Difference between revisions of "Wuxalted Redux"

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===Charms===
 
===Charms===
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====Solars====
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A Solar may spend 1 Mote to gain a bonus of (Attribute+Ability) dice on a roll.
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====Dragon-Blooded====
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A Dragon-Blooded may spend 1 mote to gain a bonus of (Ability+Specialty) dice on a roll. Additionally, up to (Ability+Specialty) successes may be traded between the Scarlet and Ebon dice after the roll.
  
 
==Character Creation==
 
==Character Creation==

Revision as of 07:08, 16 March 2007

Introduction

This is a work in progress to create a sleaker, more stream-lined version of Wuxalted, which itself a combination of Wushu and Exalted.

This work is intended as guide to help people who know Exalted and/or Wushu to play Exalted with Wushu-inspired lighter mechanics. This work is not intended to be a guide to help newcomers discover Exalted and/or Wushu.

Wushu is the propery of Daniel Bayn, Exalted is the property of White Wolf Publishing, and Wuxalted was written by a bunch of guys on RPGnet. All the rest that's managed to slip through the cracks are my original ideas. My ideas are up for grabs, the rest is the IP of their owners.

Terminology

  • Scarlet / Ebon: Yang / Yin from Wushu.
  • Essence: This corresponds to the extra Dice limit 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.

Basics

To resolve how much narrative impact a described action has upon a scene, the action's dice are rolled against a target number that is determined by the Attribute and Ability most appropriate to that action; the target number is equal to the Attribute + Ability.

An appropriate Specialty allows a player to reroll one dice on his roll when luck is against him.

Nature & Virtue

As Wuxalted.

Attributes

The three Attributes remain: Physical, Social and Mental. Determine which applies to a roll to calculate the roll's target number.

Abilities

Each character now only has five Abilities, but different Exalted do not use the same Abilities. The Abilities are umbrella traits that, rather than detailing a character's capabilities in fine grain, keep an eye on theme, representing what each Exalt is traditionally good at.

Solars

  • Dawn
  • Eclipse
  • Night
  • Twilight
  • Zenith

Dragon-Blooded

  • Air
  • Earth
  • Fire
  • Water
  • Wood

Sidereals

  • Battles
  • Endings
  • Journeys
  • Secrets
  • Serenity

Abyssals

  • Day
  • Daybreak
  • Dusk
  • Midnight
  • Moonshadow

Lunars

[TBD]

Heroic Mortals

[TBD]

Specialties

Specialties represent the finer grain of Abilities in Wuxalted Redux, and each equates to one of the 25 Abilities in Exalted 2nd Edition. For example, a Solar character may take the Melee Specialty for his Dawn Ability.

A Specialty allows you to reroll one dice per roll on actions that suit that Specialty; the above solar may reroll one dice on rolls related to the Dawn Ability as long as they are Melee-based.

Preferably, you should declare whether your Specialty will apply to your Scarlet dice before Ebon dice, or vice versa, before rolling. You shouldn't make the choice on whether to reroll a Scarlet dice or an Ebon dice after you know how many successes you or your opponent have got; a Specialty shouldn't really be used to get a edge over an adversary by tactically choosing which dice to reroll after already you know what your opponent's rolls are. Anyone who does this anyway ought to be slapped!... unless you prefer that tactical choice, in which case, eh, it's your game, right?

Essence

Your Essence represents the maximum amount of bonus dice you can receive by Detailing your actions (on top of your base dice and other bonuses). Essence is determined from the following table:

CharacterBase Essence
Ordinary MortalsNone; Mooks
Heroic Mortal1
God-Blooded2
Dragon-Blooded3
Lunars, Sidereals4
Solars, Abyssals5
Establshed (after a long campaign)+1
Veteran (has survived several decades)+2
Elite (has survived several centuries)+3
Legendary (First Age Solars, Deathlords, the Empress)+4

Anima

Anima Flare

Spending Motes on Anima effects causes Anima Flare Setback with a severity equal to the number of Mote spent.

Solars

Dawn
  • Spend 1 mote: halve a Mook threat if it is capable of fear; additionally, for the rest of the scene, the Dawn gets an automatic Ebon success when fighting opponents (including Mooks) with an Essence score equal to or less than his as long as his opponent is capable of fear. If the opponent has the Valor Virtue, their Essence score is treated as being one higher for the purpose of this comparison.
Eclipse
  • Demons, Fae and Spirit will not physically attack the Eclipse or his party unless they attack first (Social combat, on the other hand...).
  • Spend 1 Mote to sanctify an Oath; an Oathbreaker loses ALL the successes of one future roll at a dramatically appropriate moment.
  • After having studied another Exalted or Spirit's CHARM effects for long enough, an Eclipse may invoke said CHARM effect at the usual cost, plus one extra Mote.
Night
  • A Night caste may spend an extra Mote to activate his CHARM and other ANIMA effect without that either Mote counting towards Anima Flare.
  • Spend 1 Mote to get an automatic Ebon success on all rolls involving hiding, sneaking, etc. for the rest of the scene.
Twilight
  • Spend 1 Mote to get an automatic Ebon success to resist physical harm for the rest of the scene. This includes combat.
Zenith
  • Spend 1 Mote to get +1 Scarlet dice / +1 Ebon dice when fighting unholy creatures for the rest of the scene.

Dragon-Blooded

Air
  • Spend 1 mote: Get an automatic Ebon success against missile weapons (Thrown & Archery) for the scene.
  • Can not lose Motes or die from falling.
Earth
  • Spend 1 mote: Get an automatic Ebon success to resist physical harm for the rest of the scene, as long as her feet rest on earth or stone.
Fire
  • Spend 1 mote: Get +1 Scarlet dice for hand-to-hand combat for the rest of the scene.
Water
  • Spend 1 mote: Get +1 Scarlet / +1 Ebon dice when fighting on top of, or within, a body of water, for the rest of the scene.
  • Can not lose Motes or die from drowning.
Wood
  • Spend 1 mote: Get an automatic Ebon success against arrows, wooden or wood-hafted weapons.
  • Can not lose Motes or die from plant-based poisons.

Charms

Solars

A Solar may spend 1 Mote to gain a bonus of (Attribute+Ability) dice on a roll.

Dragon-Blooded

A Dragon-Blooded may spend 1 mote to gain a bonus of (Ability+Specialty) dice on a roll. Additionally, up to (Ability+Specialty) successes may be traded between the Scarlet and Ebon dice after the roll.

Character Creation