Difference between revisions of "FrivYeti/PCECharms"
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The key aspect to this revision is to allow younger Exalts a better chance at surviving encounters with their elder peers. As such, the revision of general Charm rules is a critical part of Power Ceiling Exalted, and functions as follows. | The key aspect to this revision is to allow younger Exalts a better chance at surviving encounters with their elder peers. As such, the revision of general Charm rules is a critical part of Power Ceiling Exalted, and functions as follows. | ||
− | There is a limit to the power that individual Charms can reach, and this limit is Essence 5. With few exceptions, noted below, no supernatural being can purchase or develop Charms past Essence 5 - once a character reaches Essence 6, her natural power has surpassed the ability of Creation or the Wyld to process it, and no further refinement is possible. | + | There is a limit to the power that individual Charms can reach, and this limit is Essence 5. With few exceptions, noted below, no supernatural being can purchase or develop Charms past Essence 5 - once a character reaches Essence 6, her natural power has surpassed the ability of Creation or the Wyld to process it, and no further refinement is possible. Characters of Essence 6 and higher may still increase their Traits, Essence pools, and so on, but do not develop large numbers of vastly dangerous effects. The sole exception are Elder Charms. |
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− | Characters of Essence 6 and higher may still increase their Traits, Essence pools, and so on, but do not develop large numbers of vastly dangerous effects. The sole exception are Elder Charms. | ||
== Elder Charms == | == Elder Charms == | ||
− | When a character first reaches Essence 6, she develops capabilities that are unique to her, and as her Essence rises, so do they. To reflect this, any character who raises her Essence to 6 or higher using permanent effects | + | When a character first reaches Essence 6, she develops capabilities that are unique to her, and as her Essence rises, so do they. To reflect this, any character who raises her Essence to 6 or higher using permanent effects must immediately purchase an Elder Charm for each Essence dot that she acquires. This is an automatic Training effect that she must pay for at a later date. |
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− | + | Elder Charms follow certain rules. First, they always have an existing Essence 5 Charm as a prerequisite, and must fall into a Caste or Favored Trait. If a character somehow reaches Essence 6 without knowing any Essence 5 Charms in a Caste or Favored Trait, she does not develop any Elder Charms until she first develops an Essence 5 Charm. Secondly, Elder Charms are always effectively Essence 6, regardless of the Essence dot acquired. Third, they can be permanent upgrades to existing Essence 4-5 Charms. Elder Charms cannot be learned by members of the Eclipse Caste (even as Elder Charms of those Eclipses). They are too integral to a character's nature. They are generally unique, with a few exceptions listed below, and are always reflective of the nature of the Exalt who learned them. Finally, a character may only learn their required Elder Charm for each Essence dot past 5; she may never have more. | |
− | + | Characters can change their Elder Charms, but this is difficult. It requires spending a full season of training time, as the character realigns her Essence with a new, altered nature. At the end, the character recovers half of the experience spent on the Elder Charm, and must then purchase a new one as usual. |
Revision as of 14:27, 24 April 2009
Back to Power Ceiling
Charm Rules
The key aspect to this revision is to allow younger Exalts a better chance at surviving encounters with their elder peers. As such, the revision of general Charm rules is a critical part of Power Ceiling Exalted, and functions as follows.
There is a limit to the power that individual Charms can reach, and this limit is Essence 5. With few exceptions, noted below, no supernatural being can purchase or develop Charms past Essence 5 - once a character reaches Essence 6, her natural power has surpassed the ability of Creation or the Wyld to process it, and no further refinement is possible. Characters of Essence 6 and higher may still increase their Traits, Essence pools, and so on, but do not develop large numbers of vastly dangerous effects. The sole exception are Elder Charms.
Elder Charms
When a character first reaches Essence 6, she develops capabilities that are unique to her, and as her Essence rises, so do they. To reflect this, any character who raises her Essence to 6 or higher using permanent effects must immediately purchase an Elder Charm for each Essence dot that she acquires. This is an automatic Training effect that she must pay for at a later date.
Elder Charms follow certain rules. First, they always have an existing Essence 5 Charm as a prerequisite, and must fall into a Caste or Favored Trait. If a character somehow reaches Essence 6 without knowing any Essence 5 Charms in a Caste or Favored Trait, she does not develop any Elder Charms until she first develops an Essence 5 Charm. Secondly, Elder Charms are always effectively Essence 6, regardless of the Essence dot acquired. Third, they can be permanent upgrades to existing Essence 4-5 Charms. Elder Charms cannot be learned by members of the Eclipse Caste (even as Elder Charms of those Eclipses). They are too integral to a character's nature. They are generally unique, with a few exceptions listed below, and are always reflective of the nature of the Exalt who learned them. Finally, a character may only learn their required Elder Charm for each Essence dot past 5; she may never have more.
Characters can change their Elder Charms, but this is difficult. It requires spending a full season of training time, as the character realigns her Essence with a new, altered nature. At the end, the character recovers half of the experience spent on the Elder Charm, and must then purchase a new one as usual.