Blaque/SolarCharmChanges

From Exalted - Unofficial Wiki
Jump to: navigation, search

Solar Charm Changes

Even though the Exalted Player's Guide introduced updates to many Charms that many players, including myself, seem beneficial, there is sitll a ways I think before everything is fixed int he game. As such, this is here mainly to act as a patch for games I run until we're givin' something better basically.

This is what will be used in my games until further notice. Comments are welcome, players e-mail me with questions, you knwo the drill.

Dawn Caste

Archery

Rain of Feathered Death - When comboed with supplemental Charms, the attack and damage rolls need only be modified once. Thus, one Accuracy Without Distance, or one Solar Spike need be payed on an attack enhanced by this Charm.

Solar Spike - This Charm didn't get revised for Power Combat it seems. The Solar Spike inflicts the Exalt's Essence in additional damage, after soak is applied. This effect is added to the minimum damage granted via "ping".

Righteous Devil Style - These Charms are now considered Solar Archery Charms. Replace any Martial Arts prerequisites with Archery ones. These Charms only effect flame-projectile weapons, while the standard Archery Charms only effect bows and crossbows. The two kinds of Charms are incompatable with one-another.

Additoinally, change the effect of Righteous Devil Form from the described effects to adding the Exalt's Essence to the damage of all fireweapon effects for the rest of the scene.

Brawl

Crashing Wave Throw - This attack remains unparryable. This effect was missed in the PG.

Fist of Iron Technique - This Charm adds the Exalt's Essence to the accuracy of the attack, not just two. This is still limited to the Exalt's Dexterity + Brawl, as normal.

Melee

Bulwark Stance - The duration of this Charm is "Until Next Action". Basically, the Exalt sits there and parries everything that comes at him as long as he does not move more then he can normally do while making an attack, or any action other then parry, dodge, or use reflexive Charms in turns following this Charm's initial activation. This can last indefinately as long as he meets these conditions.

Heavenly Guardian Defense - This Charm needs some clarifacation. It stops things form physically or metaphysicaly hitting the target. It can stop boulders, Godspears, the blades of Demon Princes, and a tidal wave. It won't save the Exalt from falling, insults, entering a magical field, or having their soul burn from the inside-out. Some Charms might exist in Melee or other Abilities to do these, but Heavenly Guardian Defense is not one of them.

Fivefold Bulwark Stance - This Charm is now Simple. If the player wishes to use this Charm before their initiative, they can abort their action in order to activate this Charm before their initiative, like aborting to normal parry almost. After that, the effects work as written.

Ready in Eight Directions Stance - This Charm has a duration of Instant.

Two-Swords Technique - This Charm isn't really clear on wha it does. When it is activated, it grants the option to cascade parry for the remainder of the scene (much like Mantis Form), as well as negating off-hand penalties. In PC, it allows infinate full parry, much like Mantis Form.

Retrieve the Fallen Weapon - This Charm is Reflexive, rather then Simple.

Call the Blade - This Charm is deleted.

Summoning the Loyal Steel - This Charm has the prerequisite Retrieve the Fallen Weapon.

Glorious Solar Sabre - This Charm has the prerequisite of Summoning the Loyal Steel.

Zenith Caste

Performance

Graceful Reed Dancing - This and Masterful Performance Excercise are now the same Charm. There is no real reason for them to be seperate Charms, especially in light of the fact that none of the other Exalt types split their Performance Charms in this way.

Resistance

Adamant Skin Technique - The cost for this Charm is now 5 motes, 1 willpower.

Twilight

Craft

Craftsman Needs No Tools - This Charm is a tad loose on what it does. Basically, it reduces the amount of time needed to build something from a day to about 20 minutes. This Charm may be used multiple times a day, but note the character better have the willpowr and motes to keep up with it. For rolls that are made over larger periods of time, such as crafting Artifacts, the Charm need only be payed for once, simply assume that the roll will be fractioned appropriately.

Lore

Wyld-Shaping Technique - This Charm I think is a bit...much for 5 successes. Generally assume that some thing swill require quite a ways more successes then what is listed. The golem factory or forest might actually requirre 25, or pieces of them can be made in multiple uses, but you don't make a First Age Factory Cathedral in 5 successes. Rather, you might make the foundation, the tools, the building and whatnot in multiple attempts.

It just generally balances it a bit. Still kicks a lot of ass though.

Venom-Brewing Technique - This cascade of Charms are now Medicine, rather then Lore. Change their Lore prerequisites with Medicine ones.

Medicine

Annointment of Miraculous Health - This Charm no longer requires Contagion Curing Touch as a prerequisite.

Night

Athletics

(Attribute)-Increasing Excercise - Upon pruchase of this Charm, the Exalt can choose Strength or Dexterity with this CHarm. For Dexterity, it costs 4 motes per Charm purchase. This Charm can be purchased only once, and Charms based on one version of the Charm can not be bought by those who buy the other.

Dodge

Shadow Over Water - This Charm can be declared after the attack.

Seven Shadows Evasion - This Charm can be declared after the attack.

Flow Like blood - Remains Simple. However, if the user of the Charm wants to use it before their initiative pass, they can abort to the Charm, like aborting to Dodge. The Charm fucntions as normal in subsequent turns.

Eclipse

Linguistics

Swift Sage's Eye - This cascade of Charms are now Lore, rather then Linguistics Change their Linguistics prerequisites with Lore ones.

Ride

Master Horseman's Eye - This Charm can be used on a group of mounts, allowing the Exalt to identify the best one at a glance for 3 motes, instead of the 1 mote per mount.

Comments