BogModAlternateSidereals/Craft

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Craft is in the Constellation of the Peacock.


Vain Adornment Construction
Cost: 2m; Mins: Craft 2, Essence 1; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None

The Peacock is a vain creature and depending on who you ask so is Venus. Only the best made and most expensive goods are worthy to be made by Sidereal hands and so that is exactly what they do. Anytime the Sidereal builds something while using this charm the item's final resource value is increased by one due to aesthetic additions she works into her product to a max of 5. Objects she makes are not any more functional then any normal item they are just fancier. This charm in no way ensures she can find a buyer though merely changes the value people would place it at.


Blue-Shaded Attire Methodology
Cost: 4m; Mins: Craft 3, Essence 3, House of Serenity 1; Type: Simple
Keywords: College
Duration: One scene
Prerequisite Charms: Any Craft Excellency

Sometimes the secret of looking the part is just a little bit of preparation ahead of time. With the right tools the Chosen of the Maidens can make sure they look good no matter the scene. So long as she has the right tools or products for her craft(perfumes for water, jewelery for air, needle and thread and cloth for wood, etc) she can make herself seem that much more appealing to others. While this charm is active the Sidereal counts as if the had an additional dot of Appearance. Additionally she doubles successes on all rolls while trying to achieve careful and considered partnerships and alliances.


Feathers of Beautiful Seeming Technique
Cost: 2m/tn reduction; Mins: Craft 3, Essence 3, House of Serenity 2; Type: Reflexive
Keywords: College, Combo-Ok
Duration: Indefinite
Prerequisite Charms: Blue-Shaded Attire Methodology

The Peacock is the constellation of the courtesan, desired by many and exuding appeal and sexuality. So long as the Sidereal plays the part of a courtesan she finds that her actions are backed by the nature of existance and the power of fate. Things fall into place for her. While she plays the part of the courtesan she enjoys a TN reduction to all actions equal to 2m per reduction to a maximum of -3. She must abstain from combat and mass combat but can freely engage in social combat. This bonus remains so long as she commits the motes and plays the part.


Expedient Works Production Technique
Cost: 8m, 1wp; Mins: Craft 4, Essence 2; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: One project
Prerequisite Charms: Any Craft Excellency

Destiny bends and moves as the Sidereals wish yet sometimes even they must try to get something done in the now. Her hands glow softly with the light of her Maiden as she builds. This charm supplements a Craft action. The Sidereal gets (Essence*2 + House of Serenity) hours of work done for every single hour of work she puts into the project.


Harmony of Hammers Symphony
Cost: -; Mins: Craft 4, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Expedient Works Production Technique

The greatest wonders in Creation were not made with a single hand but by many working together to achieve greater things. Those who are wise seek the aid of the Sidereal's in their workings. A Vizier who involves herself in the craftwork of another who uses assisstants provides a bonus of four successes to each Craft roll that person makes. This is on top of any real assistance she provides but at the very least she must spend 8 hours a week interacting with the craftsman and assisstants even if it such little things as bringing water around or listening to the problems of the worker who misses his wife. Assuming she does so the workers seem to be more productive, more effective, leading to those bonus successes.


Inspirational Works Technique
Cost: 7m, 1wp; Mins: Craft 4, Essence 3; Type: Simple
Keywords: Combo-Basic
Duration: One project
Prerequisite Charms: Any Craft Excellency, Vain Adornment Construction

Speeches, performances, parades are all well and good for inspiring the people. Yet some of the most lasting and the most influential parts on people's lives are the objects around them. That statue of the town hero, the family heirloom or the romantic gazeebo. These things still convey an emotion and feeling to people. Sidereals are masters of this subtle form of manipulation. When building something the Sidereal can choose to inspire an emotion in people like rebellious thoughts, patriotism, romantic feelings, etc.

Anyone who experiences their finished work suffers a social attack against their Dodge MDV equal to the successes the Sidereal makes on a Dexterity + Craft roll or the successes they got on the actual crafting roll, whichever they wish. Motes spent on an Excellency to boost the crafting roll also gives bonus dice or successes on the social attack roll if the Sidereal wishes but they must choose before they roll. This lets a Sidereal make amature works that still have powerful emotional impact.

Anyone can ignore the social attack by spending a willpower. This makes them immune to its effects for a scene. Spending 3 willpower total over as many incedents as one wants to renders a person permanently immune to that objects ability to inspire them. A Vizier who is using this charm must commit the motes from start to finish or the charm fails. They must also be the primary crafter or an assisstant who is almost always working on the project.


Doing the Spider's Work Weaving
Cost: 4m/dot, 1wp; Mins: Craft 5, Essence 3; Type: Simple
Keywords: Combo-OK, Shaping, Touch
Duration: Special
Prerequisite Charms: Expedient Works Production Technique

There is more to Fate then the Loom. Fate is a concept woven through and through into Creation as surely as justice or betrayel. A product of Primordial design which like many things they developed can be used in ways they did not anticipate. A Sidereal using this charm craft's a Destiny for a person(as per the background). She must touch the person(Which requires a roll if the target is unwilling) and make an Intelligence + Craft: Fate roll. For every two successes on her roll she can give the target a dot of Destiny. The Destiny must be appropriate in scope to the number of dots given. Someone with 5 Destiny from this charm can not have their destiny to be crossing the empty street.

Wether or not the person wants to he will soon get a sense of what his Destiny is(though not necessarily that the Sidereal gave him this destiny without appropriate charms to see essence use or such). When the target takes actions directly supporting this destiny his Target Numbers for rolls are reduced by 1 and when his actions directly go against it they are increased by 1. He also gets all the normal bonuses for having dots of Destiny.


Blessed (Maiden) Projects
Cost: -; Mins: Craft 5, Essence 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Fateful Craft Excellency, Expedient Works Production Technique

Like all Celestial Exalted the Vizier's can produce works beyond their normal limits. This charm is a collection of 5 charms, each one devoted to a particular Maiden. Artifacts having to do with that Maiden's field of influence have their minimum abilities required reduced by 1. Furthermore Sidereal Manses and Elemental manses that share the same aspect as that Maiden is affiliated with have their requirements reduced by 3. A Sidereal can purchase this charm up to twice for each Maiden.


Scriptures of Fertility
Cost: 5m; Mins: Craft 3, Essence 3, House of Serenity 1; Type: Simple
Keywords: College, Combo-OK, Sickness, Touch
Duration: Until released
Prerequisite Charms: Fateful Linguistics Excellency

Venus is the premier fertility goddess of Heaven. Many times in Creation's existance has she had to weave fates into the Loom to ensure a race was bountiful. Perhaps the Vizier's can not ensure the success of entire races that span Creation but they know how to ensure the right people have the right children at the right time. Using this charm on someone means that the next time they have sex they will become pregnant with a child, or up to 3 children as the Sidereal decides.

A second purchase at Essence 4, House of Serenity 3 allows the Sidereal more leeway. They can name a person that this will be successful with, possess some control over the nature of the children such as gender and looks, and if they spend 2 WP the charm counts as shaping as well and allows for stranger pairings such as the creation of beastmen. A note though this charm has the Sickness quality that is due to how pregnancy is treated mechanics wise. They are not somehow contagious with fertility that others can catch.

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