Difference between revisions of "SolarMulti/FlowsLikeBits"

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*Back to [[SolarMulti]]
 
*Back to [[Charms/FlowsLikeBits|/FlowsLikeBits]]
 
*Back to [[Charms/FlowsLikeBits|/FlowsLikeBits]]
*Charm Template: FormatStandards/CharmFormat
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*Charm Template: [[FormatStandards/CharmFormat]]
  
== Solar Multi-Ability Charms by FlowsLikeBits ==
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== Solar Multi-Ability Charms by [[FlowsLikeBits]] ==
 
<b><i>Flurry of Blossoms Method</i></b>
 
<b><i>Flurry of Blossoms Method</i></b>
 
  <b>Cost:</b>4 motes per independant action + 1 Willpower
 
  <b>Cost:</b>4 motes per independant action + 1 Willpower
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When this charm is activated, the Exalt explodes into motion, moving faster than the eye can follow and leaving golden trails in the air. Like the light of the Unconquered Sun, the Solar moves so fast, she seems not to move at all, but to be in multiple locations at once; as multiple overlapping characters in some strange superposition.  
 
When this charm is activated, the Exalt explodes into motion, moving faster than the eye can follow and leaving golden trails in the air. Like the light of the Unconquered Sun, the Solar moves so fast, she seems not to move at all, but to be in multiple locations at once; as multiple overlapping characters in some strange superposition.  
  
Each 4 motes spent on this charm allow the Exalt to take a Fully Independent Action, as defined by Charcoal March of Spiders Form[Exalted:The Sidereals pp. 187]. The Exalt may only buy a number of actions up to her Essence-2.  As defined in CMoSF, this effect is not compatible with Extra Action charms; however an Exalt who decides to use an Extra Action charm may exchange each Full Independent Action she is normally entitled to by this charm for an action of the appropriate type granted by the Extra Action Charm on a 1-for-1 basis.  
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Each 4 motes spent on this charm allow the Exalt to take a Fully Independent Action, as defined by Charcoal March of Spiders Form[Exalted:The Sidereals pp. 187]. The Exalt may only buy a number of actions up to her Essence-2.  As defined in [[CMoSF]], this effect is not compatible with Extra Action charms; however an Exalt who decides to use an Extra Action charm may exchange each Full Independent Action she is normally entitled to by this charm for an action of the appropriate type granted by the Extra Action Charm on a 1-for-1 basis.  
  
 
In addition to having an Essence of 5, a Solar must have mastered (have a rank of 5 or greater) in 3 or more abilities and know 25 or more charms before they can learn this technique. This is considered an advanced charm and costs 9 XP.
 
In addition to having an Essence of 5, a Solar must have mastered (have a rank of 5 or greater) in 3 or more abilities and know 25 or more charms before they can learn this technique. This is considered an advanced charm and costs 9 XP.
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== Comments ==
 
== Comments ==
Basicly, these effects seemed so fundumental, it seemed weird to tie them to on ability, so I went for more of a global competence route. -FlowsLikeBits
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Basicly, these effects seemed so fundumental, it seemed weird to tie them to on ability, so I went for more of a global competence route. -[[FlowsLikeBits]]
  
Okay.  First off, it looks like you need a wee bit of spelling editting. :)  Would you mind if I do so?  Second, I'm not comfortable with <i>wholly</i> generic charms, personally.  I'd've made FoBM an Athletics-Dodge-Martial Arts Charm, personally, with a note that while it has Martial Arts requirements, it is not, in fact, a martial art charm per se and can only be learned by Solars or Moonshadow Caste Abyssals.  That's just a personal thing, though.
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Okay.  First off, it looks like you need a wee bit of spelling editting. :)  Would you mind if I do so?  Second, I'm not comfortable with <i>wholly</i> generic charms, personally.  I'd've made [[FoBM]] an Athletics-Dodge-Martial Arts Charm, personally, with a note that while it has Martial Arts requirements, it is not, in fact, a martial art charm per se and can only be learned by Solars or Moonshadow Caste Abyssals.  That's just a personal thing, though.
* I like the basic cost for FoBM (big surprise there) but I still think there should be some sort of "buy in" basis, and definitely a willpower cost.  It <i>is</i> scene long, and a Fully Independent Action is significantly better than a regular extra action.  You can divide it, use extra charms, the whole deal.  I'd add a 4/1 cost basic to get in; maybe a bit more because they're applicable to everything.
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* I like the basic cost for [[FoBM]] (big surprise there) but I still think there should be some sort of "buy in" basis, and definitely a willpower cost.  It <i>is</i> scene long, and a Fully Independent Action is significantly better than a regular extra action.  You can divide it, use extra charms, the whole deal.  I'd add a 4/1 cost basic to get in; maybe a bit more because they're applicable to everything.
 
* Eep, on (Exalted) Essence Empathy.  I'm considering a <i>highly</i> restricted charm that allows something this- a Larceny, Night-Only modification of their basic anima effect.  Even with the health level cost, this seems way overpowered for its price, level, and effect.  I know there's a Sidereal-level martial art that works similar, (Exalt) Ways, I think? (argh, siddies book at home), but as I recall, it's fairly potent level and cost.
 
* Eep, on (Exalted) Essence Empathy.  I'm considering a <i>highly</i> restricted charm that allows something this- a Larceny, Night-Only modification of their basic anima effect.  Even with the health level cost, this seems way overpowered for its price, level, and effect.  I know there's a Sidereal-level martial art that works similar, (Exalt) Ways, I think? (argh, siddies book at home), but as I recall, it's fairly potent level and cost.
 
* Dividing the Flow Method also seems slightly undercosted, to me, for what it does- basically, a re-workable Combo of things you couldn't ordinarily combo, and one that specifically undoes a limitation on Solar power.  But then again, I'm planning a Dawn-only "martial art" that does all sorts of freaky things to Martial Arts restrictions.  Personally, I'd boost the cost significantly, perhaps with a full Willpower cost per additional Charm; or you may want to make this into a Permanent Charm that allows for the creation of funky, scene-long Charm combos.
 
* Dividing the Flow Method also seems slightly undercosted, to me, for what it does- basically, a re-workable Combo of things you couldn't ordinarily combo, and one that specifically undoes a limitation on Solar power.  But then again, I'm planning a Dawn-only "martial art" that does all sorts of freaky things to Martial Arts restrictions.  Personally, I'd boost the cost significantly, perhaps with a full Willpower cost per additional Charm; or you may want to make this into a Permanent Charm that allows for the creation of funky, scene-long Charm combos.
-- IsawaBrian
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-- [[IsawaBrian]]
  
 
:Thanks for the comments. I have no problems with people editing. Gah. Wow, that's awful.  I fixed a bunch of errors, but I probably missed some. :Sigh:.  
 
:Thanks for the comments. I have no problems with people editing. Gah. Wow, that's awful.  I fixed a bunch of errors, but I probably missed some. :Sigh:.  
  
:What I was going for with wholly generic charms was I didn't want to make any one tree required. Either that, or have a Full Independat Action charm for every tree. I also personally thing Solars at least should be combat viable without Martial Arts and just using their ability charms. I added a willpower cost though. I agree that's needed. The 25 charm requirement was to emulate the "need a whole MA style" to get a Sidereal Form restriction. Most styles are around 8-10 charms, and CMoSF has 5 prereq charms, so assume 10 unrelated charms, and that seems about right. I could up this a little though. CMoSF actions are applicable to everything also, aside from the Social/Mental restriction. Also CMoSF gives you two other powerful scene length effects and only has a cost of 7 motes.  Perhaps I could make it a dodge charm. Dodge seems to the most "required" of all Solar abilitys, as Flow Like Blood gives you decent combat surviability by itself if you avoid the front lines.  I did figure this is aproximatly the same as having one charm per tree, as people are going to go up the tree anyway. I'm not sure exactly what you mean by "buy in", but gonna think about this one more.  
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:What I was going for with wholly generic charms was I didn't want to make any one tree required. Either that, or have a Full Independat Action charm for every tree. I also personally thing Solars at least should be combat viable without Martial Arts and just using their ability charms. I added a willpower cost though. I agree that's needed. The 25 charm requirement was to emulate the "need a whole MA style" to get a Sidereal Form restriction. Most styles are around 8-10 charms, and [[CMoSF]] has 5 prereq charms, so assume 10 unrelated charms, and that seems about right. I could up this a little though. [[CMoSF]] actions are applicable to everything also, aside from the Social[[/Mental]] restriction. Also [[CMoSF]] gives you two other powerful scene length effects and only has a cost of 7 motes.  Perhaps I could make it a dodge charm. Dodge seems to the most "required" of all Solar abilitys, as Flow Like Blood gives you decent combat surviability by itself if you avoid the front lines.  I did figure this is aproximatly the same as having one charm per tree, as people are going to go up the tree anyway. I'm not sure exactly what you mean by "buy in", but gonna think about this one more.  
 
**Agreed, added a willpower cost
 
**Agreed, added a willpower cost
 
**Exalts ways is a first level charm of Prismatic Arrangement of Creation. MA 5, Essence 4, 5 Motes + 1 HL, lasts 5 turns. It could theoretically be taken at creation time. This version lasts longer, is harder to get, and I added a willpower cost. Note, you do need to learn the charm once for every other anime effect you want to emulate.  
 
**Exalts ways is a first level charm of Prismatic Arrangement of Creation. MA 5, Essence 4, 5 Motes + 1 HL, lasts 5 turns. It could theoretically be taken at creation time. This version lasts longer, is harder to get, and I added a willpower cost. Note, you do need to learn the charm once for every other anime effect you want to emulate.  
 
**This is basicly a reaction to MA charms, which tend to have multiple effects, while pure charms tend to one thing. I added a willpower cost. You do also end up with an extra commited mote per charm you activate with it.  I reworked the cost totally, it now has cost a heath level and a will power. It's basicly the sort of thing you stick with Surprise Anticipation Method.  
 
**This is basicly a reaction to MA charms, which tend to have multiple effects, while pure charms tend to one thing. I added a willpower cost. You do also end up with an extra commited mote per charm you activate with it.  I reworked the cost totally, it now has cost a heath level and a will power. It's basicly the sort of thing you stick with Surprise Anticipation Method.  
Anyway, thanks for the comments. -FlowsLikeBits
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Anyway, thanks for the comments. -[[FlowsLikeBits]]

Revision as of 09:04, 3 April 2010

Solar Multi-Ability Charms by FlowsLikeBits

Flurry of Blossoms Method

Cost:4 motes per independant action + 1 Willpower
Duration:Scene
Type:Reflexive 
Min. Ability:  5 in 3+ abilities
Min Essence: 5 
Prereqs:  Any 25 charms

When this charm is activated, the Exalt explodes into motion, moving faster than the eye can follow and leaving golden trails in the air. Like the light of the Unconquered Sun, the Solar moves so fast, she seems not to move at all, but to be in multiple locations at once; as multiple overlapping characters in some strange superposition.

Each 4 motes spent on this charm allow the Exalt to take a Fully Independent Action, as defined by Charcoal March of Spiders Form[Exalted:The Sidereals pp. 187]. The Exalt may only buy a number of actions up to her Essence-2. As defined in CMoSF, this effect is not compatible with Extra Action charms; however an Exalt who decides to use an Extra Action charm may exchange each Full Independent Action she is normally entitled to by this charm for an action of the appropriate type granted by the Extra Action Charm on a 1-for-1 basis.

In addition to having an Essence of 5, a Solar must have mastered (have a rank of 5 or greater) in 3 or more abilities and know 25 or more charms before they can learn this technique. This is considered an advanced charm and costs 9 XP.

This effect does not speed up the number of turns required for Sorcery, but a character need only spend one action a turn shaping or casting a particular spell. The other Fully Independent Actions can be used normally. A character may even use different actions to shape different spells, but this is expensive in terms of Essence and Willpower and taking damage is NOT recommended.



(Type) Exalted Essence Empathy

Cost:5 motes, 1 health level, 1 willpower 
Duration:Scene
Type:Reflexive 
Min. Ability: 8 ability dots or 3 in a relevant attribute 
Min Essence:  4
Prereqs: Any 2 qualified charms 

This charm allows the Exalt to reshape her own essence with the same skill she would shape a spell or the Wyld. This charm is actually a set of charms, each of which allows the Exalt to emulate the anime ability of another type of exalt. An exalt can have no more than their essence additional anime effects accessible at anyone time from this charm. Emulating the Eclipse or Moonshadow anime ability with this charm gives no ability to learn out of type charms. While this charm is active, the Exalt adds her essence in successes when using of of that caste's favored/auspicious/etc abilities or attributes. They may choose a different ability or attribute each time. This is effectively the same as the charm Exalt Ways.

The prereqs for this charm are as follows: The Solar must have 8 or more ability dots in the favored (etc) abilities for that caste, or 3 or better in a favored attribute for exalts that favor attributes. They also must have 2 charms in the relevant abilities for exalts that favor abilities or must know more than 15 charms to learn an ability of Exalts who favor attributes. One may also wish to look at my Permanent Charms.
This is considered an advanced charm and costs 9XP if favored or caste.


Dividing the Flow Method

Cost:2 motes per charm  +1 willpower, +1 health level
Duration:Instant
Type:Simple 
Min. Ability:4(in 3 abilities)  
Min Essence: 3 
Prereqs: none 

This charm allows the Solar to quickly grab the flows of essence and divert them into multiple long term effects. This is similar to a combo, but much more basic, as the initial activation of the effects is static and much simpler. When this charm is activated the solar pays 4 motes, she may also active up to her Essence other charms. These charms MUST have a duration of scene or longer and have their normal cost increased by one mote (This mote is also committed). There are no restrictions on what effects can be activated by this charm, other than their number and limitations inherent in the charms themselves. This charm may be put in combo's with charms of other abilities, but it may not be combo'd with Extra action charms. It may be used to activate scene length Extra Action charms however.

To learn this charm, the Exalt must have an ability of 4 or greater in 3 separate abilities.

Comments

Basicly, these effects seemed so fundumental, it seemed weird to tie them to on ability, so I went for more of a global competence route. -FlowsLikeBits

Okay. First off, it looks like you need a wee bit of spelling editting. :) Would you mind if I do so? Second, I'm not comfortable with wholly generic charms, personally. I'd've made FoBM an Athletics-Dodge-Martial Arts Charm, personally, with a note that while it has Martial Arts requirements, it is not, in fact, a martial art charm per se and can only be learned by Solars or Moonshadow Caste Abyssals. That's just a personal thing, though.

  • I like the basic cost for FoBM (big surprise there) but I still think there should be some sort of "buy in" basis, and definitely a willpower cost. It is scene long, and a Fully Independent Action is significantly better than a regular extra action. You can divide it, use extra charms, the whole deal. I'd add a 4/1 cost basic to get in; maybe a bit more because they're applicable to everything.
  • Eep, on (Exalted) Essence Empathy. I'm considering a highly restricted charm that allows something this- a Larceny, Night-Only modification of their basic anima effect. Even with the health level cost, this seems way overpowered for its price, level, and effect. I know there's a Sidereal-level martial art that works similar, (Exalt) Ways, I think? (argh, siddies book at home), but as I recall, it's fairly potent level and cost.
  • Dividing the Flow Method also seems slightly undercosted, to me, for what it does- basically, a re-workable Combo of things you couldn't ordinarily combo, and one that specifically undoes a limitation on Solar power. But then again, I'm planning a Dawn-only "martial art" that does all sorts of freaky things to Martial Arts restrictions. Personally, I'd boost the cost significantly, perhaps with a full Willpower cost per additional Charm; or you may want to make this into a Permanent Charm that allows for the creation of funky, scene-long Charm combos.

-- IsawaBrian

Thanks for the comments. I have no problems with people editing. Gah. Wow, that's awful. I fixed a bunch of errors, but I probably missed some. :Sigh:.
What I was going for with wholly generic charms was I didn't want to make any one tree required. Either that, or have a Full Independat Action charm for every tree. I also personally thing Solars at least should be combat viable without Martial Arts and just using their ability charms. I added a willpower cost though. I agree that's needed. The 25 charm requirement was to emulate the "need a whole MA style" to get a Sidereal Form restriction. Most styles are around 8-10 charms, and CMoSF has 5 prereq charms, so assume 10 unrelated charms, and that seems about right. I could up this a little though. CMoSF actions are applicable to everything also, aside from the Social/Mental restriction. Also CMoSF gives you two other powerful scene length effects and only has a cost of 7 motes. Perhaps I could make it a dodge charm. Dodge seems to the most "required" of all Solar abilitys, as Flow Like Blood gives you decent combat surviability by itself if you avoid the front lines. I did figure this is aproximatly the same as having one charm per tree, as people are going to go up the tree anyway. I'm not sure exactly what you mean by "buy in", but gonna think about this one more.
    • Agreed, added a willpower cost
    • Exalts ways is a first level charm of Prismatic Arrangement of Creation. MA 5, Essence 4, 5 Motes + 1 HL, lasts 5 turns. It could theoretically be taken at creation time. This version lasts longer, is harder to get, and I added a willpower cost. Note, you do need to learn the charm once for every other anime effect you want to emulate.
    • This is basicly a reaction to MA charms, which tend to have multiple effects, while pure charms tend to one thing. I added a willpower cost. You do also end up with an extra commited mote per charm you activate with it. I reworked the cost totally, it now has cost a heath level and a will power. It's basicly the sort of thing you stick with Surprise Anticipation Method.

Anyway, thanks for the comments. -FlowsLikeBits