XerExaltedLite/ZenithCharms

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Zenith Charms

Removed Charms

  • Core Book Athletics: Thunder's Might, Ten Ox Meditation
  • Core Book Endurance: Ox-Body Technique (sortof)
  • Zenith Book Presence: Impassioned Orator Technique, Countenance of Vast Wrath
  • Core Book Resistance: Iron Kettle Body, Hauberk-Summoning Gesture, Poison-Resisting Meditation, Illness-Resisting Meditation
  • Zenith Book Resistance: Interrogation Resisting Attitude, Armor of Virtue Technique, Fivefold Armor of Virtue Technique, Drunken Warrior Technique, Inebriated Fool Defense
  • Core Book Sail: Salty Dog Method
  • Core Book Ride: Horse-Healing Technique, Flawless Partnership Meditation, Master Horseman's Eye
  • Eclipse Book Ride: Soaring Spirit Steed, Feathery Gallop Exercise
  • Core Book Survival: Spirit-Tied Pet (Sortof), Bestial Traits Technique, Hardship-Surviving Mendicant Spirit
  • Zenith Book Survival: Storm Warden Concentration, Unquenchable Conflagration Technique, Game-Snaring Huntsman's Method

Might

Athletics

<B>Increasing Strength ExerciseXerExaltedLite/ZenithCharms/B>

This allows a Solar to double her Brawn (if she wishes to spend the Essence and has it) for a scene. This still counts as a die bonus from Charms, but she gains all of the benefits - including increased damage and health levels.

Endurance

<B>Essence-Gathering TemperXerExaltedLite/ZenithCharms/B>

For every success the Solar scores on the roll, she gains back a number of points of Essence equal to her permanent Essence. She can benefit from up to her Brawn in successes with any single invocation of this Charm.

<B>Willpower-Enhancing SpiritXerExaltedLite/ZenithCharms/B>


<B>Battle Fury FocusXerExaltedLite/ZenithCharms/B>

The Solar ignores any wound penalties short of unconsciousness, and she gains +1 successes to all combat-related rolls for the scene.

<B>Bloodthirsty Sword-Dancer SpiritXerExaltedLite/ZenithCharms/B>

This grants +3 successes to all combat-related rolls.

Performance

<B>Respect Commanding AttitudeXerExaltedLite/ZenithCharms/B>

Presence

<B>Prey-Freezing GazeXerExaltedLite/ZenithCharms/B> DawnXerExaltedLite/ZenithCharms/I>


<B>Majestic Radiant PresenceXerExaltedLite/ZenithCharms/B>

This Charm <B>isXerExaltedLite/ZenithCharms/B> compatible with the Dawn Caste Anima power. The difficulty of the Willpower roll is 2, but it need only be made once per Turn.

<B>Underling Promoting TouchXerExaltedLite/ZenithCharms/B>

The difficulty is 'only' the Solar's permanent Essence

<B>Command VoiceXerExaltedLite/ZenithCharms/B> <I>DawnXerExaltedLite/ZenithCharms/I>


<B>Terrifying Apparition of GloryXerExaltedLite/ZenithCharms/B>

The Conviction and Valor rolls only need to be made once per Turn. The Charm <B>isXerExaltedLite/ZenithCharms/B> compatible with the Dawn Caste Anima power.

Resistance

<B>Durability of Oak MeditationXerExaltedLite/ZenithCharms/B>

The maximum soak bonus is equal to the character's Brawn + Might. This Charm is compatible with Armor.

<B>Iron Skin ConcentrationXerExaltedLite/ZenithCharms/B>

As per the Core Book Rules.

<B>Spirit Strengthens the SkinXerExaltedLite/ZenithCharms/B>

The Solar gains a hardness equal to the sum of her Brawn, Might, and permanent Essence against one attack.

<B>Unfailing Tortoise TechniqueXerExaltedLite/ZenithCharms/B>

The Solar may reduce the damage of any attack she is aware of to its minimum damage (typically the Attacker's permanent Essence).

<B>Adamant Skin TechniqueXerExaltedLite/ZenithCharms/B>


<B>Whirlwind Armor-Donning PranaXerExaltedLite/ZenithCharms/B>

The character dons the armor in a single Turn. If it is not within easy reach, it instantly appears on her, subject to the restrictions of Hauberk-Summoning Gesture.

<B>Glorious Solar PlateXerExaltedLite/ZenithCharms/B>

The Chosen of the Sun summons a suit of Armor, built with theXerExaltedLite/ZenithCharms/Armor rules and 4 points per dot of permanent Essence she has. In addition, for 3 extra motes, she may call a shield as well, which has no mobility or fatigue penalty and increases the difficulty of all attacks against her by 2.

<B>Immunity to Everything TechniqueXerExaltedLite/ZenithCharms/B>


<B>Alcohol-Resisting PranaXerExaltedLite/ZenithCharms/B> <I>ZenithXerExaltedLite/ZenithCharms/I>

This affects more than just alcohol - any recreational drug that normally disorients or sedates its user has its penalties negated by this Charm.

<B>Pain-Reducing MeditationXerExaltedLite/ZenithCharms/B> <I>ZenithXerExaltedLite/ZenithCharms/I>

This Charm allows the Solar to ignore wound penalties short of unconsciousness for the duration. In addition, she suffers no penalties due to pain from any other effect. She is still aware of the sensation - it merely doesn't get to her.

Natural

Medicine

<B>Touch of Blissful ReleaseXerExaltedLite/ZenithCharms/B>

Difficulty penalties are reduced by 1.

Ride

<B>Horse-Summoning WhistleXerExaltedLite/ZenithCharms/B>

This need not be a mount - it can be any animal with a loyalty to the Solar.

<B>Phantom SteedXerExaltedLite/ZenithCharms/B>

At Essence 4, the Solar may spend 5 additional motes to have the steed be able to trample through the air at its normal movement. At Essence 5, the Solar can spend an additional 5 motes and 1 willpower for it to fly at 100 miles per hour.

<B>Spirit-Steadying AssurancesXerExaltedLite/ZenithCharms/B>

In addition to not needing to make Valor rolls, the character need never worry about falling or being thrown from her mount.

<B>Steed-Sustaining MethodXerExaltedLite/ZenithCharms/B>


<B>Flashing Thunderbolt SteedXerExaltedLite/ZenithCharms/B>


<B>Bridge of Clouds TechniqueXerExaltedLite/ZenithCharms/B> <I>EclipseXerExaltedLite/ZenithCharms/I>

This Charm has the effects of Feathery Gallop Exercise as well.

<B>Wind-Racing Essence InfusionXerExaltedLite/ZenithCharms/B> <I>EclipseXerExaltedLite/ZenithCharms/I>

This Charm lets the mount run at 100 miles per hour (~150 yards per Turn). In addition, it tends to find easy ways around obsticles, ignoring movement penalties for terrain.

Sail

<B>Shipwreck-Surviving StaminaXerExaltedLite/ZenithCharms/B>


<B>Weather-Anticipating IntuitionXerExaltedLite/ZenithCharms/B>

This works on land and see - the Solar need only place her finger in a natural body of water. Even a puddle will do.

Survival

<B>Friendship With Animals ApproachXerExaltedLite/ZenithCharms/B>


<B>Trackless Region Navigation CharmXerExaltedLite/ZenithCharms/B>

This can easily let characters travel 50 miles in a day if they push themselves.

<B>Food-Gathering ExerciseXerExaltedLite/ZenithCharms/B>


<B>Unshakeable Bloodhound TechniqueXerExaltedLite/ZenithCharms/B>


<B>Eye-Deceiving CamouflageXerExaltedLite/ZenithCharms/B>


<B>Traceless PassageXerExaltedLite/ZenithCharms/B>


<B>Element-Resisting PranaXerExaltedLite/ZenithCharms/B>

This prevents all hardships of such travel - blindness due to snow or sandstorms, getting waterlogged in a downpour etc. a la Storm Warden Concentration on page 75 of Zenith.

<B>Salamander's Touch TechniqueXerExaltedLite/ZenithCharms/B> <I>ZenithXerExaltedLite/ZenithCharms/I>

More motes will summon a larger flame. At 10 motes, the effects are as Unquenchable Conflagration Technique.

<B>Sun's Flaming Tongue AttackXerExaltedLite/ZenithCharms/B> <I>ZenithXerExaltedLite/ZenithCharms/I>

Resistance or Immunity to fire provides no protection against this attack.

Special

Environmental Hazard-Resisting Meditation (Zenith, page 72) needs inserting somewhere appropriate, haven't decided yet. <B>XerExaltedLite/ZenithCharms/B>


== Comments ==