Some notes from chats with Brian about specifics for unExalted Immortals using the Exalted 3e rules:
-> still expressly a WoD setting, we're just using mostly the Exalted 3e ruleset.
-> Immortals use Exalted healing times, barring enhancements/etc.
-> 1 Power Point costs 4 Bonus Points.
-> Artifact is a permissible background, though Eufiber doesn't exist. Presumably, Nodes don't either.
-> Immortals access Artifacts and unlock Evocations on par with Solars.
-> Most superscience Technocracy gear is considered Artifacts.
-> Path costs 2 / 2 / 3 PP (limit 3).
-> Going from Path 3 to 4 requires 3 Path Specialties, 4 -> 5 requires 6, 5 -> 6 requires 9.
-> Path of Magic and Technology require specialties to use effectively, beyond generalist effects.
-> Paths grant a set of passive effects which have been mostly implied in previous versions, which will be detailed... somewhere... soon. We're tossing ideas on a google doc here:
https://docs.google.com/docume...QYs/edit?usp=sharing
-> Your first dot in a Mega-Attribute grants a free enhancement. Your first point in a Path grants 3 free enhancements for any Attribute, assuming they match the Path/theme.
-> Stress is a complicated system which we'll be discussing a lot. In short, you want to use it sparingly or it turns into very, very long-lasting penalties.
-> Temporary Stress is used to maintain ongoing effects such as constructs, shields, buffs, and so on - like scene-length committed motes, or the previous Immortalis rules governing Ongoing Effects. It is also used for some effects which require Extra Effort, like Boost effects, some temporary Enhancements (super lifting, for example), and others where noted. Lastly, temp stress can cover mote costs on a given turn.
-> Permanent Stress builds when you spend more Stress than your Power Potential each turn, or when you attempt actions which go beyond your limits, especially AoE and damage. In a pinch, Permanent Stress can cover most if not all expenditures in a round.
-> Willpower can be burned to prevent the build of Permanent Stress, but you must decide at the end of the Scene when the Stress sets in. Your second option is developing Flaws; choose wisely.
-> 2-point stunts recover 1 Willpower, and may lower Permanent Stress by one level... if that's not OP and anticlimactic. (Rules probably gonna change.)
-> Path Specialties usually allow a discount on relevant Stress costs.
I'll probably make another post soon with some more things I've dug up, but this is the gist of yesterday.
This message was last edited by the player at 17:58, Wed 16 Mar 2016.