Difference between revisions of "FrivYeti/PCEElderCharmsExalts"

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An Elder Sign costs eight experience to develop. It may be used to affect any Ascending or Descending Destiny for a College in which the character possesses five or more dots, at the cost of one Willpower. Characters are not required to use Elder Signs, and can enhance a given destiny with only one of the Signs that they know. Signs count towards the maximum number of high-Essence techniques that a character can know.
 
An Elder Sign costs eight experience to develop. It may be used to affect any Ascending or Descending Destiny for a College in which the character possesses five or more dots, at the cost of one Willpower. Characters are not required to use Elder Signs, and can enhance a given destiny with only one of the Signs that they know. Signs count towards the maximum number of high-Essence techniques that a character can know.
  
When designing an Elder Sign, the Sidereal's player gains eight enhancement points, which may be spent on a wide variety of blessings, as follows:
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When designing an Elder Sign, the Sidereal's player gains seven enhancement points, which may be spent on a wide variety of blessings, as follows:
 
* <b>Providence</b> (Two Points): The Destiny has a second effect woven into it. The character chooses a single Providence, which may be connected to any Ascending or Descending Destiny that she possesses at four dots or greater. This Providence applies along with whichever Providence the character chooses for her destiny. This counts as only a single destiny for the purposes of how many a being can have on them at a time. This power may only be purchased once.  
 
* <b>Providence</b> (Two Points): The Destiny has a second effect woven into it. The character chooses a single Providence, which may be connected to any Ascending or Descending Destiny that she possesses at four dots or greater. This Providence applies along with whichever Providence the character chooses for her destiny. This counts as only a single destiny for the purposes of how many a being can have on them at a time. This power may only be purchased once.  
 
* <b>Trigger</b> (One or Two Points): This power allows the character to lay triggers on her Destinies without garnering additional Paradox. For one point, the character chooses a simple or intelligent trigger when purchasing the Elder Sign, and must use it whenever the Sign is triggered. For two, she may use any trigger she wishes.  
 
* <b>Trigger</b> (One or Two Points): This power allows the character to lay triggers on her Destinies without garnering additional Paradox. For one point, the character chooses a simple or intelligent trigger when purchasing the Elder Sign, and must use it whenever the Sign is triggered. For two, she may use any trigger she wishes.  
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* <b>Range</b> (One or Two Points): The power is quick to strike, resting eagerly on the Sidereal's fingers. For one point, the Sidereal may automatically affect the target with this destiny as long as they are within (Essence x5) yards. For two points, the effect becomes line of sight.
 
* <b>Range</b> (One or Two Points): The power is quick to strike, resting eagerly on the Sidereal's fingers. For one point, the Sidereal may automatically affect the target with this destiny as long as they are within (Essence x5) yards. For two points, the effect becomes line of sight.
 
* <b>Natural</b> (Two Points): The Sidereal can work great magic with a thought. She may craft petitions to the Pattern Spiders with her thoughts, reducing the time required from fifteen minutes to that of a miscellaneous action without increasing its difficulty. She may compose plans in a single Miscellaneous action; a second roll requires one minute, a third requires one hour, and after that it defaults to the times listed in the Sidereals manual. She may also compute horoscopes in a miscellaneous action without tools or charts.  
 
* <b>Natural</b> (Two Points): The Sidereal can work great magic with a thought. She may craft petitions to the Pattern Spiders with her thoughts, reducing the time required from fifteen minutes to that of a miscellaneous action without increasing its difficulty. She may compose plans in a single Miscellaneous action; a second roll requires one minute, a third requires one hour, and after that it defaults to the times listed in the Sidereals manual. She may also compute horoscopes in a miscellaneous action without tools or charts.  
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* <b>Limit</b> (Provides Two Points): The Sidereal's ability to work astrology is at the maximum level, despite the dangers that this poses. Whenever the character activates her Elder Sign, she gains a single point of Limit. This power may be purchased only once - if the character is immune to Limit entirely, due to not suffering from the Great Curse for some reason, she may still purchase this power with no side effects.
  
 
In addition, these signs are difficult to disrupt. Any attempt to undo an Elder Sign takes a -2 external penalty. Perfect effects that undo astrology require their user to succeed on a Difficulty 2 Essence roll, or else fail.
 
In addition, these signs are difficult to disrupt. Any attempt to undo an Elder Sign takes a -2 external penalty. Perfect effects that undo astrology require their user to succeed on a Difficulty 2 Essence roll, or else fail.
  
<i>Example: Chejop Kejak has developed the 'Destiny of Nations Mudra'. This powerful effect can be applied to any Ascending or Descending destinies that are part of the Guardians, allowing him to inspire knowledge or superstition, understanding or mindless acceptance. Kejak has purchased the Providence [Ascending Peacock, Artless Rabbit] and Scope (Essence Flow) powers, as well as four iterations of Scope - when he uses his sign, anyone affected applies a -1 target number to attempts to ally and come together with each other in defense of whatever wisdom or foolery Chejop is encouraging, he can affect Essence 2 people as easily as Essence 1 (and affect more powerful beings with more ease than a typical destiny could), and he gains four automatic effect points in Scope, not suffering censure until he reaches 8 Effect Points or extra Paradox until he reaches 9 Effect Points. This makes it trivially easy for him to encourage or discourage cults and certain types of behaviour in regions containing hundreds of thousands of people, which he uses to great effect to encourage the Immaculate Order and to turn against the Cult of the Illuminated.</i>
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<i>Example: Chejop Kejak has developed the 'Destiny of Nations Mudra'. This powerful effect can be applied to any Ascending or Descending destinies that are part of the Guardians, allowing him to inspire knowledge or superstition, understanding or mindless acceptance. Kejak has purchased the Providence [Ascending Peacock, Artless Rabbit] and Scope (Essence Flow) powers, as well as four iterations of Scope and one iteration of Frequency, and finally the trait Limit - when he uses his sign, anyone affected applies a -1 target number to attempts to ally and come together with each other in defense of whatever wisdom or foolery Chejop is encouraging, he can affect Essence 2 people as easily as Essence 1 (and affect more powerful beings with more ease than a typical destiny could), and he gains four automatic effect points in Scope, not suffering censure until he reaches 8 Effect Points or extra Paradox until he reaches 9 Effect Points, plus one point in Frequency, allowing such effects to trigger daily without penalty. On the other hand, he gains a point of Limit whenever he uses his Sign. This makes it trivially easy for him to encourage or discourage cults and certain types of behaviour in regions containing hundreds of thousands of people, which he uses to great effect to encourage the Immaculate Order and to turn against the Cult of the Illuminated.</i>
  
 
=== Sidereal Secret Techniques ===
 
=== Sidereal Secret Techniques ===
 
=== Terrestrial Charms ===
 
=== Terrestrial Charms ===
 
=== Abyssal Charms ===
 
=== Abyssal Charms ===

Revision as of 06:05, 25 July 2009

Back to Power Ceiling


Elder Charm Examples

Solar Charms

Lunar Knacks

Lunar Charms

Sidereal Elder Signs

The Elder Signs of the Sidereals are powerful but focused astrological effects, allowing Sidereals to manipualte fate in vast ways with increased power, but also without drawing the same ire of the Pattern Spiders. Over the course of centuries, Sidereals learn how to manage their alterations such that they make a minimal amount of distortion to the fabric of the Loom, and these techniques are the result.

An Elder Sign costs eight experience to develop. It may be used to affect any Ascending or Descending Destiny for a College in which the character possesses five or more dots, at the cost of one Willpower. Characters are not required to use Elder Signs, and can enhance a given destiny with only one of the Signs that they know. Signs count towards the maximum number of high-Essence techniques that a character can know.

When designing an Elder Sign, the Sidereal's player gains seven enhancement points, which may be spent on a wide variety of blessings, as follows:

  • Providence (Two Points): The Destiny has a second effect woven into it. The character chooses a single Providence, which may be connected to any Ascending or Descending Destiny that she possesses at four dots or greater. This Providence applies along with whichever Providence the character chooses for her destiny. This counts as only a single destiny for the purposes of how many a being can have on them at a time. This power may only be purchased once.
  • Trigger (One or Two Points): This power allows the character to lay triggers on her Destinies without garnering additional Paradox. For one point, the character chooses a simple or intelligent trigger when purchasing the Elder Sign, and must use it whenever the Sign is triggered. For two, she may use any trigger she wishes.
  • Scope (One Point): The character causes the destiny to naturally affect larger groups. This power adds one automatic effect point to the Scope of the destiny if the effect roll gains at least one success. It also increases the number of effect points required to gain additional Paradox or censure by 1. (For example, a single purchase of this power would cause censure to only be an issue at 5 effect points, instead of 4, and would provide an additional Paradox die at 6 effect points instead of 5). This power may be purchased up to five times.
  • Scope (Essence Flow) (Two Points): The character learns the hidden art of accounting for Essence-wielders. She treats all Essence-users as having one less dot of Essence for the purpose of Scope. This does allow her to weave Essence 2 characters seemlessly into her destiny. This power may only be purchased once.
  • Duration (One Point): The character gives a naturally expanded life to the destiny. This power functions as the Scope power, but applies to the effect's Duration. It may be purchased up to five times.
  • Frequency (One Point): The character creates a destiny with profound activity to it. This power functions as the Scope power, but applies to the effect's Frequency. It may be only be purchased once.
  • Range (One or Two Points): The power is quick to strike, resting eagerly on the Sidereal's fingers. For one point, the Sidereal may automatically affect the target with this destiny as long as they are within (Essence x5) yards. For two points, the effect becomes line of sight.
  • Natural (Two Points): The Sidereal can work great magic with a thought. She may craft petitions to the Pattern Spiders with her thoughts, reducing the time required from fifteen minutes to that of a miscellaneous action without increasing its difficulty. She may compose plans in a single Miscellaneous action; a second roll requires one minute, a third requires one hour, and after that it defaults to the times listed in the Sidereals manual. She may also compute horoscopes in a miscellaneous action without tools or charts.
  • Limit (Provides Two Points): The Sidereal's ability to work astrology is at the maximum level, despite the dangers that this poses. Whenever the character activates her Elder Sign, she gains a single point of Limit. This power may be purchased only once - if the character is immune to Limit entirely, due to not suffering from the Great Curse for some reason, she may still purchase this power with no side effects.

In addition, these signs are difficult to disrupt. Any attempt to undo an Elder Sign takes a -2 external penalty. Perfect effects that undo astrology require their user to succeed on a Difficulty 2 Essence roll, or else fail.

Example: Chejop Kejak has developed the 'Destiny of Nations Mudra'. This powerful effect can be applied to any Ascending or Descending destinies that are part of the Guardians, allowing him to inspire knowledge or superstition, understanding or mindless acceptance. Kejak has purchased the Providence [Ascending Peacock, Artless Rabbit] and Scope (Essence Flow) powers, as well as four iterations of Scope and one iteration of Frequency, and finally the trait Limit - when he uses his sign, anyone affected applies a -1 target number to attempts to ally and come together with each other in defense of whatever wisdom or foolery Chejop is encouraging, he can affect Essence 2 people as easily as Essence 1 (and affect more powerful beings with more ease than a typical destiny could), and he gains four automatic effect points in Scope, not suffering censure until he reaches 8 Effect Points or extra Paradox until he reaches 9 Effect Points, plus one point in Frequency, allowing such effects to trigger daily without penalty. On the other hand, he gains a point of Limit whenever he uses his Sign. This makes it trivially easy for him to encourage or discourage cults and certain types of behaviour in regions containing hundreds of thousands of people, which he uses to great effect to encourage the Immaculate Order and to turn against the Cult of the Illuminated.

Sidereal Secret Techniques

Terrestrial Charms

Abyssal Charms