DarSys/CharmChanges

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Revision as of 06:36, 19 April 2007 by Darloth (talk) (clarify - attacks)
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Charm Changes

This section lists specific changes to certain charms, and usually refers to those under the 2nd edition rules-set. A proper tree will be forthcoming eventually, probably.

Solar Charms

Much of Discussions/FixThe2ESolarCharmTree also applies, but not all of it.

SolarExcellencies/GreenLantern fits in this system - all okayed.

Melee

  • One Weapon Two Blows - jury still out. If adapted as per ft2esct, shouldn't more than double rate.
  • Iron Raptor Tech - grants ability as Innate supplemental action rather than charm. The weapon returns at the end of the action. Using the sandstorm wind attack part of this charm also grants +Essence accuracy. Both have Ess x 10 yard range, to make things simpler.
  • Glorious Solar Saber - sorry, infinite rate has to go. The Saber now begins with rate 1/-1, and rate costs 2pts each time to raise. The /-1 is dropped at rate 2 and above, and should it be raised to 4 or greater, it aquires the /+1 rate suffix. You get Melee * 2 points to split though.
  • Blazing Solar Bolt - range is Essence x 20 yards. Even when defense charms are used, the appropriate DV is halved (This is unbalanced in the core system, although you could apply Essence DV penalty. Problem with that is many charms negate it. Heck, DSD/SOW is better than it looks. Ignore ALL penalties really is quite nice. Under this system though, defense charms are much more common, so this needs an up-powering.)
  • Call the Blade is Combo-OK

Thrown

  • CoCT only makes an attack undodgable, but costs only 4m now.
  • Call the Blade is Combo-OK

Martial Arts

  • Thunderclap Rush Attack - will need to do something else, lower speed is no longer useful. Perhaps back to skipping init order. Currently, considering a willpower cost reflexive, allowing the user to act immediately, moving their init-position to the tick it was used on and getting a turn straight away. Does not refresh DV, or charmslots. Might not need a willpower.
  • Shockwave Technique - is now Combo-Basic.
  • Fists of Iron Technique - change to a permanant charm, granting the innate ability to spend 1m to get +1 acc and +2L damage to any unarmed or in-form weapon, plus parry lethal until next action. At essence 3, can spend 3m to activate this ability for a scene.

Survival

  • Friendship with Animals Approach has no pre-requisites.

Resistance

  • Iron Skin Concentration cannot be used in heavy armour, and costs 4 motes to channel through the constriction of light armour. Medium armour is another step further removed, and increases the cost to 4 motes and 1 willpower.
  • Durability of Oak Meditation is badly named, and kinda crud. To fit with its name, make it scenelong. At least then it has SOME utility, in that it makes extras not ping you as often. If the hardness also increased with essence (maybe 7 + Ess/2(rndup) )?
    • For the moment, 3m, scenelong, hardness 10. Low lategame utility, but still good against extras.
  • Glorious Solar Plate - Soak is 10+Essence Lethal / 10+Essence Bashing
  • Armoured Scout's Invigoration has Whirlwind Armour-Donning Prana as a prereq, not Hauberk Lightening Gesture, and needs only Resistance 3. The amount of penalties negated is capped at the user's Resistance (or, max motes spent are Resistance x 3, whichever method of saying it you prefer.)

Craft

  • Shattering Grasp needs a "quick and destructive" method to fit its picture, sound, and previous utility. In such a mode, it's supplemental, or, something. Alternative - make another charm, call this one Harmonious Deconstruction Methodology or somesuch
  • Artisan Needs No Deadline
Cost: -
Minimums: Craft 5, Essence 4
Type: Permanant
Keywords: None
Duration: Permanant
Prerequisite Charms: Craftsman Needs No Tools
This charm enhances an exalt's innate capabilities. Whenever they activate Craftsman Needs No Tools, they may reduce the difficulty of the task by 1, and each hour of work counts as (Essence * Craft) rather than (Essence * 3).
  • Tenfold-Worker Focus
Cost: -
Minimums: Craft 3, Essence 2
Type: Permanant
Keywords: None
Duration: Permanant
Prerequisite Charms: Any Craft Excellency
The exalted are not merely mortal, and when they labour, they are worth many lesser men. This charm permanantly enhances the exalted's abilities such that whenever they calculate the amount of man-hours applied to a large project, their contribution is multiplied by their (Essence+Craft). This charm's effects stack with Craftsman Needs No Tools or anything else, as appropriate.


Lore

  • Immanent Solar Glory - should come with a set of regen methods, of which you can choose 1. Other options should include regen (x motes) in direct sunlight at noon, and maybe something else. This charm, as written, stays where it is. It's a use of vast knowledge to both a) gain another regeneration method, and b) get +10 periph motes at the same time. Each purchase after the first adds +10 motes and a regen method which applies to all pools. Regen methods currently under review are: Fighting in massive battles, meditating at noon in direct sunlight. All pools should be fillable with stunt rewards also. (I get an In Nomine rites feel from this, and I like that.)
  • A new charm is added, requiring no Lore excellency, Essence Concentration Prana, found at SolarLore/LastHero - this provides smaller, more workable essence to anyone interested, but it does not provide extra regeneration methods.
  • Harmonious Academia Technique (or whatever the teaching charm is) can alternately be bought with one lore excellency and Essence-Lending Method as prerequisites, instead of two lore excellencies.

Investigation

  • Irresistable Questioning Technique now costs 3wp to resist, with a maximum drain of 9wp per scene.

Athletics

  • Monkey Leap Technique - While this charm is active, calculate your maximum horizontal jump distance ((str+ath)*2). Then, instead of calculating movement as normal, you may take up to four reflexive leaps of that distance between refreshes. A vertical leap has half the max distance. Alternatively, if you need to cross a big gap, you can take one huge leap of double that distance, but that is your entire movement allowance.
  • Lightning Speed - This adds Athletics to Dexterity for the purposes of calculating running and dashing distances.

Lunar Charms

Dexterity

  • Secure Cat Stepping - make this reflexive (step 10ish), applicable only once per moment/turn/action, and reducing an entire moment's DV penalty by 1, not stackable. (Fury Effect - Each attack action's DV penalty during the fury is reduced by 1, not stackable)