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Thoughts:
 
Thoughts:
  
While I like most of them, the most glaringly off is the last, "All waters are one". For something like that, it seems simple enough for an Exalt to wake up every morning with 6M and 1WP, use that, and suddenly have the best and smoothest operation of whatever - anywhere. Seems really powerful to make a whole bunch of townspeople into the best whatevers that easily. Perhaps also requiring a HL? Or some other limitation? Perhaps it causes 1HL of damage to those that are worked, due to exhaustion? Or even just a one-die penalty to that action for the next 3 days, to prevent overuse. - GregLink
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While I like most of them, the most glaringly off is the last, "All waters are one". For something like that, it seems simple enough for an Exalt to wake up every morning with 6M and 1WP, use that, and suddenly have the best and smoothest operation of whatever - anywhere. Seems really powerful to make a whole bunch of townspeople into the best whatevers that easily. Perhaps also requiring a HL? Or some other limitation? Perhaps it causes 1HL of damage to those that are worked, due to exhaustion? Or even just a one-die penalty to that action for the next 3 days, to prevent overuse. - [[GregLink]]
 
: Ooh, excellent point. That would be my Solar bias coming into play; it's not hard for Solars to make people the best at something (Tiger Warrior Training springs to mind), but Dragon-Blooded are usually smaller effects to more people. I've added a weakness to make Dragon-Bloods leery of using this too often against mortals; thoughts? [[FrivYeti]]
 
: Ooh, excellent point. That would be my Solar bias coming into play; it's not hard for Solars to make people the best at something (Tiger Warrior Training springs to mind), but Dragon-Blooded are usually smaller effects to more people. I've added a weakness to make Dragon-Bloods leery of using this too often against mortals; thoughts? [[FrivYeti]]
  
:It works, and nicely fries their brains, which is good. The only remaining thing is some overly-complicated wording that says who gets how many dice. The issue is not only complicated, it's nightmarish when the Exalt is the one on top. Especially if the Exalt should, by chance, have Profession 6+. At that point, issues of 'can you raise mortal's scores to above 5' come into play, and 'this means everyone gets 5 dice if someone has only profession 1, and that explicitly includes the person on top, who as a result has an <i>11</i> in profession for today'. So yeah. The limitation works well, now we only need to simplify the actual benefits. I'd say that everyone in the group has their effective profession raised by X points, where X is the highest profession in the group minus their profession, divided by two. Hence, with a basic 1-point person and the minimum required 5-point DB, the minimum bonus gets them to 3 (quite nice!). A 2,3->4, and 5 stays at 5. A nice overall boost for untrained people, without too much problem. Just a thought, and much more cleanly worded. - GregLink
+
:It works, and nicely fries their brains, which is good. The only remaining thing is some overly-complicated wording that says who gets how many dice. The issue is not only complicated, it's nightmarish when the Exalt is the one on top. Especially if the Exalt should, by chance, have Profession 6+. At that point, issues of 'can you raise mortal's scores to above 5' come into play, and 'this means everyone gets 5 dice if someone has only profession 1, and that explicitly includes the person on top, who as a result has an <i>11</i> in profession for today'. So yeah. The limitation works well, now we only need to simplify the actual benefits. I'd say that everyone in the group has their effective profession raised by X points, where X is the highest profession in the group minus their profession, divided by two. Hence, with a basic 1-point person and the minimum required 5-point DB, the minimum bonus gets them to 3 (quite nice!). A 2,3->4, and 5 stays at 5. A nice overall boost for untrained people, without too much problem. Just a thought, and much more cleanly worded. - [[GregLink]]
  
:: Ooh, didn't think of that. I think I'm going to change the wording as follows, though: All workers with Profession of 3 or less gain Profession 4, and workers with Profession 4 gain Profession 5. The Dragon-Blooded already has Profession 5, which I forgot when writing the Charm. That might be easier. - FrivYeti
+
:: Ooh, didn't think of that. I think I'm going to change the wording as follows, though: All workers with Profession of 3 or less gain Profession 4, and workers with Profession 4 gain Profession 5. The Dragon-Blooded already has Profession 5, which I forgot when writing the Charm. That might be easier. - [[FrivYeti]]
  
:: That totally works, and makes a nice way to get help on artifact construction (where the min ability is 3) or other activities. A Water-Aspect can have a <i>very</i> smoothly running ship with this as well, important for those at-sea battles. - GregLink, glad he could help, and quite rightly loving the 'profession' idea in general
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:: That totally works, and makes a nice way to get help on artifact construction (where the min ability is 3) or other activities. A Water-Aspect can have a <i>very</i> smoothly running ship with this as well, important for those at-sea battles. - [[GregLink]], glad he could help, and quite rightly loving the 'profession' idea in general
  
:I see only one flaw here - we were talking about making drill be the in-game representation of Profession (soldier), and a charm that raises drill up to 4 or 5 quickly is, well, damn good. I will need to think if that balances with that particular usage of it. - TheHoverpope
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:I see only one flaw here - we were talking about making drill be the in-game representation of Profession (soldier), and a charm that raises drill up to 4 or 5 quickly is, well, damn good. I will need to think if that balances with that particular usage of it. - [[TheHoverpope]]

Latest revision as of 01:16, 6 April 2010

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The Old Sail Charms

This one's a bit trickier; Dragon-Blooded Sail was more thematic than Solar, if not much. That being said...

Hurricane-Predicting Glance has been moved to the Survival Tree. The rest of the Sail Charms are Sail-specific Profession Charms that use Water Flows Onwards (see below) as their prerequisite instead of Hurricane-Predicting Glance.

The Dragon-Blooded Profession Tree

Water Flows Onwards

Cost: 2 motes
Type: Reflexive
Duration: Instant
Min. Profession: 2
Min. Essence: 1
Prereqs: None

At any given time, a river is different than it was a moment before. Drawing on this principle, the character shifts her strategy to correct for any flaws previously present. The character may reroll any just-rolled Profession roll; the second roll must be taken, and this Charm may only be applied to a given Profession roll once.

Cracks in the Dam

Cost: 3 motes per difficulty reduction
Type: Reflexive
Duration: Instant
Min. Profession: 3
Min. Essence: 2
Prereqs: Water Flows Onwards

No matter what obstacles are placed in one's path, water finds a way to slip through, reaching its objective no matter what is arrayed against it. By activating this Charm, the character becomes the river, sliding through and around obstacles to complete her task. The character may cancel difficulty increases of a Profession roll due to opposition or poor conditions, by 1 pt for every 3 motes spent. The difficulty cannot be reduced by more than the character's Essence.

Opposition-Flooding Cascade

Cost: 5 motes
Type: Simple
Duration: Special
Min. Profession: 5
Min. Essence: 2
Prereqs: Cracks in the Dam

Half of a profession is getting hired. The character demonstrates her work everywhere, sweeping aside all mention of her competition and flooding the public's awareness with her own talent. This Charm may only be activated when the character is either selling the product of her Profession, or trying to get hired for her Profession. Anyone trying to sell their services against the character suffers a penalty equal to the character's Essence score on all rolls to get their product or services sold, for as long as the character is competing (and commits the Essence to this Charm). This penalty applies to all rolls made to promote their services, not only Profession rolls.

Ten Thousand Raindrops Technique

Cost: 4 motes
Type: Reflexive
Duration: One Day
Min. Profession: 4
Min. Essence: 2
Prereqs: Water Flows Onwards

If there is one thing at which the Terrestrials excell, it is organizing in numbers and co-operating. When a Dragon-Blood activates this Charm, a number of people equal to her Essence gain a 1-die boost to their Profession rolls for one day. If multiple Dragon-Bloods activate this Charm for a single group of people working together, they each add (Their Essence x the total number of Dragon-Bloods activating the Charm), instead. This Charm may be activated multiple times by each Dragon-Blood involved, but only to affect more people; no person can benefit from two applications of the Charm simultaneously.

All Waters Are One

Cost: 6 motes, 1 Willpower
Type: Simple
Duration: One Day
Min. Profession: 5
Min. Essence: 3
Prereqs: Ten Thousand Raindrops Technique

The waters of the world flow together, exchanging themselves with each other in an endless, fluid dance. Using this Charm calls upon that talent, allowing any worker with a modicum of talent to benefit from the skills of more knowledgeable professionals. When this Charm is activated, it may affect a number of people equal to the Dragon-Blood's Essence x8, none of whom may have Profession 5. All workers with a Profession score lower than 4 gain Profession 4; workers with a Profession score of 4 gain Profession 5. All affected characters must be working on the same task, and must be working willingly, although they need not be aware of the Charm's use on them. The Dragon-Blooded must at least be supervising the process.
However, this Charm has its downside when used on mortals; extended use of it causes permanent change, in unfortunate ways, as the minds of the affected can become tangled and confused. The Charm can be used one day per week on mortals without penalty; for each day after that, the affected workers must roll Willpower, at a difficulty equal to the number of times that they have previously benefitted from the Charm this week. Every time that they fail, remove a dot of Intelligence or Wits. After one week of not using this Charm, they may again roll Willpower, at difficulty 2; if they succeed, the dot is restored. If not, it is lost forever, and their maximum Intelligence or Wits, whichever was reduced, is also reduced by one, as the information passing through their minds damages them. This secondary effect does not harm Exalts or other supernatural beings, who can benefit fully from the Charm.


Thoughts:

While I like most of them, the most glaringly off is the last, "All waters are one". For something like that, it seems simple enough for an Exalt to wake up every morning with 6M and 1WP, use that, and suddenly have the best and smoothest operation of whatever - anywhere. Seems really powerful to make a whole bunch of townspeople into the best whatevers that easily. Perhaps also requiring a HL? Or some other limitation? Perhaps it causes 1HL of damage to those that are worked, due to exhaustion? Or even just a one-die penalty to that action for the next 3 days, to prevent overuse. - GregLink

Ooh, excellent point. That would be my Solar bias coming into play; it's not hard for Solars to make people the best at something (Tiger Warrior Training springs to mind), but Dragon-Blooded are usually smaller effects to more people. I've added a weakness to make Dragon-Bloods leery of using this too often against mortals; thoughts? FrivYeti
It works, and nicely fries their brains, which is good. The only remaining thing is some overly-complicated wording that says who gets how many dice. The issue is not only complicated, it's nightmarish when the Exalt is the one on top. Especially if the Exalt should, by chance, have Profession 6+. At that point, issues of 'can you raise mortal's scores to above 5' come into play, and 'this means everyone gets 5 dice if someone has only profession 1, and that explicitly includes the person on top, who as a result has an 11 in profession for today'. So yeah. The limitation works well, now we only need to simplify the actual benefits. I'd say that everyone in the group has their effective profession raised by X points, where X is the highest profession in the group minus their profession, divided by two. Hence, with a basic 1-point person and the minimum required 5-point DB, the minimum bonus gets them to 3 (quite nice!). A 2,3->4, and 5 stays at 5. A nice overall boost for untrained people, without too much problem. Just a thought, and much more cleanly worded. - GregLink
Ooh, didn't think of that. I think I'm going to change the wording as follows, though: All workers with Profession of 3 or less gain Profession 4, and workers with Profession 4 gain Profession 5. The Dragon-Blooded already has Profession 5, which I forgot when writing the Charm. That might be easier. - FrivYeti
That totally works, and makes a nice way to get help on artifact construction (where the min ability is 3) or other activities. A Water-Aspect can have a very smoothly running ship with this as well, important for those at-sea battles. - GregLink, glad he could help, and quite rightly loving the 'profession' idea in general
I see only one flaw here - we were talking about making drill be the in-game representation of Profession (soldier), and a charm that raises drill up to 4 or 5 quickly is, well, damn good. I will need to think if that balances with that particular usage of it. - TheHoverpope