Morpheus/SolarCharmsForMe

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Archery

Accuracy Without Distance - This charm does not guarantee success on an archery attack no matter what. What it does is guarantee that unless someone interferes, if you can perceive your target and are within maximum range, it will hit with at least one success. You will hit a falling leaf, at maximum range, at night, through a hurricane, while at -4 and falling from a building with a crappy bow and a stick for an arrow. But if someone sees you coming, they can still dodge, and if you only get the one guaranteed success, then they only need one dodge success to beat you.

Brawl

Fists of Iron - This charm is now Reflexive, requires 2 Brawl, and has no Prerequisites. This charms now last until the remainder of the turn, until you successfully strike another character and do at least a die of damage, or until you successfully block an attack that was completely unarmed.

Thunderclap Rush* - This charm is now Supplemental, requires 4 Brawl, and requires 2 Essence. It is used to supplement a brawl attack in a round that the character does not split his dice pool. That brawl attack now occurs just before the initiative of its target. The target may revert as normal. This charm is only usable on a target within the character's Dex + 12 yds or less.

Hammer on Iron - This charm now costs 2 motes per attack. This charm now allows that character to makes extra attacks against a single target up to a total number of attacks equal to the characters Brawl for 2 motes per attack.

Melee

Call the Blade - This charm now requires 3 Melee. It now has a maximum range of the character's Melee x 10 yds.

Summon the Loyal Steel - This charm now requires 4 melee, and requires 3 essence. If you lose your third dot of essence while your weapon is Elsewhere, well, you'll just have to wait until you get your third dot of Essence back, or find a new weapon.

Glorious Solar Saber - This charm now costs 6 motes + 1 Willpower. It now creates a unique weapon which the player creates using 2 x the character's Melee points to distribute between Speed, Accuracy, Damage, and Defense. No more points may be put in Speed, Accuracy, or Parry than the character's Dex + Essence, and no more points may be put in Damage than the character's Str + Essence. These stats are permanent until the character's Melee score improves, in which case 2 more points may be distributed, or the character's mental and spiritual state are seriously and powerfully warped, and his fighting style along with it, in which case the points may be redistributed. This blade does receive the orichalcum material bonus of +1 Speed, + 1 Accuracy, and +1 Defense. This weapon is unmistakable as unique and recognizable, and glows with the light of the sun, illuminating an area greater than what a torch would light. As an added bonus, a character using this charm may not be disarmed while it is in effect, and this weapon cannot be destroyed by any mundane physical process, though it is dispelled if the character is incapacitated or if a charm forces th character to deattune. If the charm allows for the character to repay the attunement cost to maintain his attunement on his weapon, then only the 6 motes of the charms cost need be repayed.

Solar Counterattack - This charm now has Golden Essence Block as a prerequisite, and not Dipping Swallow Defense.

Bulwark Stance - This charm is now Reflexive.

5-fold Bulwark Stance - This charm is now Simple.

Thrown

Cascade of Cutting Terror - This charm is now Simple.

Endurance

Armored Scout's Invigoration - This charm now costs 4 motes per point reduction. This charm reduces the mobility penalty and fatigue value of the character's armor by one point per 4 motes spent, to a maximum reduction of the character's Endurance -1.

Performance

Rout-Stemming Gesture - This charm now costs just 5 motes.

Heroism Encouraging Presence - The prerequisite for this charm is now Rout-Stemming Gesture, and not Fury Inciting Presence.

Tiger-Warrior Training Technique - The prerequisites for this charm are now Heroism Encouraging Presence, and Fury Inciting Presence.

Presence

Harmonious Presence Meditation - This charm now requires 2 Presence.

Listener-Swaying Argument - This charm now requires 4 Presence. This charm can only supplement an argument, allowing the character to purchase additional dice to convince or persuade a target.

Majestic Radiant Presence - This charm now costs 5 motes.

Resistance

Iron Skin Concentration - This charm does not stack with armor, though it can be used while armor is on.

Lore

Wyld-Shaping Technique - This charm now requires 4 Essence.

Medicine

I'm working on it

Athletics

Monkey Leap* - This charm is now supplemental, and supplements a jump action. This charm now allows a character to jumps his Strength x 3 yds. vertically, or twice this distance horizontally. This jump allows a character to reach an opponent up to his Str x 6 yds away, however, normal initiative rules apply.

Lightning Speed - This charm now costs 2+ motes. This charm now last for the character's Athletics in turns. This charm now allows a character to increase his running or sprinting speed, multiplying it by the number of motes spent. No more motes may be spent to power this charm than the character's Essence.


Charms with an * are really only usable in this houseruled capacity by someone playing with at least some of my other houserules. These charms are primarily intended for my players to read.

Comments

I think you mean Accuracy Without Distance - DS

Hey thanks a lot. You caught that one quick. :) - Morpheus


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