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← Revision 6 as of 2018-09-06 21:17:15 ⇥
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==== Burn Body ==== ''For one strain, a corpse can burn the body to smoke, preventing it from being summoned as a ghost or resurrected as a zombie.'' ==== Celestial Sense ==== ''Heavenly/Holy objects are automatically sensed within a long range.'' |
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==== Burn Body ==== ''For one strain, a corpse can burn the body to smoke, preventing it from being summoned as a ghost or resurrected as a zombie.'' |
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==== Magic Aptitude ==== '''''RANKED''''' - ''Gain one effect on a spell without increasing the difficulty for each rank in Magic Aptitude.'' ==== Muted Anima ===== |
==== Muted Anima ==== |
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'''''RANKED''''' - ''Increase character's Essence value by one.'' | '''''RANKED''''' - ''Increase character's Essence value by one. +5 to strain threshold.'' |
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=== Tier 5 === ==== Innate Magic ==== ''The character does not need to prepare spells ahead of time, and can combine any known magic components into usable spells at the time of casting.'' |
Custom Exalted Talents for Genesys
Contents
Tier 1
Burn Body
For one strain, a corpse can burn the body to smoke, preventing it from being summoned as a ghost or resurrected as a zombie.
Celestial Sense
Heavenly/Holy objects are automatically sensed within a long range.
Fists of Iron
Talents requiring wielding a Melee weapon may be used while you are unarmed or using Brawl weapons. Your GM has final say on whether the talent may be used in this way. Add your Essence value to all damage checks involving Brawl.
Integrity Protection
RANKED - For each rank in Integrity Protection, decrease the difficulty of checks against mutation by one (to a minimum of <> Easy).
Muted Anima
Increase the threshold for anima visibility in each category by 2 strain.
Tier 2
Essence
RANKED - Increase character's Essence value by one. +5 to strain threshold.
Tier 3
Ancient Pact
Mystical beings, such as Deathlords, Demons, and Faeries, cannot initiate combat with the player. Beings can still retaliate if attacked, or engage in social combat such as charms, coercion, etc.
Tier 5
Innate Magic
The character does not need to prepare spells ahead of time, and can combine any known magic components into usable spells at the time of casting.