The Tightrope, Part 3: Revenge of the Shield

As promised, here is the new information I have been working on. I have also included a brief treatment of Destiny scores above 5. There is a little bit to digest here, but it will all be folded into the appropriate documents before we pick up the campaign again.

Shields

I am moving towards the 2.5 interpretation of shields as low-damage, high defense, off-hand weapons. They are denoted by the SH# tag, where # = the shield’s Mobility penalty.

Weapons with the SH tag contribute their Defense attribute when calculating both Dodge and Parry DV. Weapons without the SH tag may only contribute to Parry. Remember that a character can only benefit from one Defense bonus from equipment in any given tick – this will almost always be the shield.

As mentioned in a previous post, shields do not contribute their Mobility penalty to Parry or Dodge DV values. They do apply it to other rolls where a Mobility penalty would apply.

  • Buckler: Accuracy 0, Defense 1, Speed 5, Damage +1B, Rate 1Tags – M, SH0, Special
    Special: A character may use a two handed weapon while wearing a buckler but will not benefit from its defense attribute.
  • Target Shield: Accuracy 0, Defense 2, Speed 6, Damage +3B, Rate 1 Tags – M, SH1
  • Tower Shield: Accuracy 0, Defense 3, Speed 6, Damage +4B, Rate 1, Tags – M, SH2

Feats

Here is what all those keywords mean.

  • Chaos: The Feat summons or manipulates spirits of Chaos. Any damage it causes to a creature of Order is considered aggravated, unless otherwise specified. This Feat may not be used by a being or adept of Creation or Order, although certain creatures may mimic the effects as a special action.
  • Combo: This Feat may be activated during the same tick as any other Feat that also bears the Combo keyword, as long as it is permitted by Type.
  • Counter: This Feat grants a counter-attack or some other form of response to an opposing activity. Characters cannot use counterattacks to respond to other counterattacks, and characters cannot use multiple counterattacks to respond to a single attack unless otherwise stated. Making a counterattack imposes a cumulative counterattack penalty of -1 to your DV until your next action.
  • Creation: The Feat summons or manipulates spirits of Creation. Any damage it causes to a creature of Chaos is considered aggravated, unless otherwise specified. This Feat may not be used by a being or adept of Chaos or Order, although certain creatures may mimic the effects as a special action.
  • Crippling: This Feat has a special effect that is Crippling. This effect may be specifically targeted by other Feats or items.
  • Form: The Feat activates a specific style of Unarmed combat. Any triggered effects that the Feat allows count as innate abilities – not Feats – and are not subject to combo rules.
  • Influence: This Feat exerts natural or unnatural influence on the target to compel them to some form of action or inaction.
  • Obvious: Observers can tell that the character is doing something spectacular, and they may have a rough idea of its effects. Obvious permanent Feats are only obvious when actively in use.
  • Order: The Feat summons or manipulates spirits of Order. Any damage it causes to a creature of Creation is considered aggravated, unless otherwise specified. This Feat may not be used by a being or adept of Creation or Chaos, although certain creatures may mimic the effects as a special action.
  • Poison: This Feat has a special effect that is Poison. This effect may be specifically targeted by other Feats or items.
  • Sickness: Feats with the Sickness keyword cause some form of disease. This effect may be specifically targeted by other Feats or items.
  • Social: This Feat is designed to work in a social setting and timescale.
  • Touch: The Feat requires that the hero touch something in order to trigger some or all of the Feat’s effects.
  • War: The Feat is intended for use during large-scale battles and time-scales.

And here is what the types mean.

  • Simple: Simple Feats are exactly as described in the Exalted rulebook (p.182), with the following changes. Default speed of a simple Feat is 5 instead of 6. Also, some simple Feats will have a rate listed, allowing them to be flurried provided the Feat activations are the only actions in the flurry.
  • Reflexive: As described in the rulebook (p.182). We are using the 2.5 method of Feat resolution where a character may activate as many Feats as they like, so long as all have the combo keyword and are allowed by type.
  • Extra Action: As described in the book (p.182).
  • Supplemental: As described in the book (p.182) with exceptions. A given action can only have one supplemental Feat applied to it, and Feats are not tied to Abilities so that restriction is not in place. The Feat descriptions should provide the proper context for a given supplemental Feat.
  • Permanent: This Feat, once purchased, provides a permanent and ongoing benefit to the character without any need for activation. If the Feat has some kind of triggered effects, then activation of those effects counts as an innate ability – not a Feat activation.

High Destiny Scores

Destiny scores above 5 allow a character to develop past the normal maximums. For each point of Destiny above 5, a character’s DV cap raises by 1, the maximum ranks of Favored Abilities raises by 1, and they may choose a Attribute to increase the maximum by 1.

Examples:

  • At Destiny 6, a character will have a DV cap of 8 before Feats. They can spend experience to raise their Favored Abilities to 6 and may have one Attribute at 6.
  • At Destiny 9, a character’s DV cap is 11, their Favored Abilities have a maximum rank of 9, and a single Attribute could be raised to 9 (or four Attributes to 6, or two Attributes to 7, or any combination of 4 points above the normal maximum of 5), provided the required amount of experience was spent.

Increasing Attributes and Abilities above 5 costs more than normal:

  • Attributes above 5: Current x 6 experience points. Double the normal training time.
  • Favored Abilities above 5: Current x 3 experience points. Training is Current x 1 week.

There is no requirement to have a tutor for these increases. The times listed are firm and not subject to improvement.

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~ by occam99 on June 24, 2013.

2 Responses to “The Tightrope, Part 3: Revenge of the Shield”

  1. Not sure if you have mantioned this elsewhere…

    I presume the three “Mastery” feats will all be instant, reflexive and combo feats? and obvious?

  2. Check the Feats 2.0 document. I’ve updated the descriptions of the Mastery feats to the new format. I have also added an appendix with all of the types and keywords.

    The Mastery Feats are Reflexive & have the Combo keyword. They are not Obvious, however.

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