcerery, they may summon Solar flames, but they cannot create storms, call lightning, or command earthquakes. |
===Lunar Charms=== | ===Lunar Charms=== | ||
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*Celestial Circle: Those who see Celestial circle spells in action usually attribute them to acts of the gods themselves. These spells can create abundance, destroy cities, summon demons whose powers rival the gods or grant passage to Heaven itself. Lunars and Sidereals may learn these spells, but they may go no higher. | *Celestial Circle: Those who see Celestial circle spells in action usually attribute them to acts of the gods themselves. These spells can create abundance, destroy cities, summon demons whose powers rival the gods or grant passage to Heaven itself. Lunars and Sidereals may learn these spells, but they may go no higher. | ||
*Solar Circle: Only the Chosen of the Unconquered Sun may learn spells of this level. With this much raw power a Solar could slay a greater god or a behemoth the size of a mountain, he can summon demons whose powers are far greater than any god but the Incarnae, or he could send an entire city beyond time and into Elsewhere. | *Solar Circle: Only the Chosen of the Unconquered Sun may learn spells of this level. With this much raw power a Solar could slay a greater god or a behemoth the size of a mountain, he can summon demons whose powers are far greater than any god but the Incarnae, or he could send an entire city beyond time and into Elsewhere. | ||
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