Difference between revisions of "EwindaleMoss/RevisedCharmSets"

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(*Added excel/blasph/divini/vali/stals concepts.)
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This is starting as simply a springboard for where these charms are moving and establishing the train of thought behind them.  Be warned, this is all based only off of the 1E Core book and Storyteller's Guides without ANY other canon material to work with.<br>
 
This is starting as simply a springboard for where these charms are moving and establishing the train of thought behind them.  Be warned, this is all based only off of the 1E Core book and Storyteller's Guides without ANY other canon material to work with.<br>
  
Removed the Excellency reworking.  Over the last few months it's changed a great deal and I won't feel right putting up a framework like that again until I'm more comfortable with the likelihood of it remaining.  However, charms are starting to re-exist.
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*Solars - Ability increasers & Perfects (Special: Disciples)
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*Abyssals - Ability increasers & Ability decreasers (Special: Disciples)
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*Lunars - Ability increasers & Attribute increasers (Special: Animal Transformation+Beastman Transformation)
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*Sidereals - Ability increasers & Difficulty decreasers (Special: Collegiums+Astrology)
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*Infernals - Ability increasers & Difficulty increasers (Special: Disciples)
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*Dragon-Blooded - Ability increasers & Rerolls (Special: Heritage Boons+Dragon Transformations)
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*Gods+Spirits - Virtues & Domains (Special: Supernatural Abilities)
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*Demons - Virtues & Domains (Special: Blasphemies)
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*Fair Folk - Ability increasers & Heart (Special: Shaping)
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*Mountain Folk - Ability increasers & Heart (Special: Engineering)
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*Half-Bloods - Ability increasers & Domains (Special: Supernatural Abilities)<br>
  
[[EwindaleMoss/THICSolarCharms]]
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Being someone who never owned any 2E books and only two 1E books, I thought these sorts of things should exist but never knew about them until I started perusing the forums.  Thereafter, I had a name to each ability.  Each of these are the beginnings of the mostly from scratch charm trees for each group of characters.  I apologize for taking so long but play testing only really gets to happen twice a week.
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*Solars – Excellencies are dice adders up to (Ability + Attribute) dice.  Cost 1m/2 dice for parry/dodge, 1m/1 dice otherwise.
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*Lunars – Excellencies are dice adders up to (Essence/2 x Attribute) dice.  Cost 1m/2 dice for parry/dodge, 1m/1 dice otherwise.
 +
*Sidereals – Excellencies are difficulty reducers up to (Essence/2, caps at 4).  Cost 1m/1 difficulty for parry/dodge, 2m/1 difficulty for attacks, 3m/1 difficulty for damage.
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*Dragon-Blooded – Excellencies are rerollers.  Cost 1m/2 dice for parry/dodge, 1m/1 dice otherwise.
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*Abyssals – Blasphemies are dice removers that can remove a dice pool completely.  Cost 1m/1 dice for parry/dodge, 1m/2 dice otherwise.
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*Infernals – Blasphemies are difficulty increasers up to (Essence/2, caps at 10).  Cost 3m/1 difficulty for parry/dodge, 2m/1 difficulty for attacks, 1m/1 difficulty for damage.
 +
*Fair Folk – Valiants are Heart based success adders that cap at their (Heart+Essence)/2) score.  Cost 2m/1 success for parry/dodge, 4m/1 success for attacks, 8m for 1 damage success.
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*Mountain Folk – Stalwarts are Heart based success removers that cap at their (Heart+Essence)/2) score.  Cost 2m/1 success for damage reduction, 4m/1 success for attack reduction, 8m for parry/dodge reductions.
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*Half-Bloods – Divinities are Dominion based dice adders that cap at their (Ability + Dominion) score.  Cost 1m/1 dice for attacks, 1m/2 dice for dodge/parry.

Revision as of 20:26, 19 July 2008

This is starting as simply a springboard for where these charms are moving and establishing the train of thought behind them. Be warned, this is all based only off of the 1E Core book and Storyteller's Guides without ANY other canon material to work with.

  • Solars - Ability increasers & Perfects (Special: Disciples)
  • Abyssals - Ability increasers & Ability decreasers (Special: Disciples)
  • Lunars - Ability increasers & Attribute increasers (Special: Animal Transformation+Beastman Transformation)
  • Sidereals - Ability increasers & Difficulty decreasers (Special: Collegiums+Astrology)
  • Infernals - Ability increasers & Difficulty increasers (Special: Disciples)
  • Dragon-Blooded - Ability increasers & Rerolls (Special: Heritage Boons+Dragon Transformations)
  • Gods+Spirits - Virtues & Domains (Special: Supernatural Abilities)
  • Demons - Virtues & Domains (Special: Blasphemies)
  • Fair Folk - Ability increasers & Heart (Special: Shaping)
  • Mountain Folk - Ability increasers & Heart (Special: Engineering)
  • Half-Bloods - Ability increasers & Domains (Special: Supernatural Abilities)

Being someone who never owned any 2E books and only two 1E books, I thought these sorts of things should exist but never knew about them until I started perusing the forums. Thereafter, I had a name to each ability. Each of these are the beginnings of the mostly from scratch charm trees for each group of characters. I apologize for taking so long but play testing only really gets to happen twice a week.

  • Solars – Excellencies are dice adders up to (Ability + Attribute) dice. Cost 1m/2 dice for parry/dodge, 1m/1 dice otherwise.
  • Lunars – Excellencies are dice adders up to (Essence/2 x Attribute) dice. Cost 1m/2 dice for parry/dodge, 1m/1 dice otherwise.
  • Sidereals – Excellencies are difficulty reducers up to (Essence/2, caps at 4). Cost 1m/1 difficulty for parry/dodge, 2m/1 difficulty for attacks, 3m/1 difficulty for damage.
  • Dragon-Blooded – Excellencies are rerollers. Cost 1m/2 dice for parry/dodge, 1m/1 dice otherwise.
  • Abyssals – Blasphemies are dice removers that can remove a dice pool completely. Cost 1m/1 dice for parry/dodge, 1m/2 dice otherwise.
  • Infernals – Blasphemies are difficulty increasers up to (Essence/2, caps at 10). Cost 3m/1 difficulty for parry/dodge, 2m/1 difficulty for attacks, 1m/1 difficulty for damage.
  • Fair Folk – Valiants are Heart based success adders that cap at their (Heart+Essence)/2) score. Cost 2m/1 success for parry/dodge, 4m/1 success for attacks, 8m for 1 damage success.
  • Mountain Folk – Stalwarts are Heart based success removers that cap at their (Heart+Essence)/2) score. Cost 2m/1 success for damage reduction, 4m/1 success for attack reduction, 8m for parry/dodge reductions.
  • Half-Bloods – Divinities are Dominion based dice adders that cap at their (Ability + Dominion) score. Cost 1m/1 dice for attacks, 1m/2 dice for dodge/parry.