XerExaltedLite/DawnCharms

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Dawn Charms

Removed Charms

  • Core Book Archery: Wise Arrow, Sight Without Eyes, Accuracy Without Distance, Immaculate Golden Bow, There Is No Wind, Trance of Unhesitating Speed, Dazzling Flare Attack, Solar Spike, Rain of Feathered Death
  • Core Book Brawl: Ferocious Jab, Fists of Iron Technique, Hammer of Iron Technique, Sledgehammer Fist Punch,
  • Dawn Book Brawl: Knockout Blow, Pounding Hammer of Devastation Technique
  • Core Book Thrown: Precision of the Striking Raptor, Falling Icicle Strike, Shower of Deadly Blades
  • Night Book Melee: Dual Slaying Stance
  • Core Book Melee: Excellent Strike, Hungry Tiger Technique, Glorious Solar Sabre, Fire and Stones Strike, One Weapon, Two Blows, Peony Blossom Attack, Call the Blade, Edge of Morning Sunlight, Golden Essence Block, Dipping Swallow Defense, Bulwark Stance, Fivefold Bulwark Stance
  • Dawn Book Performance: Commanding the Ideal Celestial Army
  • Core Book Awareness: Sensory Acuity Prana, Keen Sense Technique, Unsurpassed Sense Technique
  • Night Book Awareness: Owl-Eye Technique

Combat

Archery Charms may be adapted for Crossbows, but aside from that exception, restrictions on what may be used do not change simply because there is only one Combat Ability.

  • Total Charms Removed: 32
  • Total Charms Remaining: 37+1

Raw Charms

Golden Solar Armament

  • Cost: 5 motes, 1 Willpower
  • Duration: One Scene
  • Type: Simple
  • Minimum Combat: 5
  • Minimum Essence: 3
  • Prerequisites: Talent 3
The character learns to fashion a miraculous weapon crafted solely out of her Essence. It can take on many forms - a sword, a bow, a knife... Even a crossbow if she is familiar with the construction. This summons a weapon created via the /Weapon rules, made with 20 + twice the character's permanent Essence points to spend. Once set, its statistics do not change until the character's permanent Essence rises.
A character may purchase this Charm a number of times equal to her permanent Essence. Each time, she learns to craft a new weapon.

Archery

Arrow Storm Technique - Core 155

  • Cost: 8 motes, 1 Willpower
  • Duration: Instant
  • Type: Extra Action
  • Minimum Combat: 5
  • Minimum Essence: 3
  • Prerequisites: Talent 3

Fiery Arrow Attack - Core 156

  • Cost: 2 motes
  • Duration: Instant
  • Type: Supplemental
  • Minimum Combat: 3
  • Minimum Essence: 2
  • Prerequisites: Talent 2
    • Gains the Beacon effect of Dazzling Flare Attack

Phantom Arrow Technique - Core 156

  • Cost: 1 mote per Arrow
  • Duration: Instant
  • Type: Supplemental
  • Minimum Combat: 3
  • Minimum Essence: 2
  • Prerequisites: Talent 2, Fiery Arrow Attack
May be comboed with Fiery Arrow Attack.

Bolt of Fiery Devastation Technique Dawn 71 (Replaces Solar Spike from the Core Book)

  • Cost: 1 mote per 1A damage, 1 Willpower
  • Duration: Instant
  • Type: Simple
  • Minimum Combat: 5
  • Minimum Essence: 5
  • Prerequisites: Talent 5, Phantom Arrow Technique
This attack creates an arrow that does a base damage of 1 level of aggravated damage per mote spent, up to the Attacking character's permanent Essence. It multiplies the range of the Solar's bow by her permanent Essence, though she cannot fire past this new base range. The bow's damage still adds to this. Against the enemies of Creation (undead, demons, etc - but not Abyssals) this attack will ignore the defender's armor.

Inexhaustable Bolts of Solar Fire Dawn 71

  • Cost: 10 motes, 1 Willpower
  • Duration: One Scene
  • Type: Simple
  • Minimum Combat: 5
  • Minimum Essence: 4
  • Prerequisites: Phantom Arrow Technique, Talent 4

Shot Without Distance Exercise Dawn 71

  • Cost: 2 motes
  • Duration: Instant
  • Type: Supplemental
  • Minimum Combat: 5
  • Minimum Essence: 3
  • Prerequisites: Talent 3
All penalties except Range still apply.

Brawl

Ox-Stunning Blow

  • Cost: 1 mote per stun damage
  • Duration: Instant
  • Type: Simple
  • Minimum Combat: 4
  • Minimum Essence: 1
  • Prerequisites: Talent 1

Dragon Coil Technique

  • Cost: 3 motes per turn
  • Duration: Varies
  • Type: Simple
  • Minimum Combat: 4
  • Minimum Essence: 1
  • Prerequisites: Talent 1

Thunderclap Rush Attack

  • Cost: 3 motes
  • Duration: Instant
  • Type: Reflexive
  • Minimum Combat: 3
  • Minimum Essence: 1
  • Prerequisites: Talent 1

Crashing Wave Throw

  • Cost: 3 motes
  • Duration: Instant
  • Type: Supplemental
  • Minimum Combat: 2
  • Minimum Essence: 1
  • Prerequisites: Talent 1
Can only be used to end a clinch by throwing the opponent. The Character can throw her victim her (Brawn + Combat + permanent Essence) yards upwards, or twice that distance horizontally. Falling damage is quite possible.

Heaven Thunder Hammer

  • Cost: 3 motes
  • Duration: Instant
  • Type: Supplemental
  • Minimum Combat: 3
  • Minimum Essence: 1
  • Prerequisites: Talent 1

Shockwave Technique

  • Cost: 4 motes
  • Duration: Instant
  • Type: Simple
  • Minimum Combat: 4
  • Minimum Essence: 2
  • Prerequisites: Talent 2

Adamantine Fists of Battle Dawn

  • Cost: 7 motes, 1 Willpower
  • Duration: One Scene
  • Type: Supplemental
  • Minimum Combat: 5
  • Minimum Essence: 5
  • Prerequisites: Talent 5, Hammer of Iron Technique

Melee

Iron Whirlwind Attack

  • Cost: 5 motes, 1 Willpower
  • Duration: Instant
  • Type: Extra Action
  • Minimum Combat: 5
  • Minimum Essence: 3
  • Prerequisites: Talent 3

Retrieve the Fallen Weapon

  • Cost: 1 mote
  • Duration: Instant
  • Type: Simple
  • Minimum Combat: 2
  • Minimum Essence: 2
  • Prerequisites: Talent 2
This Charm now includes Call the Blade - the weapon flashes to the Character's hand if within her permanent Essence times 10 yards no matter what is in the way.

Summoning the Loyal Steel

  • Cost: 1 mote to summon or banish
  • Duration: Instant
  • Type: Reflexive
  • Minimum Combat: 3
  • Minimum Essence: 2
  • Prerequisites: Talent 2, Retrieve the Fallen Weapon

Iron Raptor Technique

  • Cost: 2 motes
  • Duration: Instant
  • Type: Simple
  • Minimum Combat: 3
  • Minimum Essence: 2
  • Prerequisites: Talent 2, Retrieve the Fallen Weapon

Sandstorm-Wind Attack

  • Cost: 3 motes
  • Duration: Instant
  • Type: Simple
  • Minimum Combat: 4
  • Minimum Essence: 2
  • Prerequisites: Talent 2, Iron Raptor Technique

Corona of Radiance

  • Cost: 5 motes, 1 Willpower
  • Duration: One Scene
  • Type: Supplemental
  • Minimum Combat: 5
  • Minimum Essence: 3
  • Prerequisites: Talent 3, Iron Raptor Technique

Blazing Solar Bolt

  • Cost: 3 motes, 1 Willpower
  • Duration: Instant
  • Type: Simple
  • Minimum Combat: 5
  • Minimum Essence: 3
  • Prerequisites: Talent 3, Corona of Radiance, Sandstorm-Wind Attack
This Charm has an Accuracy bonus equal to the Solar's permanent Essence, and a range of her permanent Essence x 10 yard. There are no range increments.

Heavenly Guardian Defense

  • Cost: 3 motes, 1 Willpower
  • Duration: Instant
  • Type: Reflexive
  • Minimum Combat: 5
  • Minimum Essence: 4
  • Prerequisites: Talent 4

Solar Counterattack

  • Cost: 3 motes
  • Duration: Instant
  • Type: Reflexive
  • Minimum Combat: 4
  • Minimum Essence: 2
  • Prerequisites: Talent 2

Ready in Eight Directions Stance

  • Cost: 5 motes, 1 Willpower
  • Duration: One Scene
  • Type: Reflexive
  • Minimum Combat: 5
  • Minimum Essence: 5
  • Prerequisites: Talent 5, Solar Counterattack

Sun-And-Moon Method Night

  • Cost: 2 motes
  • Duration: One Turn
  • Type: Extra Action
  • Minimum Combat: 3
  • Minimum Essence: 2
  • Prerequisites: Talent 2

Two Swords Technique Night

  • Cost: 4 motes
  • Duration: One Scene
  • Type: Reflexive
  • Minimum Combat: 5
  • Minimum Essence: 3
  • Prerequisites: Talent 3, Sun-And-Moon Method
This also reduces the action penalty by one for splitting dice pools, for any action that involved one of the Solar's weapons.

Whirlwind of Searing Blows Dawn

  • Cost: 8 motes
  • Duration: One Scene
  • Type: Supplemental
  • Minimum Combat: 5
  • Minimum Essence: 3
  • Prerequisites: Talent 3

Protection of Celestial Bliss Dawn

  • Cost: 7 motes, 1 Willpower
  • Duration: Special
  • Type: Reflexive
  • Minimum Combat: 6
  • Minimum Essence: 6
  • Prerequisites: Talent 5, Heavenly Guardian Defense

Thrown

Joint-Wounding Attack

  • Cost: 3 motes
  • Duration: Instant
  • Type: Supplemental
  • Minimum Combat: 3
  • Minimum Essence: 1
  • Prerequisites: Talent 1

Observer-Deceiving Attack

  • Cost: 3 motes
  • Duration: Instant
  • Type: Supplemental
  • Minimum Combat: 3
  • Minimum Essence: 2
  • Prerequisites: Talent 2, Joint-Wounding Attack

Mist on Water Attack

  • Cost: 3 motes per Turn
  • Duration: Instant
  • Type: Supplemental
  • Minimum Combat: 4
  • Minimum Essence: 2
  • Prerequisites: Talent 2, Observer-Deceiving Attack

Triple-Distance Attack Technique

  • Cost: 3 motes
  • Duration: Instant
  • Type: Supplemental
  • Minimum Combat: 2
  • Minimum Essence: 2
  • Prerequisites: Talent 1

Cascade of Cutting Terror

  • Cost: 5 motes, 1 Willpower
  • Duration: Instant
  • Type: Supplemental
  • Minimum Combat: 3
  • Minimum Essence: 2
  • Prerequisites: Talent 2, Triple-Distance Attack Technique

Fiery Solar Chakram

  • Cost: 4 motes
  • Duration: Instant
  • Type: Simple
  • Minimum Combat: 5
  • Minimum Essence: 3
  • Prerequisites: Cascade of Cutting Terror, Talent 3
This attack has an Accuracy bonus equal to the permanent Essence of the Solar throwing it.

Ricochet Weapon Technique Dawn

  • Cost: 1 mote per ricochet
  • Duration: Instant
  • Type: Supplemental
  • Minimum Combat: 2
  • Minimum Essence: 2
  • Prerequisites: Talent 1

Reaping the Bloody Wheat Dawn

  • Cost: 6 motes
  • Duration: Instant
  • Type: Extra Action
  • Minimum Combat: 4
  • Minimum Essence: 3
  • Prerequisites: Talent 3, Ricochet Weapon Technique

Whirling Razor Guardian Technique Dawn

  • Cost: 7 motes, 1 Willpower
  • Duration: One Scene or Special
  • Type: Simple
  • Minimum Combat: 5
  • Minimum Essence: 3
  • Prerequisites: Talent 3, Reaping the Bloody Wheat

Returning Weapon Concentration Dawn

  • Cost: 4 motes
  • Duration: One Scene
  • Type: Supplemental
  • Minimum Combat: 3
  • Minimum Essence: 1
  • Prerequisites: Talent 1

War

  • Total Charms Removed: 5
  • Total Charms Remaining: 7

Performance

Unruly Mob Dispersing Rebuke

  • Cost: 8 motes, 1 Willpower
  • Duration: Instant
  • Type: Simple
  • Minimum War: 3
  • Minimum Essence: 3
  • Prerequisites: Talent 3
This has no effect on zombie or similarly mindless mobs.

Rout-Stemming Gesture

  • Cost: 5 motes, 1 Willpower
  • Duration: 3 Turns
  • Type: Simple
  • Minimum War: 4
  • Minimum Essence: 3
  • Prerequisites: Talent 3, Unruly Mob Dispersing Rebuke
This always works on all companies who have full Squads within range, so long as all Squads of the Company are still reasonable close together.

Fury Inciting Presence

  • Cost: 8 motes, 1 Willpower
  • Duration: One Scene
  • Type: Simple
  • Minimum War: 4
  • Minimum Essence: 3
  • Prerequisites: Talent 3, Unruly Mob Dispersing Rebuke

Heroism-Encouraging Presence

  • Cost: 10 motes, 1 Willpower
  • Duration: One Scene
  • Type: Simple
  • Minimum War: 5
  • Minimum Essence: 3
  • Prerequisites: Talent 3, Fury Inciting Presence, Rout-Stemming Gesture
A bonus success is added to all rolls (including initiative) instead of merely a die. This affects all Companies in the local battle - there is no set range.

General of the All-Seeing Sun Dawn

  • Cost: 4 motes
  • Duration: Instant
  • Type: Simple
  • Minimum War: 5
  • Minimum Essence: 4
  • Prerequisites: Talent 4, Heroism-Encouraging Presence
Opponents never hear the message. This affects all Companies in the local battle - there is no set range.

Ideal Battle Knowledge Prana Dawn

  • Cost: 10 motes, 1 Willpower
  • Duration: One Scene
  • Type: Simple
  • Minimum War: 5
  • Minimum Essence: 6
  • Prerequisites: Talent 5, General of the All-Seeing Sun
A bonus success is added to all rolls (including initiative) instead of merely a die.

Awareness

Surprise Anticipation Method

  • Cost: 1 mote
  • Duration: Instant
  • Type: Reflexive
  • Minimum War: 3
  • Minimum Essence: 3
  • Prerequisites: Talent 3

  • Cost:
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