Difference between revisions of "SolarOccult/IsawaBrian"

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*[[IsawaBrian]]
 
*[[IsawaBrian]]
  
*[[IsawaBrian/SolarOccultPower]] -- Shardstasis?  What was I THINKING?
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*[[IsawaBrianSolarOccult/IsawaBrian/SolarOccultPower]] -- Shardstasis?  What was I THINKING?
*[[IsawaBrian/SolarOccultSorcery]]
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*[[IsawaBrianSolarOccult/IsawaBrian/SolarOccultSorcery]]
*[[IsawaBrian/SolarOccultSpirit]]
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*[[IsawaBrianSolarOccult/IsawaBrian/SolarOccultSpirit]]
*[[IsawaBrian/SolarOccultThaumaturgy]]
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=== Comments ===
 
=== Comments ===

Revision as of 08:08, 5 April 2010

Comments

Note: the ‘affects Essential Nature’ too Charms are unavailable to Abyssals because they require a certain level of _self_ harmony that is not found in the Abyssal Shard. Obviously, I can’t tell you how to play your games or make your charms; just my thoughts on them.

As to why I made Essence 8, 9, and 10 Charms… the progression just seemed logical, you know? They were there.

On the dice adder and success-adder: these are expensive, and have a willpower cost, unlike most versions of these for "non-combat" abilities because they can directly fuel Sorcery effects, which can very much be combatative. The regular dice-adder and success-buyer can't be, without Fully Independent Actions, because you can't combo Sorcery. -- IsawaBrian

I really like the Tham-based charms. Consider them yoinked. - Caelene

Thanks! Hope they work well for you! --IsawaBrian

The 10/10 charm made me pull strange faces at the thought of that much power in the hands of PCs, so it's probably about the right level. :P - Falcon

Snerk. Yeah. It's not the sort of thing a PC should really ever have... it was closer to a thought experiment than a real Charm. --IsawaBrian