Difference between revisions of "SolarMulti/FlowsLikeBits"
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− | *Back to | + | *Back to SolarMulti |
*Back to [[Charms/FlowsLikeBits|/FlowsLikeBits]] | *Back to [[Charms/FlowsLikeBits|/FlowsLikeBits]] | ||
− | *Charm Template: | + | *Charm Template: FormatStandards/CharmFormat |
− | == Solar Multi-Ability Charms by | + | == 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 | + | <b>Cost:</b>4 motes per independant action |
<b>Duration:</b>Scene | <b>Duration:</b>Scene | ||
<b>Type:</b>Reflexive | <b>Type:</b>Reflexive | ||
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<b>Prereqs:</b> Any 25 charms | <b>Prereqs:</b> Any 25 charms | ||
− | When this charm is | + | When this charm is actived, the Exalt explodes into motion, moving faster than the eye can follow an 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 charachters in some strange superposition. |
− | Each 4 motes spent on this charm allow the Exalt to take a Fully | + | Each 4 motes spent on this charm allow the Exalt to take a Fully Independant 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 Independant Action she is normally entitled to by this charm for an action of the the apropriate type granted by the Extra Action Charm on a 1-for-1 basis. |
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+ | In addition to having an Essece of 5, a Solar must have mastered (have a rank of 5 or greater) in 3 or more abilties 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 charachter need only spend one action a turn shapeing or casting a particular spell. The other Fully Independant Actions can be used normally. A charachter may even use different actions to shape different spells, but this is expensive in terms of Essence and Willpower and taking damage is NOT reccomended. | ||
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<b><i>(Type) Exalted Essence Empathy </i></b> | <b><i>(Type) Exalted Essence Empathy </i></b> | ||
− | <b>Cost:</b>5 motes, 1 health level | + | <b>Cost:</b>5 motes, 1 health level |
<b>Duration:</b>Scene | <b>Duration:</b>Scene | ||
<b>Type:</b>Reflexive | <b>Type:</b>Reflexive | ||
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<b>Prereqs:</b> Any 2 qualified charms | <b>Prereqs:</b> 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 | + | 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 allows the Exalt to emulte the anime ability of another type of exalt. An exalt can have no more than there 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 abtributes. They may choose a different ability or atribiute each time. This is effectivly 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) | + | The prereqs for this charm are as follows: The Solar must have 8 or more ability dots in the favored(etc) abilites 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 | + | a favored attribute for exalts that favor attributes. They also must have 2 charms in the relevant abilities for exalts that favor abiltiys or must know more than 15 charms to learn an ability of Exalts who favor attributes. |
− | One may also wish to look at my [[FlowsLikeBits/SolarPermanant | | + | One may also wish to look at my [[FlowsLikeBits/SolarPermanant | Permanant Charms]]. <br> |
This is considered an advanced charm and costs 9XP if favored or caste. | This is considered an advanced charm and costs 9XP if favored or caste. | ||
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<b><i>Dividing the Flow Method </i></b> | <b><i>Dividing the Flow Method </i></b> | ||
− | <b>Cost:</b> | + | <b>Cost:</b>4 motes +1 per charm |
− | <b>Duration:</b> | + | <b>Duration:</b>Turn |
<b>Type:</b>Simple | <b>Type:</b>Simple | ||
<b>Min. Ability:</b>4(in 3 abilities) | <b>Min. Ability:</b>4(in 3 abilities) | ||
<b>Min Essence:</b> 3 | <b>Min Essence:</b> 3 | ||
<b>Prereqs:</b> none | <b>Prereqs:</b> 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 | + | 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 inital activiation 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 Essece other charms. These charms MUST have a duration of scene or longer and have their normal cost increased by one mote. There are no restrictions on what effects can be activiated by this charm, other than their number and limitations inherent in the charms themselves. |
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+ | To learn this charm, the Exalt must have an ability of 4 or greater in 3 seperate abilities. | ||
== 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. - | + | 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 | + | 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 | + | * 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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Revision as of 18:09, 6 June 2005
- Back to SolarMulti
- Back to /FlowsLikeBits
- Charm Template: FormatStandards/CharmFormat
Solar Multi-Ability Charms by FlowsLikeBits
Flurry of Blossoms Method
Cost:4 motes per independant action Duration:Scene Type:Reflexive Min. Ability: 5 in 3+ abilities Min Essence: 5 Prereqs: Any 25 charms
When this charm is actived, the Exalt explodes into motion, moving faster than the eye can follow an 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 charachters in some strange superposition.
Each 4 motes spent on this charm allow the Exalt to take a Fully Independant 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 Independant Action she is normally entitled to by this charm for an action of the the apropriate type granted by the Extra Action Charm on a 1-for-1 basis.
In addition to having an Essece of 5, a Solar must have mastered (have a rank of 5 or greater) in 3 or more abilties 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 charachter need only spend one action a turn shapeing or casting a particular spell. The other Fully Independant Actions can be used normally. A charachter may even use different actions to shape different spells, but this is expensive in terms of Essence and Willpower and taking damage is NOT reccomended.
(Type) Exalted Essence Empathy
Cost:5 motes, 1 health level 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 allows the Exalt to emulte the anime ability of another type of exalt. An exalt can have no more than there 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 abtributes. They may choose a different ability or atribiute each time. This is effectivly 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) abilites 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 abiltiys or must know more than 15 charms to learn an ability of Exalts who favor attributes.
One may also wish to look at my Permanant Charms.
This is considered an advanced charm and costs 9XP if favored or caste.
Dividing the Flow Method
Cost:4 motes +1 per charm Duration:Turn 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 inital activiation 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 Essece other charms. These charms MUST have a duration of scene or longer and have their normal cost increased by one mote. There are no restrictions on what effects can be activiated by this charm, other than their number and limitations inherent in the charms themselves.
To learn this charm, the Exalt must have an ability of 4 or greater in 3 seperate 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