First Edition Excellencies

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Taking the Mark of Autochthon makes the user aware of the following charms.

Ability Overwhelming

Exalted Type: Solar
Cost: 1m per die
Duration: Instant
Type: Supplemental
Minimum Ability: 1
Minimum Essence: 1
Prerequisite Charms: none

This is a set of 25 different charms, one for each ability. The charm for each ability must be learned separately. When activated for any test requiring a dice pool containing that ability, a solar can purchase extra dice for the roll at a rate of one mote per die.

As a general rule, any combination of charms can provide solar characters with no more than Attribute + Ability additional dice for a given roll. Dice from other sources (weapon Accuracy, virtue channeling, etc. do not count against this limit).

Note that some solar charm trees have charms like this in them already (e.g. Excellent Strike for the Melee ability), but most do not. In cases where such charms already exist, this charm is considered to be synonymous.

Attribute Affirmed

Exalted Type: Lunar
Cost: 1m per die
Duration: Instant
Type: Supplemental
Minimum Ability: 1
Minimum Essence: 3
Prerequisite Charms: none

This is a set of 9 different charms, one for each attribute. The charm for each attribute must be learned separately. When making a roll with a dice pool using that ability, the lunar can convert existing dice from the pool into one automatic success each, at a rate of one mote per die.

For any given test, the lunar can convert up to his current rating in that Attribute dice. These dice are removed from the pool prior to rolling.

Note that some lunar charm trees have similar charms in them already, but these are generally more situational. A version of this charm using an appropriate attribute can act as such a charm for the purpose of fulfilling prerequisites.

Ability Resurgent

Exalted Type: Sidereal
Cost: 1m per die
Duration: Instant
Type: Reflexive
Minimum Ability: 1
Minimum Essence: 2
Prerequisite Charms: none

This is a set of 25 different charms, one for each ability. The charm for each ability must be learned separately. After making a roll with a dice pool using that ability, the sidereal can activate this charm to alter the outcome of any dice that failed in the roll, in one of two ways:

  • He may re-roll some or all of the failed dice, at a rate of 1m per die.
  • He may set some or all of the failed dice to 10s, at a rate of 1m + 1 Paradox per die.

Both options may be used in the same test, but any given failed die can only be altered once. For any given test, no more than the sidereal's Essence in failed dice may be altered.