Exalted Redux:Design Notes

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UNFORMATTED NOTES

Charm Name

Trait:

Cost:

Limits:

Requirements:

Description:


Damage Boost (1/1 damage, max skill) by skill
	Auto-Damage (3/1 damage, max skill) by skill
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


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