Third (Ability) Excellency—Essence Resurgent: Difference between revisions
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'''Cost:''' {{ | '''Cost:''' {{4m}}; '''Mins:''' ([[Ability]]) 1, [[Essence]] 1; '''Type:''' {{Reflexive}} ([[Step 4]] for attacker, [[Step 6]] for defender)<br> | ||
{{Keywords}} {{Combo-OK}}<br> | {{Keywords}} {{Combo-OK}}<br> | ||
'''Duration:''' {{Instant}}<br> | '''Duration:''' {{Instant}}<br> | ||
'''Prerequisite Charms:''' None | '''Prerequisite Charms:''' None | ||
Exalted with this Charm recover smoothly from failure. '''An Exalt's player can invoke this Charm after making a roll based on the relevant Ability. This Charm allows her player to make the roll again, using the new result if the Exalt prefers it.''' The Exalt can also use this Charm to enhance static values derived from the relevant Ability. Doing so increases the character's effective (Attribute + Ability) rating for one task by the Ability rating. '''This means that the Essence Resurgent Excellency increases an applicable [[DV]] by half the relevant Ability.''' | Exalted with this Charm recover smoothly from failure. '''An Exalt's player can invoke this Charm after making a roll based on the relevant Ability. This Charm allows her player to make the roll again, using the new result if the Exalt prefers it.''' The Exalt can also use this Charm to enhance static values derived from the relevant Ability. Doing so increases the character's effective (Attribute + Ability) rating for one task by the Ability rating. '''This means that the Essence Resurgent Excellency increases an applicable [[DV]] by half the relevant Ability.''' | ||
==Abyssal Exalted== | ==Abyssal Exalted== | ||
The three basic Excellencies, [[Infinite (Ability) Mastery]] and [[(Ability) Essence Flow]] function exactly for Abyssals as they do for Solars and are {{Mirror}}s to each other. | The three basic Excellencies, [[Infinite (Ability) Mastery]] and [[(Ability) Essence Flow]] function exactly for Abyssals as they do for Solars and are {{Mirror}}s to each other. | ||
==Sidereal Exalted== | |||
The three basic Excellencies function for Sidereals much as they do for Solars. Essence Overwhelming and Essence Triumphant add dice or bonus successes (respectively). A Sidereal, however, cannot add more dice or bonus successes than her permanent Essence score. If a Sidereal character suffers a dice-pool penalty, however, she may still spend motes with Essence Overwhelming to bring her dice pool back up to zero dice before spending an additional number equal to her Essence to add extra dice. | |||
==Terrestrial Exalted== | |||
'''Cost:''' {{3m}} | |||
Dragon-Blooded with this Charm recovery smoothly from error. The Exalt can invoke this Charm after making a roll based on the relevant Ability. This Charm allows the player to make a second roll, using the new result if the Exalted prefers it to the first. The Exalted can also use this Charm to enhance unrolled uses of the relevant Ability. By spending three motes, the Dragon-Blooded can increase an applicable DV by half the relevant Ability. | |||
This is a reflexive Charm that can be used freely without the need for a Combo, but the Charm can be used only on the tick in which the Dragon-Blooded uses the Ability for which a reroll is being purchased. | |||
==Spirits== | |||
{{Excellencies and Spirits}} | |||
[[Category:General Charms]] | [[Category:General Charms]] | ||
[[Category:Essence 1 Charms]] | [[Category:Essence 1 Charms]] | ||
[[Category:Stackable Charms]] | [[Category:Stackable Charms]] | ||
[[Category:Sidereal Exalted Charms]] | |||
[[Category:Solar Exalted Charms]] | [[Category:Solar Exalted Charms]] | ||
[[Category:Abyssal Exalted Charms]] | [[Category:Abyssal Exalted Charms]] | ||
[[Category:Terrestrial Exalted Charms]] | |||
[[Category:Archery Charms]] | [[Category:Archery Charms]] | ||
[[Category:Integrity Charms]] | [[Category:Integrity Charms]] |
Latest revision as of 07:02, 9 February 2020
Cost: 4m; Mins: (Ability) 1, Essence 1; Type: Reflexive (Step 4 for attacker, Step 6 for defender)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
Exalted with this Charm recover smoothly from failure. An Exalt's player can invoke this Charm after making a roll based on the relevant Ability. This Charm allows her player to make the roll again, using the new result if the Exalt prefers it. The Exalt can also use this Charm to enhance static values derived from the relevant Ability. Doing so increases the character's effective (Attribute + Ability) rating for one task by the Ability rating. This means that the Essence Resurgent Excellency increases an applicable DV by half the relevant Ability.
Abyssal Exalted
The three basic Excellencies, Infinite (Ability) Mastery and (Ability) Essence Flow function exactly for Abyssals as they do for Solars and are Mirrors to each other.
Sidereal Exalted
The three basic Excellencies function for Sidereals much as they do for Solars. Essence Overwhelming and Essence Triumphant add dice or bonus successes (respectively). A Sidereal, however, cannot add more dice or bonus successes than her permanent Essence score. If a Sidereal character suffers a dice-pool penalty, however, she may still spend motes with Essence Overwhelming to bring her dice pool back up to zero dice before spending an additional number equal to her Essence to add extra dice.
Terrestrial Exalted
Cost: 3m
Dragon-Blooded with this Charm recovery smoothly from error. The Exalt can invoke this Charm after making a roll based on the relevant Ability. This Charm allows the player to make a second roll, using the new result if the Exalted prefers it to the first. The Exalted can also use this Charm to enhance unrolled uses of the relevant Ability. By spending three motes, the Dragon-Blooded can increase an applicable DV by half the relevant Ability.
This is a reflexive Charm that can be used freely without the need for a Combo, but the Charm can be used only on the tick in which the Dragon-Blooded uses the Ability for which a reroll is being purchased.
Spirits
Spirits can use the First, Second and Third (Ability) Excellencies for each Ability, as well as Infinite (Ability) Mastery, as long as they meet the prerequisites for each Charm. These count as spirit Charms, and most are related to a specific Virtue, just as their other Charms are. A spirit cannot use Charms to add more dice to any dice pool than the spirit’s Essence. A spirit cannot increase its static values by more than half that amount.
Virtue | Associated Excellencies and Ability-Based Charms |
---|---|
Compassion | First, Second and Third: Awareness, Craft, Investigation, Linguistics, Lore, Medicine, Survival, War |
Conviction | First, Second and Third: Bureaucracy, Integrity, Larceny, Performance, Presence, Ride, Socialize, Stealth |
Temperance | Infinite (Ability) Mastery and Divine (Ability) Subordination for all Abilities |
Valor | First, Second and Third: Archery, Athletics, Dodge, Martial Arts, Melee, Resistance, Thrown |
Universal | First, Second and Third: Occult |
Spirits have one additional Ability-based Charm, Divine (Ability) Subordination. This is a Temperance Charm.
- 4 motes
- Reflexive Charms
- Combo-OK Charms
- Instant Charms
- Mirror Charms
- 3 motes
- Universal Spirit Charms
- Spirit Charms
- The Books of Sorcery, Vol. 4
- General Charms
- Essence 1 Charms
- Stackable Charms
- Sidereal Exalted Charms
- Solar Exalted Charms
- Abyssal Exalted Charms
- Terrestrial Exalted Charms
- Archery Charms
- Integrity Charms
- Craft Charms
- Athletics Charms
- Bureaucracy Charms
- Martial Arts Charms
- Performance Charms
- Investigation Charms
- Awareness Charms
- Linguistics Charms
- Melee Charms
- Presence Charms
- Lore Charms
- Dodge Charms
- Ride Charms
- Thrown Charms
- Resistance Charms
- Medicine Charms
- Larceny Charms
- Sail Charms
- War Charms
- Survival Charms
- Occult Charms
- Stealth Charms
- Socialize Charms