Martikhoras/CharmDevelopment

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Cock Jeers Fox

Cost: 1m
Duration: Instant 
Type: Simple
Min. Brawl: 1
Min Essence: 1 
Prereqs: Any Brawl/SHS Charm

A flagrant act to billow the fighter that enables or makes opponents. Roll Manipulation+Presence. Add the successes to your mote pool but anyone who witnesses the taunt adds the successes to all combat related pools against you for their Essence in turns and sees you as very offensive and a threat. Multiple invocations do not stack the bonus only the duration for witnesses as well as make them more likely to be incensed. If combined with an attack or striking charm this allows you to attack and lewdly incense, the same is true for extra action charms while providing the cheap heat up roll for each attack made. This charm may explicitly be used with a Deistic Bracelet even in passive mode and is amongst the first taught by The GodHand.


Pugilist’s Knuckled Banquet

Cost: 3 motes, 1 Willpower
Duration: Instant
Type: Reflexive
Min. Brawl: 3
Min Essence: 1
Prereqs: Cock Jeers Fox

While under the effects of this charm a successfully landed blow can be as nourishing as bottle of water after a desert march.

The brawler can convert points of raw damage from an attack that hits into motes of essence. The amount can be as much as he wants but this lowers the damage of an attack on a one to one basis.


Nine Rings on a Dozen-Skull Din

Cost: 12 motes, 1 Willpower
Duration: Instant
Type: Extra Action
Min. Brawl:  5
Min Essence: 3
Prereqs: Hammer on Iron, Heaven’s Thunder Hammer

This charm is built around throwing a lot of attacks either at one foe or over one hundred and seven foes. Character reflexively chooses, and can adjust, the number of attacks he makes in a turn once he activates this charm.

His accuracy is added on by the remainder of the +108 auto-success bonus he starts with.

Basically it works like so, pick the number of attacks you wish to make and to where and how and simply do so dividing 108 by that number, rounding down and adding the result of that to your attack roll(s) in successes. You cannot exceed one-hundred and eight attacks.

Example: I see three foes. I want to attack each so I get plus 36 on my attack, the first goes down easily, the second perfectly defends. I can either move on to the third or then choose to divide up my remaining +36 bonus in attacks against the both of them.

( This is specifically written for First Edition )


Salt Under-hoof Action

Cost: 3 motes
Duration: Instant
Type: Reflexive
Min. Brawl:  3
Min Essence: 1 
Prereqs: Sledgehammer Fist Punch

This charm can provide or enhance an attack against lower or prone target. If a target is suffering from the penalties of being prone or at least -/+2 penalty/difficulty due to position or, as a general guideline for the ST for applicability, if the Exalt’s knees are above the target’s head before the attack is made this charm applies.

A character rushes to strike his indisposed target. It is defended against (however the target can in their position see Prone condition pg 235) normally but due to the magic of this charm enhancing the Exalt’s superior positioning and control of his weight in applying the attack add his Strength to an attack’s minimum post-soak damage dice. Distance matters not and an Exalt using this charm may close it between any foe subject to this charm in an instant. Against inanimate objects, that qualify though this automatically includes the floor and even (non-animate) corpses, the charm additionally counts the Exalted’s entire attack pool as automatically successful without any penalties counting toward the attack.



Bellowing Bull-Rhino’s Charge

Cost: 6 motes
Duration: Instant
Type: Simple
Min. Brawl:  5
Min Essence: 2 
Prereqs: Salt Underhoof Action, Dragon-Coil Technique

On her initiative the Lawgiver set’s a line with shoulder, head, or other forward ramming part and runs at a full sprint. Any within her path are attacked unparryably * and * must make an opposed Strength+Brawl, with the Lawgiver adding her essence to her roll. If the opponent scores more net successes than the attacker’s strength treat them as subject to Shockwave Technique with the remainder of the sprint as extra successes and, generally, the stampede comes to an end. If the opponent score less net successes than the lawgiver’s strength they merely suffer knockdown (with the standard option of knockback) while the Lawgiver continues the rush. If the Lawgiver, however, succeeds the target is treated as subject to a hold and the Lawgiver can continue her charge using the character to add their Stamina to her ramming attack and opposed check. Add the character’s soak to their own and any attacker that doesn’t wish to hit the victim(s) must take a difficulty equal to the stamina of the victim(s). These benefits accumulate until the Lawgiver is at the end of their rampage. If stopped short (ramming into something) treat as if subject to Crashing Wave Throw only each foot counts as a dice of damage.


Globe Girdling Embrace

Cost: 4 motes, 1 Willpower
Duration: Varies
Type: Extra Action
Min. Brawl:  5
Min Essence: 2 
Prereqs: Dragon-Coil Technique

The Lawgiver reaches out to any within Essence yards of anyone subject to this charm (including the user himself) and may subject them to a clinch attack. This charm is explicitly usable in clinches and holds as well as combo-able with Dragon Coil Technique. The unbalanced, prone, held, stunned, or ones with a mob penalty of -5 or worse are automatically captured and fail the attack roll and may not attempt escape for the turn *unless magically granted.* Others are attacked as per normal. Characters can attack anyone in the clinch but are subject to anyone else, the Lawgiver may attack all at once or a specific person individually. If one person escapes the bond is broken and all escape. This charm may be combined as if it was instant but if the situation lasts beyond the turn the motes are committed until the Embrace is ended. If used again, to gain more people for instance, *FIRST* spend the motes and willpower to absorb the target, AFTER all the attacks are resolved the previous four motes are uncommitted/spent and the current ones are and take their place. Failing to capture someone is not the same one breaking free.


Self-Strangling Vine Method

Cost: 3 motes
Duration: Instant
Type: Supplemental
Min. Brawl:  5
Min Essence: 3
Prereqs: Ox-Stunning Blow, Dragon-Coil Technique

This charm supplements a hold or a clinch allowing you to use your opponent’s strength against them. Add it in auto-successes in any escape attempt or as dice in an attack. This charm is compatible with ones like Dragon-Coil and allows you to make a normally harmless hold lethal.


Hornet Reins the Steed Trick

Cost: 5 motes
Duration: Instant
Type: Supplemental
Min. Brawl:  5
Min Essence: 4
Prereqs: Self-Strangling Vine Hold Method

This charm is only able to be used in clinches and holds or if the target is already immobilized. Roll your Brawl+Strength, this attack can be supplemented by charms such as Ferocious Jab (or in 2nd Edition the Solar Hero Form, one mote special effect). You may then subtract that result from any of the subject’s attributes, having held or twisted him or her in a way to deny access to it. This penalty will persist for 7-Target’s Stamina turns after the subject rings free. An attribute at zero means that the target cannot use perform any action that requires/uses it including that provided by charms, persistent magic of such thus fails until the time has passed. The charm is explicitly comboable with extra action charms such as Hammer on Iron Technique

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