Difference between revisions of "XerExaltedLite/ZenithCharms"

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== Zenith Charms ==
 
== Zenith Charms ==
* [[/Solars]] - Back to Solars
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* [[XerExaltedLite/ZenithCharms/Solars]] - Back to Solars
 
=== Removed Charms ===
 
=== Removed Charms ===
 
* Core Book Athletics: Thunder's Might, Ten Ox Meditation
 
* Core Book Athletics: Thunder's Might, Ten Ox Meditation
Line 172: Line 172:
 
* <B>Minimum Essence:</B> 3
 
* <B>Minimum Essence:</B> 3
 
* <B>Prerequisites:</B> Whirlwind Armor-Donning Prana
 
* <B>Prerequisites:</B> Whirlwind Armor-Donning Prana
: The Chosen of the Sun summons a suit of Armor, built with the [[/Armor]] rules and 4 points per dot of permanent Essence she has.  In addition, for 3 extra motes, she may call a shield as well, which has no mobility or fatigue penalty and increases the difficulty of all attacks against her by 2.
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: The Chosen of the Sun summons a suit of Armor, built with the [[XerExaltedLite/ZenithCharms/Armor]] rules and 4 points per dot of permanent Essence she has.  In addition, for 3 extra motes, she may call a shield as well, which has no mobility or fatigue penalty and increases the difficulty of all attacks against her by 2.
 
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<B>Immunity to Everything Technique</B>
 
<B>Immunity to Everything Technique</B>

Revision as of 08:08, 5 April 2010

Zenith Charms

Removed Charms

  • Core Book Athletics: Thunder's Might, Ten Ox Meditation
  • Core Book Endurance: Ox-Body Technique (sortof)
  • Zenith Book Presence: Impassioned Orator Technique, Countenance of Vast Wrath
  • Core Book Resistance: Iron Kettle Body, Hauberk-Summoning Gesture, Poison-Resisting Meditation, Illness-Resisting Meditation
  • Zenith Book Resistance: Interrogation Resisting Attitude, Armor of Virtue Technique, Fivefold Armor of Virtue Technique, Drunken Warrior Technique, Inebriated Fool Defense
  • Core Book Sail: Salty Dog Method
  • Core Book Ride: Horse-Healing Technique, Flawless Partnership Meditation, Master Horseman's Eye
  • Eclipse Book Ride: Soaring Spirit Steed, Feathery Gallop Exercise
  • Core Book Survival: Spirit-Tied Pet (Sortof), Bestial Traits Technique, Hardship-Surviving Mendicant Spirit
  • Zenith Book Survival: Storm Warden Concentration, Unquenchable Conflagration Technique, Game-Snaring Huntsman's Method

Might

  • Total Charms Removed: 14
  • Total Charms Remaining: 21

Athletics

Increasing Strength Exercise

  • Cost: 5 motes per dot
  • Duration: One Scene
  • Type: Supplemental
  • Minimum Might: 5
  • Minimum Essence: 3
  • Prerequisites: Talent 3
This allows a Solar to double her Brawn (if she wishes to spend the Essence and has it) for a scene. This still counts as a die bonus from Charms, but she gains all of the benefits - including increased damage and health levels.

Endurance

Essence-Gathering Temper

  • Cost: 1 mote
  • Duration: Instant
  • Type: Reflexive
  • Minimum Might: 1
  • Minimum Essence: 2
  • Prerequisites: Talent 1
For every success the Solar scores on the roll, she gains back a number of points of Essence equal to her permanent Essence. She can benefit from up to her Brawn in successes with any single invocation of this Charm.

Willpower-Enhancing Spirit

  • Cost: 3 motes
  • Duration: Instant
  • Type: Reflexive
  • Minimum Might: 3
  • Minimum Essence: 2
  • Prerequisites: Talent 2, Essence-Gathering Temper

Battle Fury Focus

  • Cost: 5 motes
  • Duration: One Scene
  • Type: Supplemental
  • Minimum Might: 5
  • Minimum Essence: 2
  • Prerequisites: Talent 2, Willpower-Enhancing Spirit
The Solar ignores any wound penalties short of unconsciousness, and she gains +1 successes to all combat-related rolls for the scene.

Bloodthirsty Sword-Dancer Spirit

  • Cost: 10 motes, 1 Willpower
  • Duration: One Scene
  • Type: Simple
  • Minimum Might: 5
  • Minimum Essence: 3
  • Prerequisites: Talent 3, Battle Fury Focus
This grants +3 successes to all combat-related rolls.

Performance

Respect Commanding Attitude

  • Cost: 5 motes
  • Duration: One Scene
  • Type: Simple
  • Minimum Might: 2
  • Minimum Essence: 2
  • Prerequisites: Talent 2

Presence

Prey-Freezing Gaze Dawn

  • Cost: 4 motes
  • Duration: One Scene or Special
  • Type: Simple
  • Minimum Might: 3
  • Minimum Essence: 2
  • Prerequisites: Talent 2

Majestic Radiant Presence

  • Cost: 8 motes
  • Duration: One Scene
  • Type: Simple
  • Minimum Might: 4
  • Minimum Essence: 3
  • Prerequisites: Talent 3, Respect Commanding Attitude
This Charm is compatible with the Dawn Caste Anima power. The difficulty of the Willpower roll is 2, but it need only be made once per Turn.

Underling Promoting Touch

  • Cost: 10 motes, 1 Willpower
  • Duration: One Day
  • Type: Simple
  • Minimum Might: 5
  • Minimum Essence: 3
  • Prerequisites: Talent 3, Majestic Radiant Presence
The difficulty is 'only' the Solar's permanent Essence

Command Voice Dawn

  • Cost: 8 motes
  • Duration: One Scene
  • Type: Simple
  • Minimum Might: 5
  • Minimum Essence: 4
  • Prerequisites: Talent 4, Majestic Radiant Presence

Terrifying Apparition of Glory

  • Cost: 10 motes, 1 Willpower
  • Duration: One Scene
  • Type: Simple
  • Minimum Might: 5
  • Minimum Essence: 3
  • Prerequisites: Talent 3, Underling Promoting Touch
The Conviction and Valor rolls only need to be made once per Turn. The Charm is compatible with the Dawn Caste Anima power.

Resistance

Durability of Oak Meditation

  • Cost: 1 mote per 2B
  • Duration: One Scene
  • Type: Supplemental
  • Minimum Might: 1
  • Minimum Essence: 1
  • Prerequisites: Talent 1
The maximum soak bonus is equal to the character's Brawn + Might. This Charm is compatible with Armor.

Iron Skin Concentration

  • Cost: 2 motes, One Willpower
  • Duration: One Scene
  • Type: Reflexive
  • Minimum Might: 3
  • Minimum Essence: 2
  • Prerequisites: Talent 2, Durability of Oak Meditation
As per the Core Book Rules.

Spirit Strengthens the Skin

  • Cost: 4 motes
  • Duration: Instant
  • Type: Reflexive
  • Minimum Might: 3
  • Minimum Essence: 2
  • Prerequisites: Talent 2, Iron Skin Concentration
The Solar gains a hardness equal to the sum of her Brawn, Might, and permanent Essence against one attack.

Unfailing Tortoise Technique

  • Cost: 3 motes
  • Duration: Instant
  • Type: Reflexive
  • Minimum Might: 3
  • Minimum Essence: 1
  • Prerequisites: Talent 1, Durability of Oak Meditation
The Solar may reduce the damage of any attack she is aware of to its minimum damage (typically the Attacker's permanent Essence).

Adamant Skin Technique

  • Cost: 5 motes, 1 Willpower, 1 Health Level
  • Duration: Instant
  • Type: Reflexive
  • Minimum Might: 5
  • Minimum Essence: 3
  • Prerequisites: Talent 3, Spirit Strengthens the Skin, Unfailing Tortoise Technique

Whirlwind Armor-Donning Prana

  • Cost: 5 motes
  • Duration: Instant
  • Type: Simple
  • Minimum Might: 3
  • Minimum Essence: 3
  • Prerequisites: Talent 3
The character dons the armor in a single Turn. If it is not within easy reach, it instantly appears on her, subject to the restrictions of Hauberk-Summoning Gesture.

Glorious Solar Plate

  • Cost: 10 motes, 1 Willpower
  • Duration: One Scene
  • Type: Simple
  • Minimum Might: 4
  • Minimum Essence: 3
  • Prerequisites: Whirlwind Armor-Donning Prana
The Chosen of the Sun summons a suit of Armor, built with the XerExaltedLite/ZenithCharms/Armor rules and 4 points per dot of permanent Essence she has. In addition, for 3 extra motes, she may call a shield as well, which has no mobility or fatigue penalty and increases the difficulty of all attacks against her by 2.

Immunity to Everything Technique

  • Cost: 6 motes, 1 Willpower
  • Duration: One Scene
  • Type: Supplemental
  • Minimum Might: 5
  • Minimum Essence: 4
  • Prerequisites: Talent 4

Alcohol-Resisting Prana Zenith

  • Cost: 1 mote
  • Duration: One Scene
  • Type: Simple
  • Minimum Might: 1
  • Minimum Essence: 1
  • Prerequisites: Talent 1
This affects more than just alcohol - any recreational drug that normally disorients or sedates its user has its penalties negated by this Charm.

Pain-Reducing Meditation Zenith

  • Cost: 5 motes
  • Duration: One Scene
  • Type: Reflexive
  • Minimum Might: 5
  • Minimum Essence: 3
  • Prerequisites: Talent 3, Durability of Oak Meditation
This Charm allows the Solar to ignore wound penalties short of unconsciousness for the duration. In addition, she suffers no penalties due to pain from any other effect. She is still aware of the sensation - it merely doesn't get to her.

Natural

  • Total Charms Removed: 12
  • Total Charms Remaining: 19

Medicine

Touch of Blissful Release

  • Cost: 5 motes
  • Duration: Until Sun next crosses horizon
  • Type: Simple
  • Minimum Natural: 2
  • Minimum Essence: 1
  • Prerequisites: Talent 1
Difficulty penalties are reduced by 1.

Ride

Horse-Summoning Whistle

  • Cost: 2 motes
  • Duration: Instant
  • Type: Reflexive
  • Minimum Natural: 3
  • Minimum Essence: 1
  • Prerequisites: Talent 1
This need not be a mount - it can be any animal with a loyalty to the Solar.

Phantom Steed

  • Cost: 10 motes, 1 Willpower
  • Duration: One Day
  • Type: Simple
  • Minimum Natural: 5
  • Minimum Essence: 3
  • Prerequisites: Talent 3, Horse-Summoning Whistle
At Essence 4, the Solar may spend 5 additional motes to have the steed be able to trample through the air at its normal movement. At Essence 5, the Solar can spend an additional 5 motes and 1 willpower for it to fly at 100 miles per hour.

Spirit-Steadying Assurances

  • Cost: 2 motes
  • Duration: One Scene
  • Type: Reflexive
  • Minimum Natural: 3
  • Minimum Essence: 1
  • Prerequisites: Talent 1
In addition to not needing to make Valor rolls, the character need never worry about falling or being thrown from her mount.

Steed-Sustaining Method

  • Cost: 1 mote per Mount
  • Duration: One Day
  • Type: Simple
  • Minimum Natural: 5
  • Minimum Essence: 1
  • Prerequisites: Talent 1, Spirit-Steadying Assurance

Flashing Thunderbolt Steed

  • Cost: 5 motes
  • Duration: One hour
  • Type: Simple
  • Minimum Natural: 5
  • Minimum Essence: 3
  • Prerequisites: Talent 3, Steed-Sustaining Method

Bridge of Clouds Technique Eclipse

  • Cost: 2 motes
  • Duration: One Turn
  • Type: Reflexive
  • Minimum Natural: 5
  • Minimum Essence: 3
  • Prerequisites: Talent 3, Spirit-Steadying Assurances
This Charm has the effects of Feathery Gallop Exercise as well.

Wind-Racing Essence Infusion Eclipse

  • Cost: 5 motes
  • Duration: One Hour
  • Type: Simple
  • Minimum Natural: 5
  • Minimum Essence: 3
  • Prerequisites: Talent 3, Steed-Sustaining Method
This Charm lets the mount run at 100 miles per hour (~150 yards per Turn). In addition, it tends to find easy ways around obsticles, ignoring movement penalties for terrain.

Sail

Shipwreck-Surviving Stamina

  • Cost: 5 motes
  • Duration: One Day
  • Type: Reflexive
  • Minimum Natural: 3
  • Minimum Essence: 1
  • Prerequisites: Talent 1

Weather-Anticipating Intuition

  • Cost: 6 motes
  • Duration: Instant
  • Type: Simple
  • Minimum Natural: 3
  • Minimum Essence: 2
  • Prerequisites: Talent 2
This works on land and see - the Solar need only place her finger in a natural body of water. Even a puddle will do.

Survival

Friendship With Animals Approach

  • Cost: 3 motes
  • Duration: One Scene
  • Type: Simple
  • Minimum Natural: 1
  • Minimum Essence: 1
  • Prerequisites: Talent 1

Trackless Region Navigation Charm

  • Cost: 7 motes
  • Duration: One Day
  • Type: Simple
  • Minimum Natural: 4
  • Minimum Essence: 2
  • Prerequisites: Talent 2
This can easily let characters travel 50 miles in a day if they push themselves.

Food-Gathering Exercise

  • Cost: 3 motes per person
  • Duration: One hour
  • Type: Simple
  • Minimum Natural: 5
  • Minimum Essence: 2
  • Prerequisites: Talent 2, Trackless Region Navigation Charm

Unshakeable Bloodhound Technique

  • Cost: 8 motes, 1 Willpower
  • Duration: One Day
  • Type: Simple
  • Minimum Natural: 5
  • Minimum Essence: 2
  • Prerequisites: Talent 2, Trackless Region Navigation Charm

Eye-Deceiving Camouflage

  • Cost: 6 motes
  • Duration: One Day
  • Type: Simple
  • Minimum Natural: 5
  • Minimum Essence: 3
  • Prerequisites: Talent 3

Traceless Passage

  • Cost: 5 motes per person, 1 Willpower
  • Duration: One Day
  • Type: Simple
  • Minimum Natural: 5
  • Minimum Essence: 3
  • Prerequisites: Talent 3, Unshakeable Bloodhound Technique

Element-Resisting Prana

  • Cost: 10 motes, 1 Willpower
  • Duration: One Day
  • Type: Simple
  • Minimum Natural: 5
  • Minimum Essence: 3
  • Prerequisites: Talent 3
This prevents all hardships of such travel - blindness due to snow or sandstorms, getting waterlogged in a downpour etc. a la Storm Warden Concentration on page 75 of Zenith.

Salamander's Touch Technique Zenith

  • Cost: 1 to 10 motes
  • Duration: Instant
  • Type: Simple
  • Minimum Natural: 3
  • Minimum Essence: 2
  • Prerequisites: Talent 2
More motes will summon a larger flame. At 10 motes, the effects are as Unquenchable Conflagration Technique.

Sun's Flaming Tongue Attack Zenith

  • Cost: 15 motes, 1 Willpower
  • Duration: Instant
  • Type: Simple
  • Minimum Natural: 5
  • Minimum Essence: 3
  • Prerequisites: Talent 3, Salamander's Touch Technique
Resistance or Immunity to fire provides no protection against this attack.

Special

Environmental Hazard-Resisting Meditation (Zenith, page 72) needs inserting somewhere appropriate, haven't decided yet.

  • Cost:
  • Duration:
  • Type:
  • Minimum Natural:
  • Minimum Essence:
  • Prerequisites: Talent

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