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		<id>http://exalted.xi.co.nz/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=T3Dragoon</id>
		<title>Exalted - Unofficial Wiki - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="http://exalted.xi.co.nz/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=T3Dragoon"/>
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		<updated>2026-04-10T00:17:57Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.29.0</generator>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SolarArchery/T3Dragoon&amp;diff=90375</id>
		<title>SolarArchery/T3Dragoon</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SolarArchery/T3Dragoon&amp;diff=90375"/>
				<updated>2013-08-30T23:10:38Z</updated>
		
		<summary type="html">&lt;p&gt;T3Dragoon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stunning Shot&amp;lt;/B&amp;gt;&lt;br /&gt;
 &amp;lt;B&amp;gt;Cost:  2 motes&lt;br /&gt;
 Duration:  Instant&lt;br /&gt;
 Type:  Simple&lt;br /&gt;
 Minimum Archery:  4&lt;br /&gt;
 Minimum Essence:  4&lt;br /&gt;
 Prerequisite Charms:  Essence Arrow&lt;br /&gt;
This charm is another Essence Arrow arrow. It needs only 1 EXP.&lt;br /&gt;
&lt;br /&gt;
The solar fires a two pronged arrow or a &amp;quot;lighting bolt&amp;quot; of crackling essence at the unfortunate target. Choosing to sacrifice damage for stopping power.&lt;br /&gt;
&lt;br /&gt;
This charm does not damage exalts and only does minimum damage, if any, to other creatures and mortals. Instead if the shot hits the shooter rolls a dex and archery roll against the targets resistance and stamina roll. If the target rolls higher than the shooter nothing happens. &lt;br /&gt;
&lt;br /&gt;
If the shooter rolls a higher number than the target. The target is minus dice equal to the shooter's successes minuses the target's for any roll the storyteller decides would be affected by being stunned during their next turn. Non Exalted characters cannot move if their essence is less than the shooters. If their essence rating is higher or equal to the shooter their move is halved for the next turn.&lt;br /&gt;
&lt;br /&gt;
If the number of success after calculation is greater than the shooters essence and the target is not an exalted they pass out for hours equal to the shooters essence plus the successes. Exalted targets get another stamina and resistance roll to resist passing-out needing to beat the shooters essence. If they fail they pass out for hours equal to the shooters essence.&lt;/div&gt;</summary>
		<author><name>T3Dragoon</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SolarArchery/T3Dragoon&amp;diff=90373</id>
		<title>SolarArchery/T3Dragoon</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SolarArchery/T3Dragoon&amp;diff=90373"/>
				<updated>2013-08-30T23:07:26Z</updated>
		
		<summary type="html">&lt;p&gt;T3Dragoon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stunning Shot&amp;lt;/B&amp;gt;&lt;br /&gt;
 &amp;lt;B&amp;gt;Cost:  1 EXP&lt;br /&gt;
 Duration:  Instant&lt;br /&gt;
 Type:  Simple&lt;br /&gt;
 Minimum Archery:  4&lt;br /&gt;
 Minimum Essence:  4&lt;br /&gt;
 Prerequisite Charms:  Essence Arrow&lt;br /&gt;
This charm is another Essence Arrow arrow. It uses 2 mote per shot.&lt;br /&gt;
&lt;br /&gt;
The solar fires a two pronged arrow or a &amp;quot;lighting bolt&amp;quot; of crackling essence at the unfortunate target. Choosing to sacrifice damage for stopping power.&lt;br /&gt;
&lt;br /&gt;
This charm does not damage exalts and only does minimum damage, if any, to other creatures and mortals. Instead if the shot hits the shooter rolls a dex and archery roll against the targets resistance and stamina roll. If the target rolls higher than the shooter nothing happens. &lt;br /&gt;
&lt;br /&gt;
If the shooter rolls a higher number than the target. The target is minus dice equal to the shooter's successes minuses the target's for any roll the storyteller decides would be affected by being stunned during their next turn. Non Exalted characters cannot move if their essence is less than the shooters. If their essence rating is higher or equal to the shooter their move is halved for the next turn.&lt;br /&gt;
&lt;br /&gt;
If the number of success after calculation is greater than the shooters essence and the target is not an exalted they pass out for hours equal to the shooters essence plus the successes. Exalted targets get another stamina and resistance roll to resist passing-out needing to beat the shooters essence. If they fail they pass out for hours equal to the shooters essence.&lt;/div&gt;</summary>
		<author><name>T3Dragoon</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SolarArchery/T3Dragoon&amp;diff=90371</id>
		<title>SolarArchery/T3Dragoon</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SolarArchery/T3Dragoon&amp;diff=90371"/>
				<updated>2013-08-30T22:59:49Z</updated>
		
		<summary type="html">&lt;p&gt;T3Dragoon: Created page with 'Stunning Shot&amp;lt;/B&amp;gt;  &amp;lt;B&amp;gt;Cost:  1 EXP  Duration:  Instant  Type:  Simple  Minimum Archery:  4  Minimum Essence:  4  Prerequisite Charms:  Essence Arrow This charm is another Essence…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stunning Shot&amp;lt;/B&amp;gt;&lt;br /&gt;
 &amp;lt;B&amp;gt;Cost:  1 EXP&lt;br /&gt;
 Duration:  Instant&lt;br /&gt;
 Type:  Simple&lt;br /&gt;
 Minimum Archery:  4&lt;br /&gt;
 Minimum Essence:  4&lt;br /&gt;
 Prerequisite Charms:  Essence Arrow&lt;br /&gt;
This charm is another Essence Arrow arrow. It uses 2 mote per shot.&lt;br /&gt;
&lt;br /&gt;
The solar fires a two pronged arrow or a &amp;quot;lighting bolt&amp;quot; of crackling essence at the unfortunate target. Choosing to sacrifice damage for stopping power.&lt;br /&gt;
&lt;br /&gt;
This charm does not damage exalts and only does minimum damage, if any, to other creatures and mortals. Instead if the shot hits the shooter rolls a dex and archery roll against the targets resistance and stamina roll. If the target rolls higher than the shooter nothing happens. &lt;br /&gt;
&lt;br /&gt;
If the shooter rolls a higher number than the target, the target is minus the number of successes in dice for any roll the storyteller decides would be affected by being stunned during their next turn. Non Exalted characters cannot move if their essence is less than the shooters. If their essence rating is higher or equal to the shooter their move is halved for the next turn.&lt;br /&gt;
&lt;br /&gt;
If the number of success after calculation is greater than the shooters essence and the target is not an exalted they pass out for hours equal to the shooters essence plus the successes. Exalted targets get another stamina and resistance roll to resist passing-out needing to beat the shooters essence. If they fail they pass out for hours equal to the shooters essence.&lt;/div&gt;</summary>
		<author><name>T3Dragoon</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SolarArchery&amp;diff=90369</id>
		<title>SolarArchery</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SolarArchery&amp;diff=90369"/>
				<updated>2013-08-30T22:23:26Z</updated>
		
		<summary type="html">&lt;p&gt;T3Dragoon: /* Solar Archery Charms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Solar Archery Charms =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Whether in the hands of a fearsome general or cunning assassin, archery carries the might of the Sun to the very horizon, and beyond.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* back to [[SolarCharms]].&lt;br /&gt;
----&lt;br /&gt;
* First Edition Archery Charms by Contributor&lt;br /&gt;
**[[SolarArchery/CrownedSun]] - [[CrownedSun|User Page]]&lt;br /&gt;
**[[SolarArchery/DariusSolluman]] [[DariusSolluman|User Page]]&lt;br /&gt;
**[[SolarArchery/Epsilon]] - [[EpsilonSolarArchery|User Page]]&lt;br /&gt;
**[[SolarArchery/IsawaBrian]] - [[IsawaBrian|User Page]]&lt;br /&gt;
**[[SolarArchery/Jabberwocky]] - [[Jabberwocky|User Page]]&lt;br /&gt;
**[[SolarArchery/LordAuran]] - [[LordAuran|User Page]]&lt;br /&gt;
**[[SolarArchery/Madwand]] - [[Madwand|User Page]]&lt;br /&gt;
**[[SolarArchery/Miedvied]] - [[Miedvied|User Page]]&lt;br /&gt;
**[[SolarArchery/Moxiane]] - [[Moxiane|User Page]]&lt;br /&gt;
**[[SolarArchery/Telgar]] - [[Telgar|User Page]]&lt;br /&gt;
&lt;br /&gt;
* Second Edition Archery Charms by Contributor&lt;br /&gt;
**[[SolarArchery/BogMod]] - [[BogMod|User Page]]&lt;br /&gt;
** [[DualMegami/DualMegami]]]] -- [[DualMegami|UserPage]]&lt;br /&gt;
**[[SolarArchery/Heru]] - [[Heru|User Page]]&lt;br /&gt;
**[[SolarArchery/IsawaBrian]] - [[IsawaBrian|User Page]]&lt;br /&gt;
**[[SolarArchery/T3Dragoon]] - [[T3Dragoon|User Page]]&lt;/div&gt;</summary>
		<author><name>T3Dragoon</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=General/children&amp;diff=90129</id>
		<title>General/children</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=General/children&amp;diff=90129"/>
				<updated>2013-04-26T22:13:40Z</updated>
		
		<summary type="html">&lt;p&gt;T3Dragoon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A parents love.&lt;br /&gt;
Cost: 3 motes&lt;br /&gt;
Duration: permanent&lt;br /&gt;
Type: Simple &lt;br /&gt;
Minimum Survival or resistance: 2&lt;br /&gt;
Minimum Essence: 2 &lt;br /&gt;
Prerequisites: Must have intimacy to the child/children.&lt;br /&gt;
&lt;br /&gt;
A parents love is strong. With the exalts it changes the very world in little ways. The exalt's natural soak is added to the child/children. The child need not be of the same blood. This counts for all that the exalt considers her children.&lt;br /&gt;
&lt;br /&gt;
This charm is void and the XP refunded when the child meet any of the following:&lt;br /&gt;
&lt;br /&gt;
The child is disowned by the parent.&lt;br /&gt;
&lt;br /&gt;
The child meets the age requirement of their given culture and becomes an adult.&lt;br /&gt;
&lt;br /&gt;
The child's parent dies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A parents love is forever.&lt;br /&gt;
Cost: One willpower&lt;br /&gt;
Duration: permanent&lt;br /&gt;
Type: Simple &lt;br /&gt;
Minimum Survival or resistance: 5&lt;br /&gt;
Minimum Essence: 4 &lt;br /&gt;
Prerequisites: A parents love.&lt;br /&gt;
&lt;br /&gt;
The charm expands on the one before it if the child has reached adult hood. The parent may commit one willpower for their child to have increased soak given to their &lt;br /&gt;
child/children equal to their parents survival or resistance minus one. If the parent is over essence 5 it becomes minus 2, essence 10 it becomes minus 3. The parent my also know where the child is at all times while in their home, the given emotion of their child, and whether or not they are sick. During combat the exalt known exactly where there child is within permanent essence miles of them. The soak increase stays even if the parent dies so long as the willpower is still committed.&lt;/div&gt;</summary>
		<author><name>T3Dragoon</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=General/children&amp;diff=90127</id>
		<title>General/children</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=General/children&amp;diff=90127"/>
				<updated>2013-04-26T18:33:59Z</updated>
		
		<summary type="html">&lt;p&gt;T3Dragoon: new charms&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
A parents love.&lt;br /&gt;
Cost: 3 motes&lt;br /&gt;
Duration: permanent&lt;br /&gt;
Type: Simple &lt;br /&gt;
Minimum Survival or resistance: 2&lt;br /&gt;
Minimum Essence: 2 &lt;br /&gt;
Prerequisites: Must have intimacy to the child/children.&lt;br /&gt;
&lt;br /&gt;
A parents love is strong. With the exalts it changes the very world in little ways. The exalt's natural soak is added to the child/children. The child need not be of the same blood. This counts for all that the exalt considers her children.&lt;br /&gt;
&lt;br /&gt;
This charm is void and the XP refunded when the child meet any of the following:&lt;br /&gt;
&lt;br /&gt;
The child is disowned by the parent.&lt;br /&gt;
&lt;br /&gt;
The child meets the age requirement of their given culture and becomes an adult.&lt;br /&gt;
&lt;br /&gt;
The child's parent dies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A parents love is forever.&lt;br /&gt;
Cost: One willpower&lt;br /&gt;
Duration: permanent&lt;br /&gt;
Type: Simple &lt;br /&gt;
Minimum Survival or resistance: 5&lt;br /&gt;
Minimum Essence: 4 &lt;br /&gt;
Prerequisites: A parents love.&lt;br /&gt;
&lt;br /&gt;
The charm expands on the one before it if the child has reached adult hood. The parent may commit one willpower for their child to have increased soak given to their child/children equal to their parents survival or resistance minus one. If the parent is over essence 5 it becomes minus 2, essence 10 it becomes minus 3. The parent my also know where the child is at all times while in their home, the given emotion of their child, and whether or not they are sick. During combat the exalt known exactly where there child is within permanent essence miles of them. The soak increase stays even if the parent dies so long as the willpower is still committed.&lt;/div&gt;</summary>
		<author><name>T3Dragoon</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=GeneralCharms&amp;diff=90125</id>
		<title>GeneralCharms</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=GeneralCharms&amp;diff=90125"/>
				<updated>2013-04-26T18:03:35Z</updated>
		
		<summary type="html">&lt;p&gt;T3Dragoon: adding new charms&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Charms ==&lt;br /&gt;
&lt;br /&gt;
In addition to Martial Arts and Sorcery, there may be other effects that many Exalt types can learn.&lt;br /&gt;
 &lt;br /&gt;
*Back to [[Charms]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*[[FrivYeti/Insights|Elders' Insights]] - Alternate Charm mechanics past Essence 6.&lt;br /&gt;
&lt;br /&gt;
**[[General/children]] -[[T3Dragoon|Userpage]]&lt;/div&gt;</summary>
		<author><name>T3Dragoon</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SolarCraft/T3Dragoon&amp;diff=90123</id>
		<title>SolarCraft/T3Dragoon</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SolarCraft/T3Dragoon&amp;diff=90123"/>
				<updated>2013-04-26T17:01:43Z</updated>
		
		<summary type="html">&lt;p&gt;T3Dragoon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Magic of a Crafting Master&lt;br /&gt;
&lt;br /&gt;
Cost: ( Varies ) motes&lt;br /&gt;
&lt;br /&gt;
Duration: Permanent&lt;br /&gt;
&lt;br /&gt;
Type: Simple, obvious&lt;br /&gt;
&lt;br /&gt;
Minimum Craft: 5 &lt;br /&gt;
&lt;br /&gt;
Minimum Occult: 5 &lt;br /&gt;
&lt;br /&gt;
Minimum Essence: 6&lt;br /&gt;
&lt;br /&gt;
Minimum Intelligence: 3&lt;br /&gt;
&lt;br /&gt;
Minimum Wits: 3&lt;br /&gt;
&lt;br /&gt;
Prerequisites: Words-as-Workshop Technique, Wonder-Forging Genius, Design Beyond Limit, 20 dots in craft total,&lt;br /&gt;
3 Craft choices (Air,Fire,Wood,ect) at 5 dots, at least 1  dot in Magi-tech and 1 dot in 5 different craft choices, Infinite Craft Mastery&lt;br /&gt;
&lt;br /&gt;
Magic is respected by the chosen of the sun, as it should be. However, the sun makes things of such a grand nature without the use of magic. Why would the sun's chosen craftsmen be any different? What's the grandest thing an exalt could build? A Manse of course. Through understanding the concepts of magic the solar master craftsman can use his very essence in a similar way. The solar's cast mark glows, and remains on, as he commits his whole body to this task and with an air of understanding whirling around him he sets upon his task.&lt;br /&gt;
&lt;br /&gt;
The solar commits one mote of permanent will power, all of his personal essence and the manse's rating in peripheral essence to this charm while building is taking place. While this charm is activated the building of a manse only takes a number of weeks equal to the manse's rating times two. In this time charms in the crafting tree used to help with the building of the manse need only half the normal motes to work (rounded up). All charms used during this time from inside the crafting tree but, not used to aid in the &lt;br /&gt;
building of the manse need normal motes.&lt;br /&gt;
&lt;br /&gt;
Charms outside the crafting tree need more essence to be used (Half of the charms normal motes are added to the required amount needed, rounded down.) At the end of this process the exalt looks at his manse with pride as the accumulated fatigue rushes into his body. He drops where he stands as he passes out needing a full 24 hours, plus hours equal to the manse’s rating, of sleep before he wakes. After the fatigue, comes the accumulated force of each hammer strike, foot fall, saw pull, and chink of a chisel. All rushing into the craftsman’s body giving him un blockable, soakable, and dodgeable bashing damage equal to the manse’s rating.&lt;br /&gt;
&lt;br /&gt;
The exalt may also commit half his peripheral essence rounded down ( or if the solar is building it for another person the other person commits half of their peripheral essence plus the manse's rating ) during the building process to work his( or their ) very self into the manse giving 1 extra dot in creating the manse. ( The &amp;quot;half&amp;quot; pool of motes must be committed from beginning to end, cannot be added during the building process.)&lt;br /&gt;
&lt;br /&gt;
The solar can only build a manse this way if the manse's rating is less than his permanent essence. If the solar building the manse un commits the motes or is killed during the building process the manse explodes dealing 5 lethal damage within 100 yards and 5 environmental bashing damage within 100 yards times the manse's rating. The solar builder is also struck ( if he is alive) with aggravated damage equal to the manses rating. This cannot be blocked, soaked, or dodged.  All progress is lost and no manse may be built within a mile of the spot for a year. The cast sign cannot be muted by the night cast ability or any charm, but can be lessened. Story teller decides how much.&lt;br /&gt;
&lt;br /&gt;
The solar still needs the required materials to build the manse and at least five other master craftsman ( not to his own level of course. You can have a master for each tree. ( wood, fire, water, ect) However they must all be able to use essence. They can be any exalt, god, elemental, or enlightened human. The essence of the master craftsman that is committed takes place of the “grunt workers” the craftsmen are still needed to fine tune the manse’s creation and do the detailed work.&lt;br /&gt;
Storyteller decides whether or not the other exalts or followers meet the “other master craftsmen” requirement.&lt;/div&gt;</summary>
		<author><name>T3Dragoon</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SolarCraft/T3Dragoon&amp;diff=90121</id>
		<title>SolarCraft/T3Dragoon</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SolarCraft/T3Dragoon&amp;diff=90121"/>
				<updated>2013-04-26T17:00:37Z</updated>
		
		<summary type="html">&lt;p&gt;T3Dragoon: reworded alot of stuff.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Magic of a Crafting Master&lt;br /&gt;
&lt;br /&gt;
Cost: ( Varies ) motes&lt;br /&gt;
&lt;br /&gt;
Duration: Permanent&lt;br /&gt;
&lt;br /&gt;
Type: Simple, obvious&lt;br /&gt;
&lt;br /&gt;
Minimum Craft: 5 &lt;br /&gt;
&lt;br /&gt;
Minimum Occult: 5 &lt;br /&gt;
&lt;br /&gt;
Minimum Essence: 6&lt;br /&gt;
&lt;br /&gt;
Minimum Intelligence: 3&lt;br /&gt;
&lt;br /&gt;
Minimum Wits: 3&lt;br /&gt;
&lt;br /&gt;
Prerequisites: Words-as-Workshop Technique, Wonder-Forging Genius, Design Beyond Limit, 20 dots in craft total,&lt;br /&gt;
3 Craft choices (Air,Fire,Wood,ect) at 5 dots, at least 1  dot in Magi-tech and 1 dot in 5 different craft choices, Infinite Craft Mastery&lt;br /&gt;
&lt;br /&gt;
Magic is respected by the chosen of the sun, as it should be. However, the sun makes things of such a grand nature without the use of magic. Why would the sun's chosen craftsmen be any different? What's the grandest thing an exalt could build? A Manse of course. Through understanding the concepts of magic the solar master craftsman can use his very essence in a similar way. The solar's cast mark glows, and remains on, as he commits his whole body to this task and with an air of understanding whirling around him he sets upon his task.&lt;br /&gt;
&lt;br /&gt;
The solar commits one mote of permanent will power, all of his personal essence and the manse's rating in peripheral essence to this charm while building is taking place. While this charm is activated the building of a manse only takes a number of weeks equal to the manse's rating times two. In this time charms in the crafting tree used to help with the building of the manse need only half the normal motes to work (rounded up). All charms used during this time from inside the crafting tree but, not used to aid in the &lt;br /&gt;
building of the manse need normal motes.&lt;br /&gt;
&lt;br /&gt;
Charms outside the crafting tree need more essence to be used (Half of the charms normal motes are added to the required amount needed, rounded down.) At the end of this process the exalt looks at his manse with pride as the accumulated fatigue rushes into his body. He drops where he stands as he passes out needing a full 24 hours, plus hours equal to the manse’s rating, of sleep before he wakes. After the fatigue, comes the accumulated force of each hammer strike, foot fall, saw pull, and chink of a chisel. All rushing into the craftsman’s body giving him un blockable, soakable, and dodgeable bashing damage equal to the manse’s rating.&lt;br /&gt;
The exalt may also commit half his peripheral essence rounded down ( or if the solar is building it for another person the other person commits half of their peripheral essence plus the manse's rating ) during the building process to work his( or their ) very self into the manse giving 1 extra dot in creating the manse. ( The &amp;quot;half&amp;quot; pool of motes must be committed from beginning to end, cannot be added during the building process.)&lt;br /&gt;
&lt;br /&gt;
The solar can only build a manse this way if the manse's rating is less than his permanent essence. If the solar building the manse un commits the motes or is killed during the building process the manse explodes dealing 5 lethal damage within 100 yards and 5 environmental bashing damage within 100 yards times the manse's rating. The solar builder is also struck ( if he is alive) with aggravated damage equal to the manses rating. This cannot be blocked, soaked, or dodged.  All progress is lost and no manse may be built within a mile of the spot for a year. The cast sign cannot be muted by the night cast ability or any charm, but can be lessened. Story teller decides how much.&lt;br /&gt;
&lt;br /&gt;
The solar still needs the required materials to build the manse and at least five other master craftsman ( not to his own level of course. You can have a master for each tree. ( wood, fire, water, ect) However they must all be able to use essence. They can be any exalt, god, elemental, or enlightened human. The essence of the master craftsman that is committed takes place of the “grunt workers” the craftsmen are still needed to fine tune the manse’s creation and do the detailed work.&lt;br /&gt;
Storyteller decides whether or not the other exalts or followers meet the “other master craftsmen” requirement.&lt;/div&gt;</summary>
		<author><name>T3Dragoon</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SolarCraft/T3Dragoon&amp;diff=90119</id>
		<title>SolarCraft/T3Dragoon</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SolarCraft/T3Dragoon&amp;diff=90119"/>
				<updated>2013-04-25T19:23:14Z</updated>
		
		<summary type="html">&lt;p&gt;T3Dragoon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Magic of a Crafting Master&lt;br /&gt;
 Cost: ( Varies ) motes&lt;br /&gt;
 Duration: Permanent&lt;br /&gt;
 Type: Simple, obvious&lt;br /&gt;
 Minimum Craft: 5 &lt;br /&gt;
 Minimum Occult: 3 &lt;br /&gt;
 Minimum Essence: 1&lt;br /&gt;
 Minimum Intelligence: 3&lt;br /&gt;
 Minimum Wits: 3&lt;br /&gt;
 Prerequisites: Words-as-Workshop Technique, Wonder-Forging Genius, Design Beyond Limit, 20 dots in craft total,&lt;br /&gt;
 3 Craft choices (Air,Fire,Wood,ect) at 5 dots, at least 1  dot in Magi-tech and 1 dot in 5 different craft choices, &lt;br /&gt;
 Infinite Craft Mastery&lt;br /&gt;
&lt;br /&gt;
Magic is respected by the chosen of the sun, as it should be. However, the sun makes things of such a grand nature without the use of magic. Why would the sun's chosen craftsmen be any different? What's the grandest thing a exalt could build? A Manse of course. Through understanding the concepts of magic the solar master craftsman can use his very essence in a similar way. The solar's cast mark glows, and remains on, as he commits his whole body to this task and with an air of understanding whirling around him he sets upon his task without need of rest.&lt;br /&gt;
&lt;br /&gt;
The solar commits 1 mote of permanent will power, all of his personal essence and the manse's rating in peripheral essence to this charm while building is taking place. While this charm is activated the building of a manse only takes a number of weeks equal to the manse's rating times 2. In this time charms in the crafting tree used to help with the building of the manse need only half the normal motes to work (rounded up). All charms used during this time from outside the crafting tree need more essence to be used (Half of the charms required permanent needed to learn it rounded down)  At the end of this process the exalt looks at his manse with pride as the accumulated fatigue rushes into his body. He drops where he stands as he passes out needing a full 24 hours, plus hours equal to the manse’s rating, of sleep before he wakes. &lt;br /&gt;
&lt;br /&gt;
The exalt may also commit half his peripheral essence(rounded up) ( or if the solar is building it for another person the other person commits half of their peripheral essence { rounded up } plus the manse's rating  ) during the building process to work his( or their ) very self into the manse giving extra dots in creating the manse equal to the manse's rating minus one. ( The &amp;quot;half&amp;quot; pool of motes must be committed from beginning to end, cannot be added during the building process.) &lt;br /&gt;
&lt;br /&gt;
The solar can only build a manse this way if the manse's rating is one dot greater than his permanent essence or less. If the solar building the manse un commits the motes or is killed during the building process the manse explodes dealing 5 bashing damage within 100 yards and 5 environmental damage within 100 yards times the manse's rating. All progress is lost and no manse may be built within a mile of the spot for a year.&lt;br /&gt;
The cast sign cannot be muted by the night cast ability or any charm, but can be lessened. Story teller decides how much.&lt;/div&gt;</summary>
		<author><name>T3Dragoon</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SolarCraft/T3Dragoon&amp;diff=90117</id>
		<title>SolarCraft/T3Dragoon</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SolarCraft/T3Dragoon&amp;diff=90117"/>
				<updated>2013-04-25T14:57:06Z</updated>
		
		<summary type="html">&lt;p&gt;T3Dragoon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Magic of a Crafting Master&lt;br /&gt;
 Cost: ( Varies ) motes&lt;br /&gt;
 Duration: Permanent&lt;br /&gt;
 Type: Simple, obvious&lt;br /&gt;
 Minimum Craft: 5 &lt;br /&gt;
 Minimum Occult: 3 &lt;br /&gt;
 Minimum Essence: 1&lt;br /&gt;
 Minimum Intelligence: 3&lt;br /&gt;
 Minimum Wits: 3&lt;br /&gt;
 Prerequisites: Words-as-Workshop Technique, Wonder-Forging Genius, Design Beyond Limit, 20 dots in craft total,&lt;br /&gt;
 3 Craft choices (Air,Fire,Wood,ect) at 5 dots, at least 1  dot in Magi-tech and 1 dot in 5 different craft choices, &lt;br /&gt;
 Infinite Craft Mastery&lt;br /&gt;
&lt;br /&gt;
Magic is respected by the chosen of the sun, as it should be. However, the sun makes things of such a grand nature without the use of magic. Why would the sun's chosen craftsmen be any different? What's the grandest thing a exalt could build? A Manse of course. Through understanding the concepts of magic the solar master craftsman can use his very essence in a similar way. The solar's cast mark glows, and remains on, as he commits his whole body to this task and with an air of understanding whirling around him he sets upon his task without need of rest.&lt;br /&gt;
&lt;br /&gt;
The solar commits 1 mote of permanent will power, all of his personal essence and the manse's rating in peripheral essence to this charm while building is taking place. While this charm is activated the building of a manse only takes a number of weeks equal to the manse's rating times 2. In this time charms in the crafting tree used to help with the building of the manse need only half the normal motes to work (rounded up). All charms used during this time from outside the crafting tree need more essence to be used (Half of the charms required permanent needed to learn it rounded down)  At the end of this process the exalt looks at his manse with pride as the accumulated fatigue rushes into his body. He drops where he stands as he passes out needing a full 24 hours, plus hours equal to the manse’s rating, of sleep before he wakes. &lt;br /&gt;
&lt;br /&gt;
The exalt may also commit half his peripheral essence ( or if the solar is building it for another person the other person commits half of their peripheral essence plus the manse's rating  ) during the building process to work his( or their ) very self into the manse giving extra dots in creating the manse equal to the manse's rating minus one. ( The &amp;quot;half&amp;quot; pool of motes must be committed from beginning to end, cannot be added during the building process.) &lt;br /&gt;
&lt;br /&gt;
The solar can only build a manse this way if the manse's rating is one dot greater than his permanent essence or less. If the solar building the manse un commits the motes or is killed during the building process the manse explodes dealing 5 bashing damage within 100 yards and 5 environmental damage within 100 yards times the manse's rating. All progress is lost and no manse may be built within a mile of the spot for a year.&lt;br /&gt;
The cast sign cannot be muted by the night cast ability or any charm, but can be lessened. Story teller decides how much.&lt;/div&gt;</summary>
		<author><name>T3Dragoon</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SolarCraft/T3Dragoon&amp;diff=90115</id>
		<title>SolarCraft/T3Dragoon</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SolarCraft/T3Dragoon&amp;diff=90115"/>
				<updated>2013-04-25T14:56:13Z</updated>
		
		<summary type="html">&lt;p&gt;T3Dragoon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Magic of a Crafting Master&lt;br /&gt;
 Cost: ( Varies ) motes&lt;br /&gt;
 Duration: Permanent&lt;br /&gt;
 Type: Simple, obvious&lt;br /&gt;
 Minimum Craft: 5 &lt;br /&gt;
 Minimum Occult: 3 &lt;br /&gt;
 Minimum Essence: 1&lt;br /&gt;
 Minimum Intelligence: 3&lt;br /&gt;
 Minimum Wits: 3&lt;br /&gt;
 Prerequisites: Words-as-Workshop Technique, Wonder-Forging Genius, Design Beyond Limit, 20 dots in craft total,&lt;br /&gt;
 3 Craft choices (Air,Fire,Wood,ect) at 5 dots, at least 1  dot in Magi-tech and 1 dot in 5 different craft choices, Infinite Craft Mastery&lt;br /&gt;
&lt;br /&gt;
Magic is respected by the chosen of the sun, as it should be. However, the sun makes things of such a grand nature without the use of magic. Why would the sun's chosen craftsmen be any different? What's the grandest thing a exalt could build? A Manse of course. Through understanding the concepts of magic the solar master craftsman can use his very essence in a similar way. The solar's cast mark glows, and remains on, as he commits his whole body to this task and with an air of understanding whirling around him he sets upon his task without need of rest.&lt;br /&gt;
&lt;br /&gt;
The solar commits 1 mote of permanent will power, all of his personal essence and the manse's rating in peripheral essence to this charm while building is taking place. While this charm is activated the building of a manse only takes a number of weeks equal to the manse's rating times 2. In this time charms in the crafting tree used to help with the building of the manse need only half the normal motes to work (rounded up). All charms used during this time from outside the crafting tree need more essence to be used (Half of the charms required permanent needed to learn it rounded down)  At the end of this process the exalt looks at his manse with pride as the accumulated fatigue rushes into his body. He drops where he stands as he passes out needing a full 24 hours, plus hours equal to the manse’s rating, of sleep before he wakes. &lt;br /&gt;
&lt;br /&gt;
The exalt may also commit half his peripheral essence ( or if the solar is building it for another person the other person commits half of their peripheral essence plus the manse's rating  ) during the building process to work his( or their ) very self into the manse giving extra dots in creating the manse equal to the manse's rating minus one. ( The &amp;quot;half&amp;quot; pool of motes must be committed from beginning to end, cannot be added during the building process.) &lt;br /&gt;
&lt;br /&gt;
The solar can only build a manse this way if the manse's rating is one dot greater than his permanent essence or less. If the solar building the manse un commits the motes or is killed during the building process the manse explodes dealing 5 bashing damage within 100 yards and 5 environmental damage within 100 yards times the manse's rating. All progress is lost and no manse may be built within a mile of the spot for a year.&lt;br /&gt;
The cast sign cannot be muted by the night cast ability or any charm, but can be lessened. Story teller decides how much.&lt;/div&gt;</summary>
		<author><name>T3Dragoon</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=T3Dragoon&amp;diff=90113</id>
		<title>T3Dragoon</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=T3Dragoon&amp;diff=90113"/>
				<updated>2013-04-25T14:51:36Z</updated>
		
		<summary type="html">&lt;p&gt;T3Dragoon: Created page with 'Welcome to my page. I hope you get some use out of my charms. Most I make try to go around some of the more long and arbitrary things in the game.'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to my page. I hope you get some use out of my charms. Most I make try to go around some of the more long and arbitrary things in the game.&lt;/div&gt;</summary>
		<author><name>T3Dragoon</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SolarCraft/T3Dragoon&amp;diff=90111</id>
		<title>SolarCraft/T3Dragoon</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SolarCraft/T3Dragoon&amp;diff=90111"/>
				<updated>2013-04-24T06:07:45Z</updated>
		
		<summary type="html">&lt;p&gt;T3Dragoon: added a new charm&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Magic of a Crafting Master&lt;br /&gt;
 Cost: ( Varies ) motes&lt;br /&gt;
 Duration: Permanent&lt;br /&gt;
 Type: Simple, obvious&lt;br /&gt;
 Minimum Craft: 5 &lt;br /&gt;
 Minimum Occult: 3 &lt;br /&gt;
 Minimum Essence: 1&lt;br /&gt;
 Minimum Intelligence: 3&lt;br /&gt;
 Minimum Wits: 3&lt;br /&gt;
 Prerequisites: Words-as-Workshop Technique, Wonder-Forging Genius, Design Beyond Limit, 20 dots in craft total,&lt;br /&gt;
 3 Craft choices (Air,Fire,Wood,ect) at 5 dots, at least 1  dot in Magi-tech and 1 dot in 5 different craft choices, Infinite Craft Mastery&lt;br /&gt;
&lt;br /&gt;
Magic is respected by the chosen of the sun, as it should be. However, the sun makes things of such a grand nature without the use of magic. Why would the sun's chosen craftsmen be any different? What's the grandest thing a exalt could build? A Manse of course. Through understanding the concepts of magic the solar master craftsman can use his very essence in a similar way. The solar's cast mark glows, and remains on, as he comments his whole body to this task and with an air of understanding whirling around him he sets upon his task without need of rest.&lt;br /&gt;
&lt;br /&gt;
The solar commits 1 mote of permanent will power, all of his personal essence and the manse's rating in peripheral essence to this charm while building is taking place. While this charm is activated the building of a manse only takes a number of weeks equal to the manse's rating times 2. In this time charms in the crafting tree used to help with the building of the manse need only half the normal motes to work (rounded up). All charms used during this time from outside the crafting tree need more essence to be used (Half of the charms required permanent needed to learn it rounded down)  At the end of this process the exalt looks at his manse with pride as the accumulated fatigue rushes into his body. He drops where he stands as he passes out needing a full 24 hours, plus hours equal to the manse’s rating, of sleep before he wakes. &lt;br /&gt;
&lt;br /&gt;
The exalt may also comment half his peripheral essence ( or if the solar is building it for another person the other person comments half of their peripheral essence plus the manse's rating  ) during the building process to work his( or their ) very self into the manse giving extra dots in creating the manse equal to the manse's rating minus one. ( The &amp;quot;half&amp;quot; pool of motes must be commended from beginning to end, cannot be added during the building process.) &lt;br /&gt;
&lt;br /&gt;
The solar can only build a manse this way if the manse's rating is one dot greater than his permanent essence or less. If the solar building the manse un commits the motes or is killed during the building process the manse explodes dealing 5 bashing damage within 100 yards and 5 environmental damage within 100 yards times the manse's rating. All progress is lost and no manse may be built within a mile of the spot for a year.&lt;br /&gt;
The cast sign cannot be muted by the night cast ability or any charm, but can be lessened. Story teller decides how much.&lt;/div&gt;</summary>
		<author><name>T3Dragoon</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=User:T3Dragoon&amp;diff=90109</id>
		<title>User:T3Dragoon</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=User:T3Dragoon&amp;diff=90109"/>
				<updated>2013-04-24T04:07:55Z</updated>
		
		<summary type="html">&lt;p&gt;T3Dragoon: Created page with 'Have fun with the more common sense work around charms.'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Have fun with the more common sense work around charms.&lt;/div&gt;</summary>
		<author><name>T3Dragoon</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SolarCraft&amp;diff=90107</id>
		<title>SolarCraft</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SolarCraft&amp;diff=90107"/>
				<updated>2013-04-24T04:06:37Z</updated>
		
		<summary type="html">&lt;p&gt;T3Dragoon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Solar Craft Charms =&lt;br /&gt;
&lt;br /&gt;
The wonders possible for a skilled Solar Craftsman are beyond imagination.&lt;br /&gt;
&lt;br /&gt;
* back to [[SolarCharms]].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* First Edition Craft Charms by Contributor&lt;br /&gt;
**[[SolarCraft/Balthasar]] - [[Balthasar|User Page]]&lt;br /&gt;
**[[SolarCraft/CorlanDashiva]] - [[CorlanDashiva|UserPage]]&lt;br /&gt;
**[[SolarCraft/CrownedSun]] - [[CrownedSun|UserPage]]&lt;br /&gt;
**[[SolarCraft/DualMegami]] - [[DualMegami|UserPage]]&lt;br /&gt;
**[[SolarCraft/FluffySquirrel]] - [[FluffySquirrel|UserPage]]&lt;br /&gt;
** [[FrivYeti/Crafts|[[SolarCraft/FrivYeti]]]] - [[FrivYeti|UserPage]]&lt;br /&gt;
**[[SolarCraft/Gamlain]] -[[Gamlain|Userpage]]&lt;br /&gt;
**[[SolarCraft/GregLink]] - [[GregLink|UserPage]]&lt;br /&gt;
**[[SolarCraft/Haren]] - [[Haren|UserPage]]&lt;br /&gt;
**[[SolarCraft/Ikselam]] - [[Ikselam|UserPage]]&lt;br /&gt;
**[[SolarCraft/IsawaBrian]] - [[IsawaBrian|UserPage]]&lt;br /&gt;
**[[SolarCraft/Jhudsui]] - [[Jhudsui|UserPage]]&lt;br /&gt;
**[[SolarCraft/JPCardier]] - [[JPCardier|UserPage]]&lt;br /&gt;
** [[SolVachel/SolVachel]]]] - [[SolVachel|UserPage]]&lt;br /&gt;
**[[SolarCraft/Telgar]] - [[Telgar|UserPage]]&lt;br /&gt;
&lt;br /&gt;
* Second Edition Craft Charms by Contributor&lt;br /&gt;
**[[SolarCraft/Azurelight]] - [[Azurelight|User Page]]&lt;br /&gt;
**[[SolarCraft/BogMod]] - [[BogMod|UserPage]]&lt;br /&gt;
**[[SolarCraft/Heru]] - [[Heru|Userpage]]&lt;br /&gt;
**[[SolarCraft/IanPrice]] - [[IanPrice|UserPage]]&lt;br /&gt;
**[[SolarCraft/IsawaBrian]] - [[IsawaBrian|UserPage]]&lt;br /&gt;
**[[SolarCraft/T3Dragoon]] - [[T3Dragoon|UserPage]]&lt;/div&gt;</summary>
		<author><name>T3Dragoon</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SolarCraft&amp;diff=90105</id>
		<title>SolarCraft</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SolarCraft&amp;diff=90105"/>
				<updated>2013-04-24T04:06:09Z</updated>
		
		<summary type="html">&lt;p&gt;T3Dragoon: Added new charm page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Solar Craft Charms =&lt;br /&gt;
&lt;br /&gt;
The wonders possible for a skilled Solar Craftsman are beyond imagination.&lt;br /&gt;
&lt;br /&gt;
* back to [[SolarCharms]].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* First Edition Craft Charms by Contributor&lt;br /&gt;
**[[SolarCraft/Balthasar]] - [[Balthasar|User Page]]&lt;br /&gt;
**[[SolarCraft/CorlanDashiva]] - [[CorlanDashiva|UserPage]]&lt;br /&gt;
**[[SolarCraft/CrownedSun]] - [[CrownedSun|UserPage]]&lt;br /&gt;
**[[SolarCraft/DualMegami]] - [[DualMegami|UserPage]]&lt;br /&gt;
**[[SolarCraft/FluffySquirrel]] - [[FluffySquirrel|UserPage]]&lt;br /&gt;
** [[FrivYeti/Crafts|[[SolarCraft/FrivYeti]]]] - [[FrivYeti|UserPage]]&lt;br /&gt;
**[[SolarCraft/Gamlain]] -[[Gamlain|Userpage]]&lt;br /&gt;
**[[SolarCraft/GregLink]] - [[GregLink|UserPage]]&lt;br /&gt;
**[[SolarCraft/Haren]] - [[Haren|UserPage]]&lt;br /&gt;
**[[SolarCraft/Ikselam]] - [[Ikselam|UserPage]]&lt;br /&gt;
**[[SolarCraft/IsawaBrian]] - [[IsawaBrian|UserPage]]&lt;br /&gt;
**[[SolarCraft/Jhudsui]] - [[Jhudsui|UserPage]]&lt;br /&gt;
**[[SolarCraft/JPCardier]] - [[JPCardier|UserPage]]&lt;br /&gt;
** [[SolVachel/SolVachel]]]] - [[SolVachel|UserPage]]&lt;br /&gt;
**[[SolarCraft/Telgar]] - [[Telgar|UserPage]]&lt;br /&gt;
**[[SolarCraft/T3Dragoon]] - [[T3Dragoon|UserPage]]&lt;br /&gt;
* Second Edition Craft Charms by Contributor&lt;br /&gt;
**[[SolarCraft/Azurelight]] - [[Azurelight|User Page]]&lt;br /&gt;
**[[SolarCraft/BogMod]] - [[BogMod|UserPage]]&lt;br /&gt;
**[[SolarCraft/Heru]] - [[Heru|Userpage]]&lt;br /&gt;
**[[SolarCraft/IanPrice]] - [[IanPrice|UserPage]]&lt;br /&gt;
**[[SolarCraft/IsawaBrian]] - [[IsawaBrian|UserPage]]&lt;/div&gt;</summary>
		<author><name>T3Dragoon</name></author>	</entry>

	</feed>