Mechanics Thread.   Posted by The Panopticon.Group: 0
The Panopticon
 GM, 2 posts
Fri 11 Mar 2016
at 02:23
Mechanics Thread
Various Mechanics stuff will be posted here.
The Panopticon
 GM, 3 posts
Fri 11 Mar 2016
at 02:25
Basic Immortalis Rules
Immortalis 3e

Updates to Immortalis Rules for Compatibility with Exalted 3e.

Core Concepts:

Mega-Attributes:  Superhuman Attributes.  Applies bonuses to rolls with the appropriate Attribute.  In general, each dot lowers the Target Number by 1.  After the Target Number reaches 4, each dot lowers the Doubling Number.  Some also provide other benefits.
Exp Cost: 8, CR * 5

Powers:  Powers an Immortal might manifest.  Near limitless variety possible, from precognition and telekinesis to ranged blasts, teleportation, elemental control and others.
Exp Cost: 8, CR * 5

Enhancements:  Additional upgrades to a Power or Mega-Attribute.  These can range from bonus dice in certain circumstances, to Defense bonuses, to expansions of capabilities.  In general, the first dot of a Mega-Attribute provides a single Enhancement for free, and the first level of a Path provides 3 free Enhancements.
Exp Cost: 6

Paths:  The core of an Immortal's power, focused on their primary theme.  Examples include: Fire, Air, Water, Earth, Nature, Shadow, Death and the Soul, the Fist or the Sword - combat, Spirit, War, and more.  Each provides passive benefits appropriate to the Path.
Exp Cost: 10, CR * 8

Path Specialties:  Paths can have Specialties, which reduce the Stress cost of performing or augmenting actions.  Depending on how broad the Specialty is, the cost can range from 3 to 12 EXP per Specialty.  Stunting is required to apply multiple Specialties to a single roll.

Stress:  One of the primary limits on an Immortal.  Stress is gained by over-exerting oneself, and can cause long-term problems, ranging from penalties to Flaws.

System:  Stress is gained when expending Extra Effort.  This can give a number of possible benefits, from extra dice, to an additional Enhancement, to temporarily overriding a Flaw or Limit on a Power, to mitigating Decisive damage and other effects.  An Immortal can only use up to her Power Potential in Extra Effort every round.  Any Stress gained past this limit start affecting the Immortal, and, unless the duration is increased, they fade at the end of the scene.  Each multiple of Power Potential Stress (Stress Multiplier) increases the Duration or Penalties by one level.  Stress effects can be mitigated by taking appropriate Flaws to reduce the Duration or Penalties on a 1 Flaw → 1 Level basis.  These Penalties and/or Flaws cannot be reduced or healed except through time.

Stress Effects:  Penalties: (-2 Dice or -1 Static Value) * Stress Multiplier
Duration (Multiplier): 1 scene (2)
1 day (3)
1 week (4)
1 month (5)
1 year (6)
1 decade (7)
1 century (8)
1 millennium (9)
10 millennium (10)

Basic Rules: Powers & Mega-Attributes

Powers (General Overview):  Can manifest in many different ways, all typically unique to the Immortal.

Ranged Damage: Accuracy += Power Rank
      Damage = (Power Potential / Str / Dex/ Per) + (Power Rank * 4) B/L

Melee Damage:  Accuracy += Power Rank
      Damage =  (Str / Dex) + (Power Rank * 4) B/L

Armor: +3 Soak * Power Rank

Shield: +1 DV per Power Rank

Movement: +1 Range Band per rank for Move actions

This applies to how Paths are used as well.


These are the bonuses given beyond TN reduction and boosting of Static Values

Mega-Strength: +3 Strength for the purposes of Athletics (lifting, automatic successes) and Damage, pre-Soak

Mega-Stamina: +3 Soak, +3 Health Levels (-0 / -1 / -2)

Mega-Appearance: Opponent at -1 Resolve per rank under appropriate circumstances.


Enhancements boost Powers or Mega-Attributes and either boost effectiveness of the actions or add new functionality.  Some examples follow.  Many can be purchased multiple times, or can be purchased through differing prerequisites.

Enhanced Impact: Mega-Strength.  Knock enemy down or 1 Range Band per Rank of Mega-Strength (if Decisive attack, at least 1 HL must be inflicted).  If flight is cut short, treat as Falling damage appropriate to the remaining distance the character should have traveled.  If on a withering attack, no extra damage, and at least 1 point of Initiative damage must have been inflicted.

Physical Prodigy (Strength, Dexterity, Stamina):  Adds 3 dice to any non-combat rolls related to the Mega-Attribute enhanced.  While this is primarily for Athletics, other Abilities can be augmented by this if the roll is appropriate.

Quickness:  Mega-Dexterity/Mega-Wits.  Grants 1 extra action.  Cannot be repurchased.

Perfect Poise: Mega-Wits/Mega-Appearance: Always be unruffled. +1 Resolve & Guile, always look clean and in control.

Subtle: Any power.  Reduces special effects when Power is used.  Can be purchased up to 3 times.  On first purchase, Difficulty 3 Perception + Awareness Roll needed to detect power usage.  On second purchase: Difficulty 5.  On third purchase, special senses are needed (Charms, Powers, Enhancements (Perception Cosmic Attunement or Cosmic Awareness), or similar abilites), with a Difficulty equal to the Power's Rank.

Aggravated:  A power enhanced by this will deal Aggravated Damage on a Decisive Attack.

Enhanced Initiative:  Mega-Wits/Mega-Dexterity.  +3 Initiative on Join Battle Rolls.  Can be bought up to (appropriate Mega-Attribute) times.

Enhanced Senses:  Mega-Perception.  Comes in a number of varieties, from Telescopic Vision to Electromagnetic Vision, to Bloodhound, etc.  Adds +3 dice to an appropriate Perception roll.

This message was last edited by the GM at 02:03, Wed 16 Mar 2016.

 player, 1 post
Sun 13 Mar 2016
at 21:09
Basic Immortalis Rules
The rulebooks we'll be using are as follows. If you find inspiration elsewhere, Brian might adapt that too!

-> Exalted 3e as your core rulebook / bible

-> Aberrant pp. 154-176 (mega-attributes and enhancements) and 177-232 (powers; general list:

-> Adventure pp. 155-175 (Knacks, mostly Daredevil Knacks, which work well as Mega-Attribute Enhancements)

This message was last edited by the player at 21:56, Thu 12 May 2016.

The Panopticon
 GM, 11 posts
Mon 14 Mar 2016
at 00:17
Essence, Anima, Martial Arts, Evocations, Sorcery
Immortals can access Martial Arts, Sorcery and Evocations.  An Immortal's Mote Pool is 30 + (Power Potential * 10) motes, which are considered Personal, and these motes can be used to attune Artifacts and power Evocations and Martial Arts.  A point of temporary Stress can ignore all mote costs for a round.

Unless a flaw is taken, an Immortal only has a single Essence pool.  Immortal animas work in a manner similar to Solar Exalted (3 levels), though they typically do not have Caste Marks.  At the first level, an Immortal's anima typically consists of glowing eyes, small energy sparks, or equivalent thematic effects.

If an Immortal spends (7 + (Power Potential * 2)) motes at one time, their anima increases in level.  This cap can also be increased with an Enhancement.  A point of Temporary Stress may be spent to negate any anima flare during an action.  An Immortal's anima increases in level if they gain more than their Power Potential in Permanent Stress in a single round as well.

Immortals ignore the Terrestrial Keyword and Essence requirements on Martial Arts Charms, though they still buy the merit and individual Abilities as normal.  An Immortal gains access to Mastery effects for the Form Charm and its prerequisites upon learning the Form Charm, and for the rest of the Style upon learning the capstone Charm or Charms.

Immortals access Evocations as per Solar Exalted, though Magical Materials they have access to are often different.  Plus, many Immortals have figured out wholly unique Magical Materials using their own unique crafting methods.

For Sorcery, an Immortal gains access like Exalted, with a single Power purchase and an Initiation.  Immortals are not limited to using Occult to shape Sorcery, but any spells need a number of successes on the Shaping roll to activate (and, in some cases, maintain).  Terrestrial Circle Sorcery is accessible at Power Potential 1, Celestial at Power Potential 3, and Solar Circle is at Power Potential 5.  It is possible to gain access to Sorcery through Path effects or Specialties.

Immortals can perform Sorcerous Workings.

This message was last edited by the GM at 06:14, Sat 25 Feb 2017.

 player, 2 posts
Mon 14 Mar 2016
at 17:23
General Notes: Artifacts, Paths, Enhancements, and Stress
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:

-> 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.

 player, 3 posts
Wed 16 Mar 2016
at 18:45
Extra Notes in Passing, 3/16/16
We're idly discussing all of the following points, and I feel I should note them here in advance.

-> Enhancements will be left somewhat vague. Rather than going through and making a comprehensive conversion, we'll simply say this: choose your enhancements from Aberrant Mega-Attrib Enhancements, Aberrant Power enhancements, Adventure Knacks (mostly Daredevil), or rules in Immortalis you want to know if an enhancement exists for (like Essence Pool or something for Stress.) We'll work it out froom there, and set the rule, rather than making dozens of decisions in advance. Any enhancements listed above are set in stone for now.

-> In general, familiars, allies, and summons through powers can be upgraded directly by your purchase of Enhancements, which gives them some power points to work with, scaling to your power potential. We may eventually find these rules to be unfair, but it seems cool for now, so we're running with it.

Undecided, but notes:

Spoiler text: (Highlight or hover over the text to view)
-> We're currently debating attribute and ability 6. It might wind up just being dice adders, or it might make sense and balance out the high end of combat accuracy. We've changed enough variables; we'll know a little better later how this will go, so we're going to set a minimum of Power Potential 3 on it, and decide by then if it's cheese.

-> Craft rules may or may not vary from Ex3 default, as we decide on what supernatural rules Immortals use. We might be sidegrading in some Solar Charm equivalents, for example, and specifically with the re-buying of Craft... an Immortal can generally craft any Artifact their Path has a paradigm for, like Path of Fire + Craft (weapons) or (tools) making an improv blowtorch, fire trap, flamethrower, and Fire Soul Powerscythe. In many ways, Immortals can usually emulate Wyld-Shaping technique, which tosses a lot out the window... we can discuss specific permanent crafts, but Immortals often pull a sword they need out of thin air, or punch a rock into a roughly mallet shape, and suddenly weeks and months of effort make a new tool as a reflexive or simple action. Not to mention when they wield their pure energy or Essence as tools. Or rip up a stop sign and call it good enough.

 player, 5 posts
Thu 17 Mar 2016
at 21:27
Experience Costs
Experience chart:

This message was last edited by the player at 21:36, Thu 17 Mar 2016.

 player, 6 posts
Fri 18 Mar 2016
at 01:08
Exalted 3e:


The Panopticon
 GM, 26 posts
Wed 4 Jan 2017
at 23:06
Powers & Evocations Update
Update Regarding Damage and Defense Powers

Evocations only cost 6 XP.  Training time remains the same.

In order to allow more flexibility, Direct Damage and Defense Powers (Claws/Blast/Armor/Shield) and similar powers may buy thematic Evocations at Ranks 3+.

Melee and Ranged Damage powers (not Paths) are purchased at 2 ranks (13 XP) for the initial purchase, and grant the stat line of appropriate Artifact weapon (player's choice of Light, Medium or Heavy).  Each additional rank up (at normal cost) grants a free Enhancement or Enhancement for that Power.

The Armor power works the same way, except it grants Artifact Armor (Light, Medium or Heavy) at the player's choice.  Ranking up the Power grants a free Evocation or Enhancment for Ranks 3, 4 and 5, and additional Evocations may be purchased.

In general, Melee Damage and Armor activates for a Scene, with a Simple action, while Ranged Damage is simply used as a Simple action.  With GM approval, Evocations could be purchased for any Power (not Path) at Rank 3 or higher.

Paths: Basic attacks (Ranged and Melee) and Armor creation operate like the corresponding Power.  If the Path is ranked at 3+, then a single point of Stress can grant the effects of (Path Rank + Appropriate Speciality - 2) Enhancements, Evocations or extra Tags.  This effect may be applied when augmenting attacks not generated by the Path as well.

This message was last edited by the GM at 00:19, Sat 07 Jan 2017.

The Panopticon
 GM, 29 posts
Mon 26 Jul 2021
at 12:27
Paths and Specialties
Here is an update to the mechanics that I have been considering for a while now, but I want to make official.

Path Specialties give a 1 Stress Discount for the use of stunting Enhancements onto Path actions.  This does stack (so a stunt involving your Martial Arts, Precision and Impact specialties could allow you to stunt to add the Precision enhancement (D10s Dec/D9s Withering on damage), an accuracy boost (D9s on attack), and adding the Smashing tag with no penalties) without costing Stress.  For now, I am going to cap the Stress discount from Path Specialties to 5.

In addition, a Path at 4 also gains a 1 point Stress discount, which, at 5 becomes a 2 point Stress discount, and at 6 becomes a 3 point Stress discount.

For non-Path powers, a repurchase-able Power Enhancement can be purchased to grant a Stress discount on Power stunts (which add additional Enhancements for the stunted action) as well.  My tentative name for this Enhancement is 'Practiced'.