Difference between revisions of "SolarLore/BogMod"

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<b>Light in the Darkness</b>
 
<b>Light in the Darkness</b>
 
  <b>Cost:</b> 5m, 1wp; <b>Mins:</b> Lore 3, Essence 3; <b>Type:</b> Simple
 
  <b>Cost:</b> 5m, 1wp; <b>Mins:</b> Lore 3, Essence 3; <b>Type:</b> Simple
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  <b>Minimum Lore:</b> 5
 
  <b>Minimum Lore:</b> 5
 
  <b>Minimum Essence:</b> 4
 
  <b>Minimum Essence:</b> 4
  <b>Prerequisite Charms:</b> Light in the Darkness
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  <b>Prerequisite Charms:</b> Light in the Darkness, Wyld-Shaping Technique
  
There are many ways to destroy a shadowland.  Some are fast, some are slow.  Some restore life to the place, some just return the potential.  This is the later kind.  A solar can use this charm to shrink a shadowland in size each time its used until the shadowland is no more.  This doesn't instantly bring life back into the area, but it does remove the death taint and connection to the Underworld, letting life flourish in the area once more.
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There are many ways to destroy a shadowland.  Some are fast, some are slow.  Some restore life to the place, some just return the potential.  This is the later kind.  A solar can use this charm to shrink a shadowland to nothing by building on what he has learnd from manipulating Creation and the Wyld.  This doesn't instantly bring life back into the area but it does remove the death taint and connection to the Underworld and so let life flourish in the area once more.
  
 
The difficulty of the roll is set on the size of the shadowland.  A room would be one success, a large building 3, a city 5 or more.  This is an extended roll with the solar paying the cost each time he wishes to roll his essence.  This charm is an all or nothing roll.  If the forces that created the shadowland are still there, such as a deathlord, it is believed they have ways to counter this charm.  The size can only be reduced once each use.  Botching this roll causes the solar to suffer a number of agravated, unsoakable damage equal to the level of difficulty of the area being affected.
 
The difficulty of the roll is set on the size of the shadowland.  A room would be one success, a large building 3, a city 5 or more.  This is an extended roll with the solar paying the cost each time he wishes to roll his essence.  This charm is an all or nothing roll.  If the forces that created the shadowland are still there, such as a deathlord, it is believed they have ways to counter this charm.  The size can only be reduced once each use.  Botching this roll causes the solar to suffer a number of agravated, unsoakable damage equal to the level of difficulty of the area being affected.
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<b>Ordering the Inchoate Lands</b>
 
<b>Cost:</b> 10 motes, 1 willpower
 
<b>Duration:</b> Instant
 
<b>Type:</b> Simple
 
<b>Minimum Lore:</b> 4
 
<b>Minimum Essence:</b> 3
 
<b>Prerequisite Charms:</b> Chaos-Repelling Pattern
 
 
Stewards of Creation, manyfold were the ways in which the Solars maintained the world against the Wyld.  Complex trade routes, artifacts, sorcery wards were all used to maintain what was Creation.  Pushing back the wyld though used different methods and this is one of them.
 
 
The solar rolls Intelligence + Lore against a difficulty set by the level of Wyld the solar is in.  Difficulty 3 for Bordermarches, difficulty 5 for Middlemarches, and difficulty 7 for the Deep Wyld.  This charm does not work in Pure Chaos.  Success on the roll causes everything within the solars essence in miles to be reduced by one level of Wyld.  Middlemarches become Bordermarches, Deep Wyld becomes Middlemarches, nearby Chaos becomes Deep Wyld and Bordermarches become Tainted Lands.  Botching this roll causes an increase in the Wyld level in the area.
 
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<b>Sublime Savant's Preperation</b>
 
<b>Cost:</b> 6 motes
 
<b>Duaration:</b> One task
 
<b>Type:</b> Simple
 
<b>Minimum Lore:</b> 3
 
<b>Minimum Essence:</b> 2
 
<b>Prerequisite Charms:</b> Wise Teacher's Way, Student's Masterful Preperation Method
 
 
People often say to work smarter, not harder.  Well it being a very wise idea a solar decided to do just that.  When a solar is working on a design for an artifact, or a manse, or a spell or such this charm lets him reduce the time it takes greatly.  The time between each roll is divided by his essence.  At essence 2 two weeks between rolls is reduced to one week, etc.
 
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Still to come a charm to reshape creation.
 
  
 
== Comments ==
 
== Comments ==
 
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Update to 2e. -BogMod
I <i>like</i> Light in the Darkness. I would have it branch off of Essence-Lending Method, though; it seems more that type of charm. For the other two, I would seriously consider adding an XP cost, equal to the difficulty of the roll for Dead Earth Restoration (though only paid once), and just one or two experience points for Ordering the Inchoate Lands. Otherwise... have them branch off of Wyld-Shaping, maybe change the limits for Dead Earth Restoration (1 for building, 2 for farmland-sized area or small town, then the rest as normal). But yeah, good charms. - LeumasWhite
 
 
 
 
 
As a nitpick, you forgot to say what kind of roll is required for Dead Earth Restoration.  I like the charm, I just don't know how to use it.  Although I'd be tempted to suggest Essence + Lore as a roll.
 
 
 
Nope, its in there, it says you just roll your essence each time you use the charm.  -BogMod
 
 
 
 
 
Ah.  Terribly sorry.  I see it now.
 

Revision as of 17:33, 23 October 2007

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Light in the Darkness

Cost: 5m, 1wp; Mins: Lore 3, Essence 3; Type: Simple
Keywords: Combo-OK, Obvious
Duration: One day
Prerequisite Charms: Chaos-Repelling Pattern

A solar is a king, a ruler, a protector of all of Creation. The essence of creation flows to match his desires and he need not force it. It flows where he goes, empowering him. Even into the dark lands between Creation and the Underworld it is there. With this charm the solar can heighten the natural links between himself and Creation while in that halfway realm.

For one day the Lawgiver regains essence in the Shadowland just as if he were in Creation. Furthermore, should the solar leave the Shadowland at night he will return to Creation instead of travelling into the underworld. This charm can not be activated if a character is completely inside the Underworld allready however if the charm is allready active and her day of use of the charm ends she can spend 5 motes to keep it going for a day even if the character is completely in the Underworld.


Dead Earth Restoration

Cost: 20 motes, 2 willpower
Duration: Instant
Type: Simple
Minimum Lore: 5
Minimum Essence: 4
Prerequisite Charms: Light in the Darkness, Wyld-Shaping Technique

There are many ways to destroy a shadowland. Some are fast, some are slow. Some restore life to the place, some just return the potential. This is the later kind. A solar can use this charm to shrink a shadowland to nothing by building on what he has learnd from manipulating Creation and the Wyld. This doesn't instantly bring life back into the area but it does remove the death taint and connection to the Underworld and so let life flourish in the area once more.

The difficulty of the roll is set on the size of the shadowland. A room would be one success, a large building 3, a city 5 or more. This is an extended roll with the solar paying the cost each time he wishes to roll his essence. This charm is an all or nothing roll. If the forces that created the shadowland are still there, such as a deathlord, it is believed they have ways to counter this charm. The size can only be reduced once each use. Botching this roll causes the solar to suffer a number of agravated, unsoakable damage equal to the level of difficulty of the area being affected.

Comments

Update to 2e. -BogMod