Difference between revisions of "IsawaBrian/SolarLoreKnowledge"

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*[[SolarLoreIsawaBrian/SolarLoreKnowledge/IsawaBrian]]
 
----<B><I>Glorious Solar Stratagem</B></I>
 
----<B><I>Glorious Solar Stratagem</B></I>
 
   <B>Cost:</B> 8 motes, 1 Willpower
 
   <B>Cost:</B> 8 motes, 1 Willpower
Line 31: Line 31:
 
     <i><b>Keywords:</b> None</i>  
 
     <i><b>Keywords:</b> None</i>  
 
     <i><b>Prerequisite Charms:</b> Harmonious Academic Methodology</i>  
 
     <i><b>Prerequisite Charms:</b> Harmonious Academic Methodology</i>  
  <i>The Solar's instruction is such that he can dramatically increase the speed with which his students learn.  For an additional 5m, 1wp, the Solar may decrease the time necessary for Harmonious Academic Methodology to take place to a single day.</i>
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The Solar's instruction is such that he can dramatically increase the speed with which his students learn.  For an additional 5m, 1wp, the Solar may decrease the time necessary for Harmonious Academic Methodology to take place to a single day.
  
 
----<B><I>Precise Analysis</B></I>
 
----<B><I>Precise Analysis</B></I>

Revision as of 08:07, 5 April 2010


Glorious Solar Stratagem</B>
 <B>Cost: 8 motes, 1 Willpower
 Duration:  Instant
 Type:  Simple
 Minimum Lore:  5
 Minimum Essence:  3
 Prerequisite Charms: Ever-Present Library

The Exalted greatly boosts her analytic skills, making her a master of strategy and tactics. In general, this works like an advanced version of Tactical Instinct and is compatible with it. Upon being presented with a strategic condition- playing a game of Gateway, fighting in mass combat, and so on, the Solar’s player rolls the character’s Intelligence + Lore. Every success so bought becomes a Strategy Die. The GM and the player should work out the nature of the strategic insight and plan.

Strategy dice can be used for two things: power and information. If they are used for power, they can be added as dice to rolls made in pursuit of the basic strategy outlined by the initial Intelligence + Lore roll. These dice can be donated to someone else, as long as the Solar who used the Charm can coach or plan for that individual. Strategy dice do count as dice from charms and any one person can only benefit from one application of Glorious Solar Stratagem at a time.

Strategy dice may also be used for information. In this case, each Strategy die will give information about one relative die pool of the opponent- Defense, Offense, and so on. It will not generally give information about social capabilities other than Presence unless used in a social situation. Although this Charm develops from Ever-Present Library it is not a Resplendent Memory Palace Charm.

Example: Fehim uses Glorious Solar Stratagem in a fight against the Wyld Hunt. He decides to spend one strategy die to discover the lead Huntsman’s defensive die pool. Fehim learns that the target has a Dexterity of 4, a Melee of 5, a Speciality: Sword +3, and is getting +3 successes from his troops. It’s going to be a long fight.

In Second Edition, this is a War Charm.


Beneficence of Shared Knowledge</B>
 <B>Cost: 8 motes, 2 Willpower
 Duration:  Instant
 Type:  Simple
 Minimum Lore:  5
 Minimum Performance: 5
 Minimum Essence:  3
 Prerequisite Charms: Tiger-Warrior Training, Turning to the Akashic

With this Charm, the Solar gains the ability to instantly gift his knowledge to willing students. By spending a brief moment concentrating on a willing subject, the Solar can impart any knowledge he has that the student can purchase and has the experience for. This Charm does not allow the alteration or addition of statistics without Charm expenditure, nor does it allow the Solar to teach knowledge he does not have.

In Second Edition, this Charm is rather different:

   Cost: --; Mins: Lore: 5, Essence 4; Type: Permanent 
   Keywords: None 
   Prerequisite Charms: Harmonious Academic Methodology 

The Solar's instruction is such that he can dramatically increase the speed with which his students learn. For an additional 5m, 1wp, the Solar may decrease the time necessary for Harmonious Academic Methodology to take place to a single day.


Precise Analysis</B>
 <B>Cost: 1 mote per die
 Duration:  Instant
 Type:  Supplemental
 Minimum Lore:  1
 Minimum Essence:  1
 Prerequisite Charms: None

The Solar sharpens her mind and increases her deductive skills. She may add one die to her Attribute + Lore dice pool for every mote she spends. The character may not more than double her initial Attribute + Lore dice pool.

In Second Edition, this Charm is very different:

 Cost: --; Mins: Lore: 5, Essence 5; Type: Permanent
 Keywords: None
 Prerequisite Charms: Infinite Lore Mastery, Lore Essence Flow

All scholars, eventually, specialize. The student learns the basics, the adept learns her fields, and the master understands singular knowledge of one of her fields’ specialties. While Solar loremasters can transcend these limitations, they can also draw strength from them. When a specialty is relevant, the Solar may use Lore Essence Flow to use Lore Excellencies as non-Charm actions and still gain the benefit of Infinite Lore Mastery or other discount.


Dragon-Soul Enlightening Method</i>
 Cost: --; Mins: Lore: 5, Essence 4; Type: Permanent
 Keywords: None
 Prerequisite Charms: Legendary Scholar Curriculum

This Charm is a second edition translation of the Charm on page 158 of the Exalted Player’s Guide. It no longer requires a roll, though it has the same maximum number of Stalkers and still requires High Holy Speech. Effectively, the Solar uses 10 extra motes when using Harmonious Academic Methodology. The Stalker benefits are in addition to that Charm’s normal benefits, and count as Training—the experience debt for Essence increase is still incurred


<i>Sorcery-Conferring Contemplation</i>
 Cost: --; Mins: Lore: 6, Occult 5, Essence 6; Type: Permanent
 Keywords: None
 Prerequisite Charms: Power-Awarding Prana, Celestial Circle Sorcery

The Solar learns the ability to initiate those under her tutelage into higher orders of mystery. When activating Power-Awarding Prana, the Solar may double all costs to grant the target access to one higher Circle of Sorcery than he might otherwise be able to access, and is treated as being one Essence higher for the purposes of doing so. In most cases, this simply allows a target who is at least Essence 3 to gain access to Celestial Circle Sorcery, and that is the limit of this Charm’s power. This Charm has no effect if the target already can access Celestial Circle Sorcery; no effect known to even the mightiest Solars of First Age could grant knowledge of the Adamant Circle to non-Solars.

== Comments ==