FrivYeti/HeroicSavant

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Revision as of 12:21, 16 March 2006 by Hapushet (talk) (Quick question)
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Savant Charms

Out Of This World Understanding</b>

<b>Cost: 1 mote
Type:: Reflexive
Duration: Instant
Minimum Savant: 1
Minimum Essence: 1
Prerequisites: None

Scholars can understand the principles of the world, and through them can realize when they are in danger of falling from the world. This Charm activates automatically whenever the character enters the Wyld, a Shadowland, the Underworld, or Malfeas. It immediately warns the character where they are.

Lively Person Technique</b>

<b>Cost: 10 motes, 1 Willpower
Type:: Simple
Duration: One Day
Minimum Savant: 3
Minimum Essence: 2
Prerequisites: Out Of This World Understanding

The character wraps her Essence around her, showing her life in her soul. The character increases her bashing and lethal soak by her Savant against the dead and creatures of death, she adds her Essence to the difficulty of all ghostly Arcanoi and Abyssal Charms to affect her, and she adds her Essence to the difficulty of all Necromancy rolls used against her.

Restful Touch Method</b>

<b>Cost: 3 motes
Type:: Supplemental
Duration: Instant
Minimum Savant: 4
Minimum Essence: 2
Prerequisites: Lively Soul Method

The character brings life with a touch, shattering the Essence of the Underworld. The character may activate this charm with a touch or attack. If the touched object is a corpse, it cannot be raised as a zombie or ghost. If a zombie or hungry ghost, it is immediately put to rest. If an intelligent ghost or Abyssal, it takes the character's Essence in dice of aggravated damage. Abyssals may resist this damage as they resist the Zenith caste anima power. This damage is in addition to any other damage of the attack. A ghost killed with this Charm enters Lethe regardless of how much lethal or aggravated damage they have on their track.

Stable Mind Method</b>

<b>Cost: 10 motes, 1 Willpower
Type:: Simple
Duration: One Day
Minimum Savant: 3
Minimum Essence: 2
Prerequisites: Out Of This World Understanding

The character wraps her Essence around her, grounding herself in the fabric of Creation. The character increases her bashing and lethal soak by her Savant against the Fair Folk and any Wyld mutants with over (their Willpower +2) mutation points, she adds her Essence to the difficulty of all works of Glamour, shaping attacks, and Fair Folk Charms against her, and she is immune to the passive effects of the Wyld.

Truth-Restoration Technique</b>

<b>Cost: 5 motes, 1 Willpower
Type:: Simple
Duration: Instant
Minimum Savant: 4
Minimum Essence: 3
Prerequisites: Stable Mind Method

The character focuses, reasserting reality over a warped object. The character must touch an object to activate this Charm. It removes Wyld mutations, Impositions, and Burdens. Roll Savant + Essence. Mutations are at a difficulty equal to their Mutation point value +1. Impositions and Burdens are at a difficulty equal to the Essence of the Fair Folk that placed them. Only one mutation, imposition, or burden may be removed per application.

Man Of The World Method</b>

<b>Cost: 10 motes, 1 Willpower
Type:: Simple
Duration: One Scene
Minimum Savant: 5
Minimum Essence: 3
Prerequisites: Restful Touch Method, Truth-Restoration Technique

The true Scholar is of the world, and can easily bring it about himself. This Charm may be activated whenever the character is in the Underworld, the Wyld, or Malfeas. If in the Underworld, the character and all people who surround him are surrounded by a bubble of Creation with a radius of (Essence x5 yards); within the bubble, all ghosts behave as though in Creation. When the Charm ends, the character may choose to remain in Creation or enter the Underworld again. In the Wyld, the character is surrounded by the same bubble of Creation, within which no shaping succeeds; this bubble fades at the end of the effect. Within Malfeas, the character is guarded from the horrible environment of the hell-realms; all elements behave as their Creation equivalents (that is, wind, water, earth, fire, and wood). Most environmental effects are weak or non-existant within the bubble.

Eerie Presence Understanding</b>

<b>Cost: 4 motes
Type:: Simple
Duration: One Scene
Minimum Savant: 2
Minimum Essence: 2
Prerequisites: None

The world is full of beings that cannot be seen by the untrained eye, but the character can learn to sense them and understand what they are. When this Charm is activated, the character may sense the presence of all dematerialized beings within (their Essence x10) yards. The character may also sense what sort of being they are - spirit, Fair Folk, demon, ghost, Exalt, or mortal, so long as they are not using magic to conceal their magical type. If the being is also hiding, roll to sense them as though they were not dematerialized.

Forced Manifestation Understanding</b>

<b>Cost: 2 motes or 6 motes, sometimes 1 Willpower.
Type:: Simple
Duration: One Scene
Minimum Savant: 3
Minimum Essence: 3
Prerequisites: Eerie Presence Understanding

Sometimes, it is more important to bring a being to where it can be seen and touched. The character must be aware of a dematerialized being to use this Charm. For 2 motes, she simply causes the target to become visible and audible to all materialized beings. This effect cannot be resisted. For 2 motes and a Willpower, she may instead actually force the being to materialize. Roll Savant + Essence at a difficulty of the target's Essence; if the character succeeds, the target must spend Essence to materialize and cannot dematerialize for the scene. If the character spend 6 motes instead of 2, she instead forces the materialization of all dematerialized beings within her Essence x10 yards. This does not require her to see them. If she is forcing full materializing, she only rolls once; apply the roll to all beings.

God-Warding Stance</b>

<b>Cost: 5 motes, 1 Willpower
Type:: Reflexive
Duration: One Scene
Minimum Savant: 4
Minimum Essence: 2
Prerequisites: Eerie Presence Understanding

The Heroic Exalted are paragons of humanity, and they need not be bound by gods or demons. The character may activate this Charm at will, or in response to becoming the target of a spirit Charm of any sort. It applies to all spirit Charms that target the character this scene. If the Charm requires a roll, increase the difficulty of the roll by the character's Essence. If it does not, the spirit must roll (the related Virtue + Essence) at a difficulty of the character's Essence to successfully use the Charm. This applies to all Charm-based effects, including effects such as attack rolls using Principle of Motion, provided that they target the character and not the spirit itself.

God-Slaying Stance</b>

<b>Cost: 7 motes,  1 Willpower
Type:: Simple
Duration: One Scene
Minimum Savant: 4
Minimum Essence: 3
Prerequisites: God-Warding Stance

With pure force of will, the character makes of herself a deicide, able to slay gods and demons. The character may affect dematerialized spirits, and her attacks deal aggravated damage to gods, elementals, and demons.

Rent From the World Method</b>

<b>Cost: 10 motes, 1 Willpower
Type:: Simple
Duration: Special
Minimum Savant: 5
Minimum Essence: 3
Prerequisites: Forced Manifestation Understanding, God-Warding Stance

With sufficient power, the character may wrap Essence around the patterns of a being, restricting its ability to change between worlds. This Charm may be used on any material or immaterial being. Roll the character's Savant + Essence, at a difficulty of the target's Essence. If the Charm succeeds, the character forces the being to remain in that form. Essence is not committed to this effect, but it remains on the target for a duration based on how much the character wins by: If they match the difficulty, it lasts only an hour. If they beat it by 1 success, it lasts for a day. Two successes above the difficulty allow it to last for a week, three successes allow it to last for a month, four successes allow it to last for a season, and five or more allow it to last for a year. During this Charm, the target may not be Materialized or Dematerialized under their own power, and any other force that tries to force them must roll (Essence + Willpower) at a difficulty of the character's Essence + the number of successes rolled above the difficulty. The character may choose to have the effect not last its maximum amount.

Comments

Minor question - what sensory effect is involved with Eerie Presence Understanding? Is it sight? If not, is it accurate enough to avoid blind attacking penalties? --Hapushet