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Latest revision as of 01:16, 6 April 2010

Spirit Charm Revisions

The following revisions apply primarily to god-bloods and Eclipses; their purpose is to move powerful spirit Charms further up the Charm trees without unduly weakening spirits overall.

Principle of Motion Modifications / Additions

Graceful Exclusion</b>

<b>Cost: 5 motes
Duration: One Turn
Type: Reflexive
Minimum Valor: 2
Minimum Essence: 1
Prerequisites: None

Effect: The character learns to defend herself with the speed and surety of the gods. When this Charm is purchased, the character must choose either 'dodge' or 'parry'. When this Charm is activated, the character immediately gains that action for the turn. This Charm may be purchased twice, once for dodging and once for parrying, but it may only be used once per turn regardless.

Second Edition: The Duration becomes 'Until Next Action', and activation prevents loss of DV by any means until the spirit's next action.

Spiritual Opposition</b>

<b>Cost: 6 motes
Duration: Instant
Type: Extra Action
Minimum Valor: 3
Minimum Essence: 2
Prerequisites: Graceful Exclusion

Effect: The god lashes out with the power of her Essence. The god immediately gains two attacks, in addition to her normal action. These attacks must be made against the same target, and may not be split. The main action may be used normally.

Second Edition: This Charm function the same in Second Edition.

Principle of Motion:</b> Works the same as before, but now requires Spiritual Opposition, and has minimums of Valor 3, Essence 3.

Second Edition: Principle of Motion actions may be used to attack on your action without a Flurry or DV penalty, or to refresh your DV against a single attack. It otherwise functions as the Exalted 2nd Edition core rulebook.

Touch of Grace Modifications / Additions

<b>Touch of Grace</b>

<b>Cost: 4 motes
Duration: One Week
Type: Simple
Minimum Compassion: 2
Minimum Essence: 1
Prerequisites: None

Effect: The god lays her hand upon the brown of a target, granting them increased resistance and healing. For the duration of the charm, the target gains the spirit's Essence in automatic successes on all Resistance rolls against disease, and their healing rates are doubled.

Sap's Resiliency</b>

<b>Cost: 4 motes
Duration: Instant
Type: Simple
Minimum Compassion: 2
Minimum Essence: 2
Prerequisites: Touch of Grace

Effect: The god gainst the power to heal over minor injuries. The character rolls her Compassion. For every success, a single level of lethal damage is converted to bashing. This Charm may be used to convert aggravated damage to bashing at an extra cost of 1 Willpower and 1 mote per health level. It has no effect on bashing damage. Healing Charms that are used on aggravated damage reduced to bashing by this Charm must still behave as though it were aggravated. This Charm may not restore lost limbs or organs.

<b>Blessing of Nature</b>

<b>Cost: 3 motes
Duration: One Week
Type: Simple
Minimum Compassion: 3
Minimum Essence: 3
Prerequisites: Touch of Grace

Effect: The character may heal with a touch. Roll Compassion. If the roll is successful, the god may heal one level of lethal damage or two levels of bashing on any person. This Charm does not funciton against aggravated damage.

Measure The Wind Modifications / Additions

Measure the Wind</b>

<b>Cost: 1 mote
Duration: Instant
Type: Simple
Minimum Compassion: 1
Minimum Essence: 1
Prerequisites: None

Effect: The character may immediately sense if a single target is an Essence-user. It does not differentiate between types of Essence-users in any way; they could be Fair Folk in disguise, Exalts, or thaumaturges.

Watch the Essence Flow</b>

<b>Cost: 3 motes
Duration: One Scene
Type: Simple
Minimum Compassion: 2
Minimum Essence: 3
Prerequisites: Measure the Wind

Effect: The character stretches her senses to their fullest. For the duration of the scene, she may reflexively use Measure the Wind on everyone she encounters.

See The True Self</b>

<b>Cost: 3 motes
Duration: Instant
Type: Simple
Minimum Compassion: 2
Minimum Essence: 3
Prerequisites: Measure the Wind

Effect: The character focuses on a single individual to determine their power. Roll Perception + Compassion. One success will distinguish the target as either mortal, Exalt, spirit, ghost or Fair Folk, while three successes will differentiate between types (Solar or Terrestrial, god or demon, noble or commoner, etc). With five successes, the god can learn the precise nature of the target (Night Caste Solar, wind spirit, Cup/Sword Fair Folk, etc.)


Comments:

These changes all seem quite nice... Why are you doing them, to make it harder for eclipses and god-bloods to gain powerful effects with 1 charm? (and also expand the range of effects both they and spirits can have, which is always good?)

Regardless, I like the effects here, I think they work nicely. One last question though... What does the HS in the page name stand for? ^_^
-- Darloth

Yeah, these Charms are mostly a response to the fact that god-bloods became playable. I wanted to restrict the raw power of Principle of Motion and Touch of Grace in particular, without arbitrarily adding speedbumps that wimped them out. Gladd it worked out okay. :)
The HS in the page name stands for 'House Setting', which was where I put these to begin with, as house rules. I don't have a backlink because this page is now linked to from more than one place in my user pages. ;) - FrivYeti