Excellencies

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More generic Excellencies, yar!

Third (Ability) Excellency: Essence Resurgent

Two House rules regarding this one:

  • This may be combined with other excellencies.
  • When used to enhance a DV, the player instead rolls the appropriate dice twice and takes the better result.

Fourth (Ability) Excellency: Essence Refinement

  • Cost: 4m (2m for Solars) Mins: Ability 2, Essence 1
  • Type: Reflexive (Step 2 for defender, Step 1 for attacker)
  • Keywords: Combo-OK

The Exalted are without peer, and may overcome any obstacle. When using this excellency, the Exalt ignores any sort of internal or external penalty to their roll, including wound penalties.

  • This Excellency replaces the following Solar Charms. Players are free to develop their own versions of said Charms.
    • Archery: There is no Wind
    • Melee: Dipping Swallow Defense
    • Medicine: Contagion-Curing-Touch
    • Dodge: Shadow Over Water

Fifth (Ability) Excellency: Essence Victorious

  • Cost: 8m (4m for Solars) Mins: Ability 4, Essence 3
  • Type: Reflexive (Step 1 for Offense, Step 2 for Defense)
  • Keywords: Combo-OK

The Exalted strike with the might of ten. This Charm doubles successes after they are rolled, or in the case of a DV, doubles the DV itself.

  • This Excellency replaces the following Solar Charms. Players are free to develop their own versions of said Charms.
    • Melee: Hungry Tiger Technique
    • Thrown: Cascade of Cutting Terror
    • Presence: Irresistible Salesman Spirit