Difference between revisions of "Exalted Redux:Design Notes"

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[[Exalted_Redux:Main_Page|(Go Back to Main Page)]]
:: '''''Note:'''''
 
:: ''These are either explanation or possible future ideas''
 
:: -----
 
  
==Character Creation==
+
----
  
===Attributes===
 
  
Unchanged from current rules.
+
==UNFORMATTED NOTES==
  
:: -----
+
===Charm Name===
:: ''Have considered adopting the nWoD stat line, or possibly going over to a 6 stat system.  Body & Speed, Manipulation & Charisma, Intellect & Wits.  Still under consideration.''
+
'''Trait:'''  
:: -----
 
  
===Abilities===
+
'''Cost:'''
  
Unchanged. 
+
'''Limits:'''
  
:: -----
+
'''Requirements:'''
:: ''May use revised Ability list from RPG.net thread. http://forum.rpg.net/showthread.php?t=186021''
 
:: -----
 
  
===Specializations===
+
'''Description:''' 
  
Up to three dots worth are allowed per Ability.  Each must be different, and do not stack.  Effectively, the maximum bonus you can gain to
 
  
any ability roll is 1 extra die.
+
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)
:: ''This helps to mitigate the giant die pools in standard rules, while retaining the flavor of specializations.''
+
? 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
 +
  
===Virtues===
+
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
  
Unchanged.  
+
  Skill Redo
 
+
:: -----
+
Solar:
:: ''May incorporate Riddle of Steel style spiritual attributes at some future date.''
+
>old<
:: -----
+
Dawn - Archery, Brawl, Martial Arts, Melee, Thrown
 
+
Zenith - Endurance, Performance, Presence, Resistance, Survival
===Willpower===
+
Twilight - Craft, Investigation, Lore, Medicine, Occult
 
+
Night - Athletics, Awareness, Dodge, Larceny, Stealth
Regain using the highest virtue you have, instead of specifically Conviction.
+
Eclipse - Bureaucracy, Linguistics, Ride, Sail, Socialize
 
+
>new<
:: -----
+
Dawn - Archery, Martial Arts, Melee, Thrown, Tactics
:: ''This allows for greater character diversity.''
+
Zenith - Endurance, Performance, Animal Ken, Survival, Insight
:: -----
+
Twilight - Craft, Investigation, Lore, Medicine, Occult
 
+
Night - Athletics, Awareness, Dodge, Larceny, Stealth
===Health===
+
Eclipse - Bureaucracy, Culture, Ride, Sail, Persuasion
  
Instead of the current staged health level system, incorporate a system similar to that in the nWoD.  The base number of health levels possessed by named characters is 5 + Stamina.  Mooks only have three levels (-1/-2/Incap).  
+
  Lunar:
 
+
>old<
Penalties accrue as follows:  
+
none
 
+
>new<
: 4 undamaged levels left = -1 Light wound
+
Full - Archery, Martial Arts, Melee, Thrown, Endurance
: 2 undamaged levels left = -2 Heavy wound
+
Gibbous - Tactics, Performance, Sail, Awareness, Lore
: 1 undamaged level left = -5 Critical wound
+
  Half - Persuasion, Bureaucracy, Culture, Ride, Investigation
: 0 undamaged levels left = Incapacitated
+
Crescent - Survival, Stealth, Larceny, Athletics, Dodge
 
+
New - Animal Ken, Occult, Medicine, Craft, Insight
Healing times are unchanged from the published rules, based on the level of damage taken.
 
 
 
:: -----
 
:: ''This change decreases overall healing times, helps give a greater role to Stamina, and simplifies health tracking. Additionally, it gives a large buffer at the top end of the health chart for tracking damage, allowing for the GM to hurt the PCs somewhat, yet not cripple them right out the door.''
 
:: -----
 
 
 
===Merits/Flaws===
 
 
 
Unchanged.
 
 
 
:: -----
 
:: ''Will require review.''
 
:: -----
 
 
   
 
   
===XP Costs===
+
  Sidereal:
 
+
>old<
Experience costs are now standardized across all character types. The costs are as follows:
+
Journeys - Endurance, Ride, Sail, Survival, Thrown
 
+
Serinity - Craft, Dodge, Linguistics, Performance, Socialize
: Attributes x4 new
+
Battles - Archery, Brawl, Melee, PResence, Resistance
: Favored Attributes x3 new
+
Secrets - Investigation, Larceny, Lore, Occult, Stealth
: Skills x2 new
+
Endings - Athletics, Awareness, Bureaucracy, Martial Arts, Medicine
: Favored Skills x1 new
+
>new<
: Charm 8
+
Travel - Endurance, Ride, Sail, Survival, Animal Ken
: Favored Charm 6
+
  Serinity - Craft, Dodge, Culture, Performance, Persuasion
: Willpower x2 new
+
Battles - Archery, Melee, Tactics, Thrown, Martial Arts
: Spell 6
+
  Secrets - Investigation, Larceny, Lore, Occult, Stealth
: Spell with Occult Favored 4
+
  Endings - Athletics, Awareness, Bureaucracy, Insight, Medicine   
: Essence x10 new
 
 
 
:: -----
 
:: ''Unifying the experience chart simplifies tracking across the varying character types. True, it eliminates some of the huge advantage that Solars have with regards to buying essence, but I believe this fact is made up for elsewhere in these changes.  This is yet another attempt to standardize the Exalted rules, and remove the ‘laundry-list’ syndrome that seems to permeate the system.''
 
:: -----
 
 
 
==Stunts==
 
 
 
Stunts are still rated in levels, from 1 to 3, according to the normal scale. The benefits they provide are as follows:
 
 
 
* Gain the level of the stunt in extra dice to any action undertaken in the course of the stunt
 
 
 
* Regain 1 point of temporary willpower for a level 2 stunt, 2 points for a level 3
 
 
 
* Gain the Level of the Stunt in points of temporary Essence Pool, that can be immediately committed as normal, but vanish immediately after the stunt completes.  Effects of charms activated with these points fade with the points. (See Essence below for explanation of Essence Pools)
 
 
 
* May immediately increase (not decrease) your Power Level by a number of steps equal to the level of the stunt, up to the normal limit of Permanent Essence. This is in addition to the one-step Power Level shift you get at the start of your action.  (See Essence below for explanation of Power Levels)
 
 
   
 
   
==Essence==
+
Dragonblood:
 
+
>old<
Essence has completely changed in use and function. It is no longer a limited resource, but is instead a pool of power similar to the Multipower system under HERO, that can be re-allocated as the situation changes.
+
  Air - Linguistics, Lore, Occult, Stealth, Thrown
 
+
  Fire - Athletics, Dodge, Melee, Presence, Socialize
Each character (mortal and otherwise) has both a Permanent Essence rating, as per the current rules.  Additionally, they possess an Essence Pool.  This is no longer divided into Personal and Peripheral essence.  Instead, it is a pool of commitable essence points.  They are dynamically allocated in order to power charms and attune artifacts. 
+
  Earth - Awareness, Craft, Endurance, Martial Arts, Resistance
 
+
  Water - Brawl, Bureaucracy, Investigation, Larceny, Sail
The size of this pool varies. The amount of Essence Pool available to a character is based on two factors.  The first is dependent on their essence harnessing capabilities, defined by their type of being (solar, mortal, spirit, demon, etc). The second is their current ‘Power Level’.
+
  Wood - Archery, Medicine, Performance, Ride, Survival
 
+
  >new<
===Power Level===
+
  Air - Culture, Lore, Occult, Stealth, Thrown
 
+
  Fire - Athletics, Dodge, Melee, Persuasion, Insight
This rating is a variable value between 1 and their Permanent Essence. Anyone with a Permanent Essence higher than 1 is capable of raising and lowering their Power Level at will. In combat, you may increase or decrease your current Power Level by one step at the beginning of your action, though no lower than 1, and no higher than your Permanent Essence.  Power Level represents how forcefully the being is drawing upon the essence of the world, which determines the overall amount of power they have available. It also determines Anima Flare for Exalts.  For non-anima bearing beings, there are also noticeable affects, but these tend to be much more subtle.
+
  Earth - Awareness, Craft, Endurance, Martial Arts, Animal Ken
 
+
Water - Bureaucracy, Investigation, Larceny, Sail, Tactics
===Essence Pool===
+
  Wood - Archery, Medicine, Performance, Ride, Survival
 
 
Essence is not ‘spent’, but is instead committed.  Allocating Essence Pool to a charm commits that essence to the charm.  The charm remains active until it is released, at which point the character immediately regains the use of that part of the pool. There is no ‘refresh time’.  De-allocated essence pool is recovered immediately.  Essence commitment is reflexive, meaning any charm possessed by a character can be brought online, even out of turn-order, assuming the character has enough Essence Pool remaining.  While in combat rounds, committed Essence Pool can only be freed at the beginning of your action.  When you do this, you may release any number of active charms, and de-attune artifacts if you so choose, in order to immediately regain the use of those committed points.
 
 
 
A character’s current total Essence Pool is as follows:
 
 
 
  Type                                      Total Essence Pool
 
  ----                                      ------------------
 
Mortal                                    Power Level x 1
 
Half-blood/1st Circle Demon                Power Level x 2
 
Terrestrial Exalt                          Power Level x 3
 
Dragon King/Spirit/Fair Folk              Power Level x 4
 
Lunar or Sidereal Exalt/2nd Circle Demon  Power Level x 5
 
Solar or Abyssal Exalt                    Power Level x 7
 
3rd Circle Demon/Deathlord                Power Level x 8
 
Incarna/Primordial                        Power Level x 10
 
 
 
===Power Level Effects===
 
 
 
Harnessing greater than normal levels of Essence shakes the fabric of creation.  Non-exalts who harness essence create subtle effects on themselves and their environments at the lower levels of power, and much greater effects at the higher levels.  Exalt sparks, however, harness and channel essence with a force unmatched by all but the mightiest beings. In exchange for this strength, the effects of their manipulation are much more visible, resulting in glowing caste marks and anima banners. Mortals, Half-bloods, Demons, Dragon Kings, Fair Folk, Spirits, and Incarna use the Essence Ripples chart to determine the level of the effects they create by raising their power level.  
 
 
 
Exalted and Deathlords use the Anima Banner chart instead.
 
 
 
====Essence Ripples====
 
 
 
#None
 
#Being appears strong and competent
 
#Being stands out to onlookers, drawing errant eyes, looks more colorful
 
#Being greatly stands out, seems larger than life, presence is felt, eyes gleam, Essence + Awareness roll for people in same room to notice
 
#Minor personal environmental effects, hair starts stand up, Essence + Awareness roll for people to feel something is happening nearby (50ft or so)
 
#Minor local environmental effects, room gets darker/lighter, clothing starts to billow, hair blows, loose items start to rattle nearby, Essence + Awareness roll for people within shouting distance (100 yds) to start to notice
 
#Medium local environmental effects, tables start to shake, people feel a force pushing/pulling from being, Essence+Awareness roll for beings within a mile or so can feel it
 
#Major local environmental effects, stuff starts to break, wind blows away from being making it hard to approach, being is hard to look at/look away from, Minor Regional weather effects, Essence+Awareness roll for beings in region to notice
 
#Catastrophic local environmental effects (Fist of the North Star), Major regional weather effects, Minor Direction weather effects, Essence + Awareness roll for anyone in direction to notice
 
#Local Unraveling of Creation, gates open, incorporeal spirits fall into creation, warping effects, space twists, time becomes uncertain, extreme environmental effects in region, catastrophic weather across entire Direction, Essence+Awareness roll to notice from other Directions/Yu-Shan/ Underworld/Malpheas
 
 
 
====Anima Banners====
 
 
 
#None
 
#Caste Mark Flares, glowing with the intensity of a torch.
 
#Anima sporadically flickers to life around the Exalt.  Those Exalted types with damaging animas make it hard to touch the exalt, doing 3 dice of Lethal damage a round to those in contact.
 
#Anima roars to life around the exalt, creating a pillar of energy with the essence wielder at the heart. Those Exalted types with harmful animas start damaging their environments, doing 4 dice of Lethal Damage a round to anything or anyone within a yard of the Exalt.
 
#Anima expands outward into a cloud of cascading energy.  Damaging animas inflict damage out to a radius of 5 yards, doing 5 dice of lethal damage a round.
 
#Unknown (GM discretion)
 
#Unknown (GM discretion)
 
#Unknown (GM discretion)
 
#Unknown (GM discretion)
 
#Unknown (GM discretion)
 
 
 
Note: Damage caused by Anima banners does not use ping damage rules.  If your soak is equal to or higher than the damage, you take nothing.
 
 
 
:: -----
 
:: ''Essence notes: This is the second largest change to the current system in this document (the first being charms).  While I see the value in the current resource-driven system, I decided that it led to undesired tactics.  Players would either horde their essence (especially for fear of giving themselves away if anathema), or go for broke, burning themselves out, making long combats a chore if the fight didn’t end quickly.''
 
 
 
:: ''I’ve always been a fan of the versatility and tactical flow created by Multipowers and Variable Power Pools in the HERO system.  I tried to bring this over to Exalted.  However, I also like encouraging players to hold back for dramatic value, and thus the Power Level system (stolen from DBZ, in truth). This gives the players more options in utilizing their power, while at the same time simplifying the whole thing, I feel.  Tracking current anima banners, worrying about personal essence and peripheral essence, the frustration of running out….all of these and more led me to this system.  I think it reflects a truer ideal of the power and rhythm of Exalted.''
 
:: -----
 

Latest revision as of 13:19, 6 June 2005

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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