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==Terminology== | ==Terminology== | ||
− | * '''Essence''': This corresponds to the | + | * '''Essence''': This corresponds to the total dice cap one can gain when describing actions in ''Wushu'', as well as to a character's maximum Chi. |
* '''Mote''': Chi in ''Wushu''. Motes are a broad umbrella for Essence motes, Willpower and Health levels in ''Exalted''. | * '''Mote''': Chi in ''Wushu''. Motes are a broad umbrella for Essence motes, Willpower and Health levels in ''Exalted''. | ||
* '''Scarlet''' / '''Ebon''': Yang / Yin from ''Wushu''. | * '''Scarlet''' / '''Ebon''': Yang / Yin from ''Wushu''. | ||
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==Motivation== | ==Motivation== | ||
− | Define a grandiose Motivation for your character, as in ''Exalted 2E''. This is the character's driving goal and desire in life; whenever your character takes significant steps towards achieving her Motivation, she may regain a Mote | + | Define a grandiose Motivation for your character, as in ''Exalted 2E''. This is the character's driving goal and desire in life; whenever your character takes significant steps towards achieving her Motivation, you may add +2 to your TN during related Conflicts. Furthermore, if she succeeds in the Conflict, she may regain a Mote. |
− | + | ==Primary Virtue== | |
+ | Choose one of the four Virtues described below. This is your character's strongest Virtue; whenever that Virtue is tested, you may add +1 to your TN during a Conflict. | ||
− | + | * '''Compassion''' | |
− | + | * '''Conviction''' | |
+ | * '''Temperance''' | ||
+ | * '''Valor''' | ||
− | + | Furthermore, Exalted (and only Exalted) may, once per Conflict, choose to gain a point of Limit instead of having to lose a Mote. Every time this happens, however, roll one d10 and add your new Limit score to it; if the total is 12 or more, your character undergoes Limit Break and must suffer her Flaw (see below). | |
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− | == | + | ==Limit Break & Flaws== |
− | + | {More on how to choose a Flaw later.} | |
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− | + | When undergoing Limit Break, characters find themselves restricted by their Flaw, and must act out according to it. If they resist their Flaw, they suffer the following penalties: | |
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* '''Solars''': TN reduced to 1 for all Conflicts until the Limit Break ends. | * '''Solars''': TN reduced to 1 for all Conflicts until the Limit Break ends. | ||
− | * '''Lunars''' & '''Sidereals''': Subtract 1 from TN | + | * '''Lunars''' & '''Sidereals''': Subtract 1 from TN for all Conflicts until the Limit Break ends. |
* '''Dragon-Blooded''': May not regain Motes by fulfilling their Motivation. | * '''Dragon-Blooded''': May not regain Motes by fulfilling their Motivation. | ||
A character's Limit score is reset to zero at the end of the Limit Break. Furthermore, if a character did not resist her Flaw during Limit Break, she regains a Mote at the end of it. | A character's Limit score is reset to zero at the end of the Limit Break. Furthermore, if a character did not resist her Flaw during Limit Break, she regains a Mote at the end of it. | ||
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==Attributes== | ==Attributes== | ||
The three Attributes, '''Physical''', '''Mental''' and '''Social''', describe the raw capabilities of characters in those three basic kinds of Conflicts. They are rated from 1 to 3; 1 is as good as an ordinary person; 2 is impressive and heroic; 3 is legendary. | The three Attributes, '''Physical''', '''Mental''' and '''Social''', describe the raw capabilities of characters in those three basic kinds of Conflicts. They are rated from 1 to 3; 1 is as good as an ordinary person; 2 is impressive and heroic; 3 is legendary. | ||
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==Abilities== | ==Abilities== | ||
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− | Abilities are | + | To simplify matters, only five Abilities are defined. These loosely describe both a character's training and, to a certain extent, her philosophy in approaching the Conflicts she deals with. How these five Abilities map to ''Exalted'''s regular twenty-five is denoted in the parentheses. |
− | + | * '''Faith''': (Integrity, Performance, Presence, Resistance, Survival) | |
− | * ''' | + | * '''Force''': (Archery, Martial Arts, Melee, Thrown, War) |
− | * ''' | + | * '''Guile''': (Awareness, Athletics, Dodge, Larceny, Stealth) |
− | * ''' | + | * '''Honor''': (Bureaucracy, Linguistics, Ride, Sail, Socialize) |
− | * ''' | + | * '''Wisdom''': (Craft, Investigation, Lore, Medicine, Occult) |
− | * ''' | ||
− | + | Abilities are rated from 0 to 2; 0 represents little to no training; 1 represents significant time and training; 2 represents a life-time of dedication and hard work. | |
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===Specialties=== | ===Specialties=== | ||
− | A Specialty denotes investment over and above that afforded by Abilities. Specialties map to the twenty-five regular ''Exalted'' Abilities. | + | A Specialty denotes investment over and above that afforded by Abilities. Specialties map to the twenty-five regular ''Exalted'' Abilities, and grant a further +1 when applicable. For example, a character with Force 2 (Melee) effectively has Force 3 when fighting a sword duel, but only Force 2 when hitting someone with his fist in a bar brawl. |
==Backgrounds== | ==Backgrounds== | ||
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==Essence== | ==Essence== | ||
− | Your Essence caps the total dice you can receive from Details in Conflicts | + | Your Essence caps the total dice you can receive from Details in Conflicts. Essence is also the maximum number of Motes a character may hold. Motes represent narrative immunity in the story: enough Health Levels, Willpower, etc. to continue. |
The rate at which lost Motes are regained are usually defined in the Stakes of a Conflict. | The rate at which lost Motes are regained are usually defined in the Stakes of a Conflict. | ||
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=Conflict= | =Conflict= | ||
− | == | + | ==Note: d10s, not d6s== |
− | + | It's important to note that WXLTD makes use of d10s, not d6s, for Conflict resolution. | |
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==Types of Conflict== | ==Types of Conflict== |