IsawaBrian/SolarCraftRepair

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Second Edition


Transcendent Technomancer's Hand
 Cost: 4m; Mins: Craft 4, Essence 2; Type: Simple
 Keywords: Combo-Ok
 Duration: Instant
 Prerequisite Charms: Durability Enhancing Technique

In the First Age, most Solar equipment except the most elaborate and powerful did not require repair, or was created to be self-repairing. The situation is much different in the Age of Sorrows; what survives may be half-repaired, half-jury-rigged, or may be the creation of Solars without the access to their forebears' resources. A Solar may have to make do with recovered Shogunate-era goods, or steal from the Realm. In these situations, many Solars have independently stumbled upon Essence patterns that allow them to use the very make-up of the devices themselves to allow for intuitive maintenance and repair. Effectively, when this Charm is active, the character uses the Essence that makes up a device and flows through it to assist him in upkeep and repair. When the Solar must qualify for a Maintenance or Repair roll, she may use this Charm to add her permanent Essence to her ranks in Craft, Lore, and Occult for the purposes of increasing her static value. This adds no dice.


Thaumatician's Mastery
 Cost: 3m, 1 wp, plus 2m per dot of Repair per item; Mins: Craft 5, Essence 4; Type: Simple
 Keywords: Obvious, Combo-Ok
 Duration: Indefinite
 Prerequisite Charms: Craftsman Needs No Tools, Transcendent Technomancer's Hand

Moving beyond the simple ability to comprehend a device, the Solar uses his mastery of Essence to replace the very need for maintenance, keeping Essence couplings clean, circulating the proper humors, and replacing consumable alchemical reagents with their Essence-shadows. The Lawgiver may designate a number of devices equal to his permanent Essence, paying 2 motes per dot of Repair each device has in addition to the base 3m 1wp. The Solar must qualify to perform the necessary maintenance himself, but he may choose to keep 4 motes of additional essence committed to keep Transcendent Technomancer's Hand active as long as he retains Thaumatician's Mastery. While the Solar maintains Thaumatician's Mastery, he need not take any time nor use any resources to maintain any of the designated devices.


Impurity-Hammering Blow
 Cost: 5m; Mins: Craft 2, Essence 1; Type: Simple (requires full scene)
 Keywords: Obvious, Combo-OK
 Duration: One Scene
 Prerequisite Charms: Any Craft Excellency

This is a mechanical conversion of the Charm on CB: T p 69. Its duration is typically a scene. The use of Craftsman Needs No Tools and similar speed-enhancing charms may lower this to a few long ticks, as the Storyteller sees fit.


Stability-Conferring Establishment
 Cost: --; Mins: Craft 5, Essence 3; Type: Permanent
 Keywords: None
 Duration: Permanent
 Prerequisite Charms: Chaos-Resistance Preparation

This Charm augments a normal use of Chaos-Resistance Preparation. The Solar suffuses the order-conferring Essence of the Chaos-Resistance Preparation so deeply into the object that it becomes a sort of invisible, miniature sun, radiating out the unyielding order of the Chaos-Resistance Preparation. By spending one health level and willpower extra when using Chaos-Resistance preparation, and committing an extra mote, the object so affected by the Solar’s Charm grants its effects to its wearer or wielder for so long as the Charm’s effects continue; the user thus gains a total immunity to Shaping effects and Wyld chaos for as long as the motes are committed, and permanently reduces by a factor of 10 the likelihood of random unfortunate incidents while in the Wyld even after the motes are released.


Edifice-Smashing Strike
 Cost: --; Mins: Craft 5, Essence 4; Type: Permanent   
 Keywords: None
 Duration: Permanent
 Prerequisite Charms: Shattering Grasp

The Solar’s fists and fingers are sufficient to tear down any structure, destroy any creation of intelligent hands. When utilizing Shattering Grasp, the Solar may pay an additional 2 motes to add his Essence + Craft to his Strength + Athletics pool prior to doubling for the purposes of breaking objects and structures. If the Solar’s player makes a proper stunt, this may be used as a part of a direct attack on an object to destroy it during combat; in this case, add the Solar’s Essence + Craft to Strength + Damage to determine raw damage, and then double that amount prior to soak.


Chaos-Resisting Preparation
 Cost: --; Mins: Craft 4, Essence 3; Type: Permanent
 Keywords: None
 Duration: Permanent
 Prerequisite Charms: Chaos-Resistance Preparation

A minor quirk of Chaos-Resistance Preparation allows a slightly more powerful Lawgiver to make the protective effects create an active irritant to the patterns. This Charm modifies its prerequisite, adding the Order keyword when so desired. Any item affected by Chaos-Resistance Preparation that includes any iron at all, including in alloys such as steel, or that includes iron parts, should be treated as though the entire object was made of Cold Iron for all purposes involving the Wyld. At Essence 5, any object enhanced by Chaos-Resistance Preparation gains this benefit if the Solar so decides.


Indestructible Solar Infusion
 Cost: --; Mins: Craft 3, Essence 3; Type: Permanent
 Keywords: None
 Duration: Permanent
 Prerequisite Charms: Object-Strengthening Touch

The invulnerability of a Solar may be donated to items in his care. When activating Object-Strengthening touch on a nonliving artifact-- neither artifacts created by Craft (Genesis) nor automata of any stripe may gain this benefit-- the Solar may spend a willpower point to perfectly defend the object against any form of destruction for the duration of the Charm.


Endless Endurance Methodology
 Cost: --; Mins: Craft 4, Essence 4; Type: Permanent
 Keywords: None
 Duration: Permanent
 Prerequisite Charms: Durability-Enhancing Technique

Cunning and the keen insight of Solar makers can dramatically decrease the amount of time necessary to truly reinforce an item. Add the character's Essence to the rating required to break an object in a single touch. This will increase the soak of armor of all kinds, adding half of the Solar's Essence to lethal and bashing soak permanently. This includes artifacts, but does not provide hardness. This bonus does not stack; only the greatest possible such effect applies at a time.


Pertinent Repair Precision
 Cost: --; Mins: Craft 5, Essence 5; Type: Permanent
 Keywords: None
 Duration: Permanent
 Prerequisite Charms: Crack-Mending Technique, Craftsman Needs No Tools

Even the simplest thaumaturge understands the Law of Contagion (though it is sometimes known as the Law of Correspondence since the Great Contagion), and it is thus: Once together, always connected. A Lawgiver does not merely understand this law, but enforces it, thus granting amazing speed as fractured objects return to their whole, shards reconstruct their true form, and even ashes can be dutifully forced to return to the body they once had.

This Charm dramatically enhances Crack-Mending Technique. So long as all materials are present or suitable replacements (depending on the work; replacing the lost paper of a letter will result in it having blank spots), a Solar using Crack-Mending Technique may perform repair actions as a miscellaneous Simple action with a Speed of 7 ticks The Solar performs a single part of the overall repair process, such as putting a hammer to a dent, or holding two pieces of a crack tense and level to prepare for sealant. The resultant effects of the roll and the hours of work echo out by sheer efficiency of Solar skill; the Lawgiver's magnificence forces the rest of the operation to fall into place. This modification of Crack-Mending Technique may only and ever be used to repair; for creation and modification, see Craftsman Needs no Tools and its modifying charms.

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