Excellencies
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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