Difference between revisions of "Blaque/LunarVenomCharms"

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(Some rewroding.)
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Other Charms are a bit odder then that, and I think that at this point it is much too much work to deal with these.  So for convenience, here's a few general things:  First off, the Charms act oddly with poison-resisting Charms.  Stuff like the Solar Charm Poison-Resisting Meditation assume there is a simple Stamina + Resistance roll to reduce a poison's effects.  Instead, Charms that would normally add dice simply add that many points of soak against the venom.  Charms that say they make the target totally immune to poisons, such as Immunity to Everything Technique or Someone Else’s Destiny, work on these Charms.
 
Other Charms are a bit odder then that, and I think that at this point it is much too much work to deal with these.  So for convenience, here's a few general things:  First off, the Charms act oddly with poison-resisting Charms.  Stuff like the Solar Charm Poison-Resisting Meditation assume there is a simple Stamina + Resistance roll to reduce a poison's effects.  Instead, Charms that would normally add dice simply add that many points of soak against the venom.  Charms that say they make the target totally immune to poisons, such as Immunity to Everything Technique or Someone Else’s Destiny, work on these Charms.
  
Projectile Charms are another issue.  They seem to be based on the Dragon-Blooded Charm Elemental Bolt Attack.  As a result, they are project damage.  As a result, just assume that while stylistically they are acid, in reality they are the Lunar bolt Charms.  However, Charms that note they help against the effects of acid will work normally.
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Projectile Charms are another issue.  They seem to be based on the Dragon-Blooded Charm Elemental Bolt Attack.  As a result, just assume that while stylistically they are acid, in reality they are the Lunar bolt Charms.  However, Charms that note they help against the effects of acid will work normally.
  
I might someday just rewrite teh Charms to be more like actual venom ones, but these rules will work in their place until I get about to that.
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I might someday just rewrite the Charms to be more like actual venom ones, but these rules will work in their place until I get about to that.

Latest revision as of 20:12, 19 March 2005

Lunar "Venom" Charms

Something unusual about Charms based off of the Lunar Charm Adder Fang Method that they don't actually follow the rules in the Exalted core rulebook about how venom is soaked. This is a problem in that it totally screws with poison-resisting Charms, which the current Lunar Charms just don't work with.

As a result, here are my general rule changes for these Charms. First off, the Deadly Beastman Transformation gift Poison Bite does not work as written. Instead, if the Lunar successfully bites a target (he need not do damage), the victim must resist the venom as if it were venomous snake venom (see Exalted, page 243), save that the difficulty for the roll is the attacking Lunar's Essence.

Other Charms are a bit odder then that, and I think that at this point it is much too much work to deal with these. So for convenience, here's a few general things: First off, the Charms act oddly with poison-resisting Charms. Stuff like the Solar Charm Poison-Resisting Meditation assume there is a simple Stamina + Resistance roll to reduce a poison's effects. Instead, Charms that would normally add dice simply add that many points of soak against the venom. Charms that say they make the target totally immune to poisons, such as Immunity to Everything Technique or Someone Else’s Destiny, work on these Charms.

Projectile Charms are another issue. They seem to be based on the Dragon-Blooded Charm Elemental Bolt Attack. As a result, just assume that while stylistically they are acid, in reality they are the Lunar bolt Charms. However, Charms that note they help against the effects of acid will work normally.

I might someday just rewrite the Charms to be more like actual venom ones, but these rules will work in their place until I get about to that.