Attributes

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Revision as of 00:07, 13 March 2009 by 98.117.0.248 (Talk)

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Exalted Overhaul

Physical

Strength: Strength still governs Damage and Jumping distances and how much one can carry, lift or break but it may now be used for Attack and Defense, as listed under Abilities
Dexterity:Still governs balance, grace, and manual dexterity but attack and defense are detailed under Abilities
Stamina:Natural soak and general toughness. Soak rounds up, rather than down. Exalts gain a number of -0s equal to half their Stamina, round up and -4s equal to the same. (a Stamina 3 or 4 character gains /-0x2/ and /-4x2/)


Social

Charisma:The innate ability to be liked, feared or respected. Social attacks involving honesty or directness. Also covers how one carries oneself and commands the attention of others. A character with Charisma 4+ inflicts a -1 external penalty to others MDVs. At 8+ this increases to -2. Against others with Composure half or less than the character's Charisma, the character gains +1 MDV.
Manipulation: The innate ability to be subtle, sneaky and deceitful. Social attacks involving dishonesty or coercion. Characters with Manipulation 4+ inflicts a -1 external penalty to others MDVs. At 8+ this increases to -2. Against others with Composure half or less than the character's Manipulation, the character gains +1 MDV.
The bonuses and penalties for Charisma and Manipulation are not cumulative; use whichever is higher.
Composure: NEW Grace under fire, social/magical resistance, used for social defenses. The ability to keep one's cool. Often couples with Integrity.


Mental

Perception: The innate attribute governing the senses. May be used with certain ranged weapons, see Abilities.
Intelligence: This stat means you think good. Used mostly with Twilight Caste Abilities.
Wits: Quick thinking, reaction time, memory recall. Used to calculate DDV.


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