GoldenCat/ADoACharms

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Charm Changes

General

  • Bolt charms, such as Crypt Bolt, Elemental Bolt and Elemental Burst, count as ‘supplemental’, supplementing the inexistent action they make. That way, one might split his Dexterity+Athletics or Archery dice pool, using the charm again on each of the strikes.
  • God-Blooded Exalts retain the ability to learn new charms of their parentage, although those are costed the same as before, plus the inheritance surcharge. They do retain the God-Blooded limits on those out-of-Exaltation charms – no perfects, persistants, or any other effect the ST needs to veto( out of the top of my head, the spirit-killers )

Dragon-Blooded

  • Mountain-Toppling Method's duration becomes Instant.
  • Melee possesses Flash-Fire Defense, a Melee analogue to Flickering Candle Meditation.

Solar

The revised Solar trees and charms from Sol Invictus are effective in the Dance.

  • Iron Skin Concentration soaks up to the attacker's essence. So if an Essence 3 attacker hits for 10 dice of damage, all but three dice are ignored.

Lunars

This session has become too extense to conceivably stay in this page. I blame White Wolf.

Abyssals

Abyssals are considered as being Outside of Fate, without neeed for any charm purchase.

Relentless Revenant Spirit - Now allows the Abyssal's ghost to forms Combos with their Martial Arts and Arcanoi freely

Other Abyssal charms mostly work as is. However, new charms may exist as parallels to those of Sol Invictus. All Solar Charms modified, especially the perfect defenses, alter their Abyssal equivalents.

Black Velour Deflection - Abyssal version of Invulnerable Redoubt Method, perfect defense. Costs 6 motes.
Darkshine Familiar - Abyssal version of Magnificent Creature Method. Survival, Familiar Enhancer.
Kindling the Bestial Essence - Abyssal version of Companion Empowering Method. Survival, gives familiar charms.
Hungry Void Blow - Entropic Brawl Attack, branching off Ravaging Strike, 1m per die reduced. Supplemental, Instant, Brawl 3, Essence 2.
Depthless Abyss Strike - Entropic Brawl Attack, 3 motes to reduce a victim's defense by the Deathknights' Strength+Essence, not below the victim's Essence. Has Hungry Void Blow as its prerequisite, Supplemental, Instant, Brawl 5, Essence 3.
Heart-Freezing Claw - Entropic Melee, taking Dexterity+Essence dice from a victim for 3 motes.
Bone-Chilling Stance - Entropic Melee, 5 motes, 1 willpower, scene-length, simple. Reduces all defenses against his strikes by his Essence.

Terrestrial Martial Arts

  • Ghost Dragon Style
    • Shadow Body Defenses costs 1m per +1 difficulty against the attack.
    • Scenting Life Technique costs 1m per die added to post-soak damage.
    • Ghost Dragon's Bite costs 6m, 1 Health Level.

Celestial Martial Arts

  • Righteous Devil Style
    • Armor is allowed.
    • Blessing of Righteous Spark can be used by anyone, but only Solars get the aggravated damage effect.
    • Similarly the restriction on attack damage multipliers is eliminated.
    • Cloud of Ebon Devils can be used in two dual-wielded flame pieces.
    • Righteous Devil Form adds the Martial Artist's Martial Arts rating to her initiative.
    • Dancing of Howling Magma Sprites' range is calculated from target 1 to target 2.
    • Phantom Flamebolt Prana is now reflexive, with the duration of a scene - for the remainder of the scene, the Martial Artist may spend 2 motes to make a Firewand attack that does not consume ammo.
    • Caress of a Thousand Hells now requires Azure Abacus Meditation and Dance of Howling Magma Sprites - it becomes the pinnacle. Its duration is changed to Instant.


Sidereal Martial Arts

Great enlightement is nessessary to achieve the Blossoming of the Root of the Perfected Lotus. A character needs to learn a Celestial Martial Art up to the form to take Secret Style charms, and can only learn Form after finishing the whole of a Celestial Martial Art.

However, the following Charms are changed from their previous incarnations :

  • Prismatic Arrangement of Creation
    • Spell-Shattering Palm now can only dispel sorceries of up to Celestial( Or Labyrinth ) Circle. It also has its cost increased to 12 motes plus 1 willpower per circle of the spell that is going to be dispelled( therefore, dispelling a Celestial Spell would cost 24 motes and 2 willpower )
    • Sequential Charm Disruption does not exist.
    • Soul Fire Shaper form only increases the user's Permanent Essence by 50%, rounded down.
    • God Ways and Games of Divinity Form do not exist( and Exalted Ways now leads to Soul Fire Shaper Form )
  • Citrine Poxes of Contagion
    • Perfect Reconstruction may not recover permanent trait loss.
    • Spirit and Body Purification may only heal Spiritual and normal Diseases and Poisons, and exorcise spirits. It costs 2 exp per use.
    • Inner Dragon Unbinding does not exist.
    • Spiritual Perfection costs 8 motes, and does the permanent immunity to poisons or diseases costs 3 exp for each.

Sorcery

  • One needs to have the lower form of a spell to have the greater one.
    • Emerald Countermagic before Sapphire, Demon of the 2nd Circle before the 3rd Circle, and Skeletal Horde before Arisen Legion.
  • Internal Flame works like the Errata of the Book of 3 Circles, but the roll to resist is Stamina+Resistance.