Your name is Hyoudou Issei. Your parents and what few friends you have call you Ise. You are a...
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User | Total |
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heralding_bubble | 7 |
Health:
-0 [X]
-1 [X] [X]
-2 [ ] [ ]
-4 [ ]
Incapacitated [ ]
Dying [ ] [ ]
SOCIAL SYSTEM
- Exalted Third Edition does not feature a social combat system. Instead it uses social influence mechanics, with a focus on character interaction, understanding the motives of other characters, and gaining trust or using appropriate leverage to influence others.
- Exalted Third Edition characters do not have Motivations. Instead, Intimacies have been expanded to be much broader and more nuanced tools for fleshing out characters.
- Intimacies may be "ties" or "principles." A tie is an Intimacy describing the character's feelings toward a person or place, such as "I love Prince Diamond" or "I hate the Mask of Winters." A principle may be any concept that is important to the character, such as "I cannot abide cruelty," "My word is my bond," or "I don't care what I have to do to keep my homeland safe."
- Intimacies vary in intensity, and may be Minor, Major, or Defining.
- Social influence actions may attempt to modify a character's Intimacies, or may attempt to convince characters to do things you want them to do. Intimacies are key to the success, failure, and possibility of such actions being attempted at all.
- Social influence actions may be used during combat.
• Ties describe your character's attachments to people, objects, organizations, and other concrete entities. They have an emotional context which describes your character's feelings towards that entity. Ties are generally written as the subject of the Tie, followed by a parenthetical clarifier to establish context. Examples include Great Forks (Hometown affection), My mysterious benefactor (Wary respect), My wife (Love), Peleps Deled (Hatred), and The Immaculate Order (Admiration).
• Principles describe your character's beliefs and ideals. Principles are generally written as a statement of the Principle. Examples include ideals such as "Honesty is my watchword" and "Pragmatism rules my actions," and beliefs such as "The Immaculate Philosophy is the true guide to righteous living" or "I believe everyone looks out for number one."
The basic mechanical function of Ties and Principles is identical, but some Charms and other special rules may differentiate between them.
Intimacies come in three levels of intensity: Minor, Major, and Defining. Minor Intimacies are notable parts of your character's worldview, but only come into play when the subject of the Intimacy is directly relevant to her current situation. Major Intimacies hold more influence over your character, coming into play even if the subject is only indirectly or tangentially related to the situation at hand. Finally, Defining Intimacies hold sway over every aspect of your character's life—they're the pillars of her worldview, and often things she would lay down her life to protect.
Intimacies help characters to regain Willpower, and govern what actions they can be persuaded to take via social influence. For more information on Intimacies and their role in social influence, see pages 214-215.
Charms will sometimes become empowered by Intimacies, such as by granting a character extra strength to fight to protect his loved ones. In these circumstances, Minor, Major, and Defining Intimacies are "valued" at two, three, and four points, respectively—thus, a Charm granting dice equal to an Intimacy's rating would grant three dice if keying off of a Major Intimacy.
Characters may gain new Intimacies in several ways, all subject to Storyteller approval. The key to changing Intimacies is that the change must make sense given the roleplaying going on during the scene and in the broader context of the story. Characters can't gain beneficial new Intimacies if it doesn't match how they've been played.
• Intimacies can be created at Minor intensity or strength ened by one level by the social influence of other characters (p. 215).
• Whenever the player feels it is appropriate and the Storyteller agrees, the character may add a new Minor Intimacy or intensify an existing Intimacy at the end of a scene by one degree.
• In extraordinary situations, the character may gain a new Intimacy at Major or Defining Intensity based on the events of the story—when an Abyssal murders your brother, it's probably acceptable to go straight to a Major or Defining Tie of hatred toward him.
Losing Intimacies
Losing Intimacies is similarly simple, and likewise subject to Storyteller discretion.
• Intimacies can be degraded by one level or removed entirely (if Minor) by the social influence of other characters (p. 215).
• Whenever the player feels it is appropriate and the Storyteller agrees, the character may remove a Minor Intimacy or degrade an existing Major or Defining Intimacy at the end of a scene—the character just doesn't care about that thing as much anymore. Generally, this should follow several sessions in which the subject of the Intimacy hasn't come up—characters should rarely drop or degrade an Intimacy right after it has been created, even if the Intimacy is undesirable. Alternately, this might follow several sessions showing the character resolving or working to conquer unwanted Intimacies, such as Intimacies of fear or hatred.
• Whenever the Storyteller judges that a player hasn't reflected an Intimacy in her roleplaying for a while, she may declare that it has degraded or even disappeared completely. This is mostly to keep characters from accumulating a lot of Defining Intimacies, which should be reflected in the character's actions at least once per story. Few characters can sustain the kind of intensity needed for more than a small handful of Defining Intimacies, and the Storyteller's pruning helps keep down the clutter.
• Instill: Change the feelings and beliefs of other people. When taking an Instill action, you declare what you want to make someone to feel or believe. Penalties may be applied if implausible or hard to accept, to a maximum of -5. On a success, target forms an Intimacy towards that belief.
Some people might have existing Intimacies which might prevent Instill actions though, which need to be lessened for Instill to be successful.
—Strengthening a Minor Intimacy, or weakening a Major Intimacy, can only be done if the target has a different Minor or better Intimacy that supports the attempted influence.
—Likewise, raising a Major Intimacy, or weakening a Defining Intimacy, is only possible if the target has a different Major or better Intimacy that supports the attempted influence.
—Strengthening an existing Intimacy requires that the evidence raised or argument made in favor of strengthening it be more compelling than whatever caused the Intimacy to arrive at its current intensity. For example, if a shopkeeper gained a Minor Intimacy of distrust toward the Guild after learning that they often undercut local merchants, he would need even stronger evidence in order to strengthen his Intimacy to Major. Perhaps he learns that a Guild merchant plans to buy out his shop, or speaks to a man who once partnered with a Guildsman and was betrayed and sold into slavery.
• Persuade: Persuade action allows you to convince other characters to perform actions or tasks, the extent of which depend on the Intimacies of the target.
Without an Intimacy to support your roll, you can only convince others to take trivial and risk-free actions. If they have an appropriate Tie or Principle, you can potentially to convince them to undertake great risks, dedicate their lives to a cause, or even die in your name.
Inconvenient Tasks: Characters with Minor Intimacy can be convinced to perform tasks which pose some mild danger or hinderance to them, as long as it doesn't seriously disrupt their life or livelyhood. A severe injury, an angry superior, or heavy financial loss is still more than they will allow. You can persuade people to do things that take longer than a scene to complete, as long as it doesn't disrupt their life.
Example: "I need you to deliver this parcel to that big house in Cinnabar District, with the red jade lion statues by the door. If the man on the door has a scorpion tattoo, don't leave it with him—insist to see the master of the house."
Serious Tasks: Characters with appropriate Major Intimacy can be convinced to perform tasks that have a risk of extreme harm or impediment. A farmer could be convinced to join your militia, or an apothecary might provide you with poison even in the face of corporal punishment. They still balk at the risk of almost certain death or ruin. Tasks that take extended amount of time are possible at this level, even if it requires a long-term commitment such as joining an organization.
Example: "Just because he's your father doesn't make you his slave—why should his fear deny you a place in An-Teng's glorious uprising against its oppressors? This nation needs heroes; men like you!"
Life-Changing Tasks: Characters with an appropriate Defining Intimacy can be made to do almost anything. You could convince a devoted follower to hold off a Wyld Hunt to buy time for your escape, or make a wealthy noble donate the better portion of his fortune to your cult. Only in case of absolute and unavoidably certain death or utter ruin would they balk, and even then they might decide to do it against all the odds.
Example: "I know the old scrolls said the heart of this temple is guarded by a fearsome beast of brass and flame. I know it's frightening, but isn't this why we came so far and spent our fortunes, to be the first ones to scavenge the Great Ziggurat of Lost Zarlath? I'll never make it into the final chambers with my leg like this—you'll have to dare it for both of us!"
• Bargain: Similar to Persuade action but isn't dependent on target's Intimacies. Instead you're offering a bribe, gift, or a favour of some kind that the target believes is worth the difficulty or danger of the task you're asking of him.
• Threaten: Convincing people to do things with appealing to something they don't want, usually the threat of bodily harm, social blackmail, economical ruin, or general intimidation. Can be used as Instill action for a Tie of fear towards you. For it to be effective, target must be more afraid of the consequences of refusing than what he is of whatever you want him to do. Almost always causes the formation of an immediate negative Tie towards you.
• Inspire: Used to incite emotions and strong passions in others, usually with the Performance Ability. When done, you chose an emotion you are attempting to inspire like anger, sorrow, hope, lust, hatred, delight, or something else. On a successful roll, the target is impassioned according to the emotion evoked. The Storyteller chooses what form that passion takes.
Impassioned character may form a new passion, or act upon an existing Intimacy that aligns with the emotion evoked. A tribal warrior-queen who is inspired with anger after hearing a Dawn Caste's roaring oration against her enemies might decide to lead a raid against a hated rival clan, or might decide to begin harassing a political enemy within her own tribe. A merchant prince who is filled with sorrow by the song of a Zenith Caste playing outside his window might spend the rest of the scene weeping with longing for a dead wife or might resolve to undertake some act of generosity with his fortune in remembrance of her kind-hearted ways.
Target doesn't have to drop everything they're doing to act upon an Inspire action, but must be genuinely resolved to take action. A devout follower of the Immaculate Philosophy inspired to make a pilgrimage to Imperial Mountain would set his affairs in order, get supplies for the journey, and explain to his family where he's going before leaving.
Inspire action doesn't automatically create or strengthen Intimacies, but it's often appropriate for it to do so as characters act upon the inflamed passions. An inflamed passion may be treated as a Major Intimacy for the purposes of modifying Resolve and enabling persuade actions, for as long as the character is acting on it.
Inspiring character doesn't automatically know what passions he has inspired in his audience, he must use Read Intentions to find out. Because a character does not—and without magic, cannot—tailor the outcome of an inspire action to a specific target, inspire actions aren't subject to the penalty for group influence detailed on page 221, unless specified by a Charm or other effect.
• Read Intentions: Allows a character to discern what other characters wish to achieve in a scene of interaction. It is not an influence roll, but a (Perception + Socialize) against target's Guile. On a success you get a brief description of what the target wants out of the interaction: "He's seducing you to get you alone," or "She's making polite small talk and waiting for the party to end."
Alternatively Read Intentions can be used to determine what Intimacies a character has. You should generally describe what kind of Intimacy you want to discern ("Does he love anyone?" "How does he feel about me?" "Is he a devout Immaculate?"). On a success you are revealed one or more of the target's Intimacies that fit the criteria, or informed that there is none that fit it.
Read Intentions is not magic. You are analyzing the target's words and behaviour to get a feel for his motives and Intimacies. A target unaware he's being observed suffers a -2 penalty to Guile.
While the Appearance Attribute may be rolled as part of social actions, it also has another function in social influence, granting a bonus against weak-willed characters. Those of low Resolve are more easily impressed and awed by striking, beautiful individuals, or easily intimidated by the profoundly ugly (see the Hideous Merit, p. 162).
If a character's Appearance rating is higher than his target's Resolve, then he gains a dice bonus on all instill and persuasion attempts against that individual equal to the difference. Thus, a character with Appearance 5 attempting to use a persuade action on an individual with Resolve 3 would gain a +2 bonus. This comparison is made before any bonuses to Resolve are factored in.
If addressing a group (p. 220), compare Appearance to the average Resolve of the group (usually 2 or 3) to determine any appropriate bonus.
Base difficulty for influence rolls is always the Resolve rating of the target.
Even if a character's Resolve is overcome, he may still have an opportunity to deny the influence. If the influence is trying to change how he feel,s such as creating, destroying, or changing his Intimacies, he may spend a point of Willpower to
• Stop a new Intimacy from being created. Although the character is moved, he just can't afford to invest himself in a new person or cause!
• Stop a Major or Defining Intimacy from being weakened. Even though the influence was convincing, the character just has too much invested in the Intimacy to give up now, even if he wants to!
• Reject a successful inspire action—the character uses his force of will to deny his swelling passions.
Refusing influence to make a character do something is trickier. When a roll overcomes his Resolve, he enters a Decision Point.
In Decision Point, you must choose an Intimacy and explain how it justifies resisting that specific influence. The Intimacy chosen must be of equal or greater intensity than the Intimacy which supported the roll, and can't be the one that strengthened his Resolve against the roll in the first place.
If the requirements are met and the argument accepted, you may spend one Willpower point to resist the influence roll. Otherwise the resistance is impossible.
Example: Consider Son of Wolves, a Zenith Caste whose Resolve rating has just been overcome by the influence roll of Naya, a scheming Sidereal. The Sidereal seeks to turn him against his Circle (a serious task), and her persuade action is supported by Son of Wolves's Major Principle of belief in the Immaculate Faith, which manifests as a lingering and unshakable conviction that he and his fellow Solar Exalted are Anathema. Unless Son of Wolves can match this with an Intimacy of Major or Defining intensity, he will be powerless to defy the truth he hears in Naya's words. While he has a Defining Tie of loyalty towards his Circlemates, he already used that Intimacy to bolster his Resolve, rendering it unavailable in a Decision Point. Luckily, he also has a Major Principle of "I can't abide a traitor," owing back to a terrible betrayal he suffered long ago. His player argues that this allows him not to betray his Circlemates even if they are Anathema. The Storyteller accepts this argument, and Son of Wolves is able to spend a point of Willpower to resist.
No amount of charisma is usually sufficient to talk someone into suicide, or to convince a die-hard patriot to betray his cause. If a request is so antithetical to the target's nature and personality that it can't possibly succeed, it is an unacceptable influence. A character targeted by one may reject it outright without spending Willpower, even if the roll beats his Resolve. A player can still choose to have his character follow the course of action, but only because he thinks it makes sense, the character cannot be coerced into doing it. Some powerful Charms and spells can compel characters into bowing to unacceptable influence.
Unacceptable influence includes:
• Any instill action to strengthen or weaken an Intimacy which doesn't exploit an appropriately strong Intimacy to do so.
Example: A Deathlord's agent sits down next to a Solar in a teahouse and intimates that the Solar's Lunar companion is not to be trusted, but she gives no reasons—only dim intimations. The Solar has a Major Tie of trust toward the Lunar. Because the Abyssal exploits no Intimacies to support her suggestions, the Solar can ignore her attempt at weakening his Intimacy toward the Lunar.
• Any persuasion attempt which doesn't exploit an Intimacy strong enough to support the proposed task
Example: A zealous Immaculate missionary attempts to convince the high priestess of Hamoji, great volcano god of the Wavecrest Archipelago, to abandon her life of worship. This would be a life-changing task, and the priestess has no Defining Intimacies which would support the missionary's exhortations. As such, the priestess is free to reject the proposed influence at no cost, without the need of a Decision Point.
• Any bargain attempt which fails to offer a properly enticing incentive or threaten action which is insufficiently threatening.
• Any influence that would cause a character to kill himself, or to do something that he knows would result in his certain death.
• Any influence that would cause a character to completely abandon or end one of his Defining Intimacies is unacceptable. A farmer with a Defining Tie of love to his wife might be seduced by another person, but could not be convinced to abandon or murder his wife. A Solar with a Defining Principle of "I will win the allegiance of the sorceress Raksi" could not be convinced to kill her, as this would make fulfilling that goal impossible. Weakening a Defining Intimacy is still allowed, making it possible to first degrade an Intimacy from Defining to Major and then issue the otherwise unacceptable influence.
• Any seduction attempt that violates a character's sexual orientation (as defined by the player, or by the Storyteller in the case of Storyteller characters) is unacceptable.
• Certain Charms allow characters to define special kinds of influence that they may treat as unacceptable.
Multiple Targets
Whenever an influence roll targets more than one character, it suffers a -3 penalty. Because the different targets can have differing Resolve ratings, the success of the action is determined separately for each target.
Written Social Actions
The Ability used when rolling for written social action is always Linguistics. When a character reads the message, compare the successes rolled to his Resolve to determine if it succeeds. Written social actions can be written to apply against a single intended reader or against anyone who reads them, with the effects for targeting multiple characters.
Gestures and Body Language
When attempting to communicate through gestures, appearance, and body language, the target adds +2 to his Resolve.
Overturning Influence
A character already persuaded to do something receives a +3 bonus to his Resolve against influences that would cause him to abandon or disregard that persuasion. This bonus stacks with the Intimacy bonus from a relevant Intimacy. The petitioner who wishes to overturn the existing influence must spend a point of Willpower before making her argument and roll.
If the contradictory persuasion succeeds, the target may use a Decision Point to resist it by citing a conflicting Intimacy, without spending Willpower. Conversely is he wants to abandon his course of action and accept the new influence, the character must spend a point of Willpower and cite the Intimacy which was used to change his mind.
These conditions remain in place for one story after a character has been influenced, once the next story begins the lingering influences can be overturned as normal.
Instill: You must present your target with substantially greater evidence for whatever you're trying to convince him of before you can retry, or you can try again after the current story has ended.
Persuade: Three ways. One, make a different argument playing on a different Intimacy of equal or greater strength. Two, wait and try again next story. Three, wait until the Intimacy that supported your influence roll has strengthened to a higher level of intensity either by strengthening it yourself or waiting until he has done it himself.
Bargain: You can only retry a failed bargain roll by making a new offering that's substantially greater than your previous one.
Threaten: You can only retry a failed Threaten roll if you significantly escalate the threat used to coerce your target.
Inspire: You must wait until the scene has ended to retry an Inspire action.
Read Intentions: Once a Read Intentions action has failed, it can't be retried on teh same target for the rest of the scene.
Her head snaps to the side and she's thrown back as the half-formed spear dissipates. She's sent flying and skipping a few times on the ground before rolling to a stop at the base of the fountain, wings sprawled haphazardly around her.
...That's it? You expected... more, from her speeches and posturing. And she almost killed you. She would have killed you if not for, well. You stare at the golden aura around your hands. She said something about... God? And Saint Gears? No wait, Sacred Gear. Is this yours? You shrug the thought off. Something to think at when you're safe at home, perhaps. But now...Yuuma's Health:
-0 [/]
-1 [/] [/]
-2 [/] [/] [/]
-4 [/]
Incapacitated [/]
Personal Mote Pool: 3/13
Peripheral Mote Pool: 33/33
Anima Level: Glowing (2/4)
Issei's Health Track:
-0 [X]
-1 [X] [X]
-2 [ ] [ ]
-4 [ ]
Incapacitated [ ]
Dying [ ] [ ]
Choosing Caste Abilities:
Choose 4 of the Abilities listed to be Caste Abilities, which will get a small discount on Charm and Ability Dot purchases, as well as faster Charm training.
- Athletics
- Integrity
- Performance
- Lore
- Presence
- Resistance
- Survival
- War
Choose 1 of the Abilities listed to be Supernal Ability, which gets the same benefits as a Caste Ability.
However on top of that, your Essence counts as 5 for Charm Requirements, allowing you to purchase Essence 5 Charms and Charm Upgrades while at Essence 1 for that ability.
The Ability chosen as Supernal Ability can not be chosen as Caste Ability.
Choosing Favoured Abilities:
Choose 5 of the abilities listed to be Favoured Abilities, which gain the same benefits as Caste Abilities.
- Archery
- Awareness
- Brawl
- Bureaucracy
- Dodge
- Investigation
- Larceny
- Linguistics
- Medicine
- Melee
- Occult
- Ride
- Sail
- Socialize
- Stealth
- Thrown
- Craft
- Those from the Caste Abilities List that were not chosen as Caste/Supernal