Gayo/AnotherExaltedCharmsSolarFundamental

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Fundamental Solar Charms

These are the quintessential Solar charms, which cover the basic functionality that Solar Exalted are expected to need. There are a few more than I'd like, particularly in some of the "busier" skills, but I think I'll still end up with fewer than the 2e core book. Some basic effects (like 2e's Feather-Foot Style) aren't listed here simply because they can easily be represented as the codification of a particular stunt. I'll get into that in more detail later.

These charms represent the natural, instinctual manifestation of things most Solars will want to do, and as such, they're fairly widespread among the Lawgivers. Most Solar charms not listed here will be idiosyncratic custom effects particular to a single Exalt.

Discussion

Solar Flaws of Perfection

At some point I'll put a proper discussion of Flaws of Perfection in the main charm document, but for now, here's the overview: You can have at most 3 Flaws of Perfection, one of which must be in your dominant Virtue. They apply to some noncombative things as well in this system variant. The flaw and Power have to make some kind of sense together -- you shouldn't take a flaw designed for use in combat with a charm that's mostly noncombative, you shouldn't take a flaw that assumes you're defending with an aggressive charm, and so on.

There are two levels of severity for Virtue Flaws. The default level is a flaw that will come up occasionally. However, you can also have a Severe Flaw, which is one that will usually apply in the situations where you'd be inclined to use it. If a charm has a Severe Flaw of Perfection, you regain a point of Agency every time you use it against a significant threat. However, a single Severe Flaw can't provide more points of Agency per chapter than the Virtue's rating.

Solar Flaws of Perfection involve reliance on and surrender to the associated Virtue. The Flaw demands obsessive adherence to the Virtue, or it triggers in a situation where the character cannot be confident in the Virtue, or it only works when the Virtue is highly relevant to the situation. However, you can be fairly broad and metaphorical in your use of this principle. The following examples are intended to demonstrate the idea behind Solar Flaws of Perfection, as well as to provide inspiration and demonstrate the appropriate level of restriction.

EMPATHY:

Basic flaws:

  • Against sentient targets, you can't use the power unless you understand what's driving your opponent's behaviour.
  • The power can't be used against an unknown hazard (such as an unexpected attack) or when you are caught off-guard in either a physical or mental sense.
  • You must be acting in defense of something other than yourself or your Circlemates.
  • You must be in the presence of some other person or item for which you possess an Aspect, and you can't have resisted the compulsion of that Aspect during the same chapter. Any such Aspect will do, and it need not be positive -- something like "Vows to Kill Mnemon" is fine.
  • You have not attempted to harm any sentient being, physically or emotionally, during the current scene.
  • You can't use the ability against anyone with more Agency than you.

Severe flaws:

  • You're trying to save someone whose well-being you value more than your own from an immediate threat.
  • Pick an Aspect related to another person or an item; it can't be something you live or travel with. You can only use the power when in the presence of that thing, and you can't have resisted the compulsion of that Aspect during the current chapter.


CONVICTION:

Basic flaws:

  • You have no hope of achieving a comparable effect without using this power or one very similar.
  • You're acting to directly further your Motivation.


PRUDENCE:

Basic flaws:

  • You haven't used the same power previously during the current scene. If the power is non-Instant, you can't have exploited its benefits previously during the current scene.
  • Your anima is at the 0 or 1-3 motes level (before accounting for this power's cost).
  • You're in immediate danger, but you haven't moved more than a yard over the previous two turns.
  • You're Guarding.

Severe flaws:

  • Your peripheral essence pool is completely full (no motes spent or committed), and you aren't using peripheral essence to activate the power.


VALOR:

Basic flaws:

  • Either you deliberately initiated the current conflict, or you never had a chance to do so.
  • Your anima is at the 16+ motes level (before accounting for this power's cost), or it was so within the past two turns.

Severe flaws:

  • You think it's likely that you'll die (or suffer an equally terrible fate) within the next few scenes.
  • You took a Critical physical consequence during this scene, and you still have it.

GENERAL: These flaws are suitable for any Virtue.

Basic flaws:

  • Unless you're Limit Breaking, the power can't be used against anyone with an Essence trait equal to or greater than your current Limit.

Severe flaws:

  • Either you're Limit Breaking without partial control, or you've gained at least two limit during the current scene.


Specialized Charms

Generic Charms

  • Quintessential (Skill) Excellency
  • Flawless (Skill) Execution
  • Overarching (Skill) Worldview
  • Infinite (Skill) Mastery
  • (Skill) Prince's Mandate

Essence-Only Charms

ESSENCE-LENDING METHOD

Cost: 1m
Mins: Essence 1
Type: Simple
Keywords: Obvious, Touch
Prerequisites: none

Identical to the 2e version, but the motes-per-use limit is (Essence + Resolve).


  • Terrestrial Circle Sorcery
  • Celestial Circle Sorcery
  • Solar Circle Sorcery
  • Shadowlands Circle Necromancy
  • Labyrinth Circle Necromancy

Dawn Skills

Brawl

Intimidation

Melee

Missile

War

Zenith Skills

Discipline

ESSENCE-GATHERING TEMPER

Cost: --
Mins: Essence 2, Discipline 2
Type: Permanent
Keywords: none
Prerequisites: none
When your consequences are compelled, you may choose to regain 3m instead of a point of Agency. This applies to both physical and mental consequences. but not to Aspects of other kinds.

PHOENIX RENEWAL TACTIC

Cost: --
Mins: Essence 2, Discipline 3
Type: Permanent
Keywords: none
Prerequisites: Any Discipline Excellency
Normally a given Virtue may only be channelled once per chapter. An Exalt with this charm may forfeit a single point of Agency gain (such as from a stunt or Aspect compulsion) in order to restore a channelled Virtue, allowing her to channel it again immediately.

ZEAL

Cost: --
Mins: Essence 5, Discipline 5
Type: Permanent
Keywords: none
Prerequisites: ???
A Lawgiver who learns this charm binds her heart to a belief until the two are one and the same. By declaring her undying and unhesitating dedication to a single ideal, she gives herself invincible resolve at the cost of her ability to doubt.
When learning this charm, the character chooses a general belief of paramount importance to them, which must be associated with their dominant Virtue. The belief must be timeless, and it must either be universal in scope or be centred on the Solar herself. Some examples include:
  • Empathy: "Everyone deserves a second chance," "The greatest good is whatever produces the greatest happiness," "'An eye for an eye' is the essence of justice," "One mustn't pass judgment without a complete understanding."
  • Conviction: "Only I can do what needs to be done," "Nothing is worse than hypocrisy," "Anything worth doing is worth doing wholeheartedly," "[My cause] is the most important thing there is."
  • Prudence: "I have too much responsibility to risk making a bad decision," "It's best to have balance in all things," "Never risk anything you're not willing to lose," "A confrontation avoided is a confrontation won."
  • Valor: "Fear is worse than death," "I can overcome anything if I believe in myself," "Showing weakness is inviting abuse," "Battle is the truest measure of a person."
Any attempts to persuade the Exalt that it is wrong or force her to betray it automatically fail, whether she wants them to or not. The belief becomes an Aspect which can be invoked for free to provide a bonus equal to the Virtue's rating. However, because the belief is the Solar's heart, denying it shatters her. She receives no benefit for allowing the Aspect to be compelled, and rather than costing her Agency, resisting compulsion of the Aspect gives her permanent Limit. The amount of Limit gained depends on how likely the belief is to lead to trouble. A belief that drips with hubris adds only one limit when resisted, one that is fairly "safe" adds three points, and those that fall between the extremes add two points.
A Solar Exalted can voluntarily reject the belief she has enshrined if she convinces herself it is wrong. This breaks her heart, with catastrophic consequences. She immediately gains a point of permanent Limit and loses a dot each of Essence, Stamina, Resolve, Composure, Discipline, and the associated Virtue. The charm is lost and can never be relearned, and the character can never again channel her Virtues. No one can persuade or coerce the Lawgiver to abandon her zeal; it is something she must do for herself.

  • Unhesitating Dedication

Exertion

BODY-MENDING MEDITATION

Cost: 10m
Mins: Essence 1, Exertion 1
Type: Simple (Dramatic Action), Until Healed
Keywords: none
Prerequisites: none
The Solar rolls Stamina + Exertion + Essence to redouble his vitality. For the duration of the charm, he heals physical injuries and afflictions that many times faster than usual. For instance, if he had a (Stamina + Exertion + Essence) of 7 and rolled +2, he would heal at 9 times the normal rate. Regardless of the roll's result, the Solar immediately regains all Health.
Invoking this charm is a dramatic action requiring 15 minutes of serene inactivity. It can be used while unconscious or incapacitated, however. The Charm lasts until the user is completely physically healed.

DURABILITY OF OAK MEDITATION

Cost: 1m
Mins: Essence 1, Exertion 2
Type: Reflexive, Instant
Keywords: none
Prerequisites: none
This charm downgrades lethal damage to bashing damage.

SPIRIT STRENGTHENS THE SKIN

Cost: 2m per point of soak, 1a
Mins: Essence 2, Exertion 3
Type: Simple, One Scene
Keywords: Capped (Resolve + Exertion)
Prerequisites: ???
Every two motes spent on this charm raise the user's natural soak by 2 while unarmored or 1 while armored. At Essence 4, the charm's duration becomes Indefinite.
For the purposes of the charm's spending cap, treat it as using the Resolve Attribute.

ADAMANT SKIN TECHNIQUE

Cost: 3m
Mins: Essence 3, Exertion 4
Type: Reflexive, Instant
Keywords: Obvious
Prerequisites: ???
Using this charm guarantees that you will not take a physical consequence from a source of damage. If the damage is bashing, you don't lose Health from it, either.
This charm is subject to a Flaw of Perfection.


Expression

Persuasion

Survival

Twilight Skills

Craft

ESSENCE-SCULPTING METHOD

Cost: 2m per Resources dot
Mins: Essence 3, Craft 3
Type: Simple, Indefinite
Keywords: Obvious, Capped (Intelligence + Craft), Focus
Prerequisites: Craftsman Needs No Tools
The Solar draws out a portion of his anima and shapes it into any form he desires. He can create any non-magical object that he can hold in one hand at a cost of two motes per dot of the object's Resources cost. If trying to make something very specific or complex, like the key to open a particular door, he must succeed on a Wits + Craft roll at the same difficulty as if he were creating the item manually in a well-stocked workshop.
Things created with this charm are made of golden essence and are only superficially material. They can't mimic chemical or magical properties, and will evaporate if they leave the Solar's hands for more than a single turn.
For the purposes of the charm's spending cap, treat it as using the Intelligence Attribute.


Lore

Investigation

Medicine

Science

Night Skills

Athletics

  • Graceful Crane Stance

Awareness

Larceny

I think this is the complete set, here. Disguise got moved to Subterfuge.


RUSE OF THE SUBTLE HAND

Cost: 3m
Mins: Essence 2, Larceny 2
Type: Supplemental
Keywords: none
Prerequisites: none
This charm supplements a Larceny action, rendering it undetectable through normal means. However improbable it might be, no one sees the character performing the action, and once the task is complete, no one realizes what happened for a number of turns equal to the Solar's Essence. They might not notice it at that point either, but they're able to. Characters forced to directly confront the consequences or alerted to them by others may realize earlier -- a guard who tries to draw a stolen sword will notice that it isn't there.
Although people may notice the Solar's presence, they cannot notice his actions, even if the task takes a very long time. Normal senses are utterly fooled. Against supernaturally enhanced successes, add the Solar's (Essence x 2) to his roll result to determine the Wits + Awareness required to notice.

PERFECT CRIME STYLE

Cost: 2m or 3m, 1a
Mins: Essence 1, Larceny 3
Type: Supplemental
Keywords: none
Prerequisites: Any Larceny Excellency
It is folly to deny the Lawgivers what they desire, because they can take whatever they please.
If the supplemented action represents something the Solar could do in an hour given the proper tools, he can do it in one turn with his bare hands, and it is guaranteed to succeed. Others may notice, however -- he can steal anything from anyone, but must still roll to avoid detection. He must still perform the action, but he does so with impossible speed and skill.
Normally this charm costs 2m. A Solar of Essence 4 or higher may spend 3m and a point of Agency in order to defy physical limitations. In this case he need no longer perform the action at all, so long as he can see his target.

DOOR-EVADING TECHNIQUE

Cost: 7m, 1a
Mins: Essence 3, Larceny 5
Type: Reflexive, Instant
Keywords: Obvious
Prerequisites: Perfect Crime Style
Identical to the 2e charm of the same name. Note that it's Obvious, however.

BORDER-BREACHING TRANSGRESSION

Cost: 10m or 16m, plus 1a or 3a
Mins: Essence 5, Larceny 5
Type: Reflexive, Instant
Keywords: Obvious, Combo-Basic
Prerequisites: Door-Evading Technique
Rules are made to be broken, and who better than the lords of Creation to decide when? With this charm, a Solar Exalt can cross borders as if they did not exist.
For the purposes of a single task (which may include movement), the Solar can ignore all boundaries. A "boundary" is considered anything designed to divide, contain, or exclude: a wall, the ground, racial prejudice, the gate between Heaven and Creation, the desert Cecylene which holds back the hordes of Hell, and so on.
This charm allows a character to escape from any grapple or bindings. If used to supplement an attack, the attack is unblockable, ignores armor, shields, and cover, and can hit material and immaterial things equally.
The Border-Breaching Transgression can supplement actions of any ability, but is subject to a Flaw of Perfection. It costs 10m, 1a if applied only to mundane physical boundaries (like a wall or shield) and 16m, 1a if applied to magical or metaphorical boundaries (like a Manse's gate or a society's taboo against cannibalism). If the charm is used to cross a distance boundary thicker than the character could traverse in one turn (such as the Inner Sea), it costs three Agency rather than one.

Stealth

Subterfuge

Eclipse

Animals

Bureaucracy

Charm

Insight

Travel