DarSys/CharmChanges

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Charm Changes

This section lists specific changes to certain charms, and usually refers to those under the 2nd edition rules-set. A proper tree will be forthcoming eventually, probably.

New keyword: Combo-Unique - there can only be one charm with this keyword in a given combo. Otherwise, treat it as Combo-OK.

Solar Charms

Much of Discussions/FixThe2ESolarCharmTree also applies, but not all of it. (1w2b doesn't, ISS being combo-ok doesn't. Maybe more)

SolarExcellencies/GreenLantern fits in this system - all okayed. -- wait, wait, unokayed for the moment. Ask, maybe.

Archery

  • Flashing Vengeance Draw - is now Combo-Unique.

Melee

  • One Weapon Two Blows - Unchanged, fine as-is.
  • Iron Raptor Tech - unchanged, but Sandstorm Wind Attack is now 5m, unblockable.
  • Glorious Solar Saber - This has two profiles, one fast and one slow. The slow profile has Rate, Accuracy, Defense of Essence/2 (round up) and a damage of Essence*2. It is still onehanded, and has /+1 damage (meaning it overwhelms as Ess + 1). The fast profile has Rate, Accuracy, Defense and damage of Essence, and /+1 Rate, meaning it increases the maximum number of attacks from supernatural flurries. Otherwise it's the same and can still produce paired blades, which follow the normal rules. Not that anyone knows what the normal rules ARE for 2 weapons, let alone what they SHOULD be.
  • Blazing Solar Bolt - This can't be defended against except with perfect effects (note this explicitly isn't unblockable or undodgable - it's just that raising or claiming mundane DV doesn't help.)
  • Call the Blade is Combo-OK

Thrown

  • CoCT only makes an attack undodgable, but costs only 4m now.
  • Call the Blade is Combo-OK

Martial Arts

  • Thunderclap Rush Attack - will need to do something else, lower speed is no longer useful. Perhaps back to skipping init order. Currently, considering a willpower cost reflexive, allowing the user to act immediately, moving their init-position to the tick it was used on and getting a turn straight away. Does not refresh DV, or charmslots. Might not need a willpower.
  • Shockwave Technique - is now Combo-Unique.
  • Fists of Iron Technique - change to a permanant charm, granting the innate ability to spend 1m to get +1 acc and +2L damage to any unarmed or in-form weapon, plus parry lethal until next action. At essence 3, can spend 3m to activate this ability for a scene.

Survival

  • Friendship with Animals Approach has no pre-requisites.

Performance

  • Phantom-Conjuring Performance increases the excellency cap for Presence or Performance excellencies by +Essence motes, whenever the solar chooses to invoke the essence phantoms.

Resistance

The damage resistance subtree is rearranged.

  • The first charm is Spirit Strengthens the Skin, at Ess 1 Resistance 2. It costs 1m per -1 raw presoak damage removed, and can soak damage down to zero. The amount of motes spent is capped at Stamina + Resistance. It is reflexive, and Combo-OK.
  • Branching from SStS are Iron Skin Concentration, Durability of Oak Meditation, and Adamant Skin Technique.
  • Iron Skin Concentration cannot be used in heavy armour, and costs 4 motes to channel through the constriction of light armour or 4 motes, 1 willpower to channel through medium armour. It is otherwise unchanged from the core.
  • Durability of Oak Meditation is now Ess 2, Resistance 3, 3m and scenelong (still reflexive and combo-ok). The hardness granted is 5 + Ess
  • Iron Kettle Body is identical and still branches from Iron Skin Concentration
  • Adamant Skin Technique is Essence 2, Resistance 5. It explicitly soaks only the raw damage, not levels, post-soak or other weirdness from an attack. At essence 3, it also removes post-soak damage dice, levels of damage, or damage stuff from an attack.
  • There is an addon charm to Adamant Skin Technique, named Perfected Aegis Body, which is Essence 5, and permanantly upgrades Adamant Skin Technique so that upon activation it also negates any instant crippling or debilitating effects linked with the attack. Examples include the wood dragon instant kill, and joint-wounding tech from solar thrown. Counterexamples are strikes that also inflict long term diseases, the lunar shard thing, and poisons. Note that -most- poison charms require dealing at least one lethal level to take effect, or a glancing blow. Any version of AST stops that no questions asked, but even with this addon, it would not stop a poison charm that simply requires touch. For that, see Immunity to Everything.


  • Glorious Solar Plate - Soak is 10+Essence Lethal / 10+Essence Bashing
  • Armoured Scout's Invigoration has Whirlwind Armour-Donning Prana as a prereq, not Hauberk Lightening Gesture, and needs only Resistance 3. The amount of penalties negated is capped at the user's Resistance (or, max motes spent are Resistance x 3, whichever method of saying it you prefer.)
  • Unbreakable Warrior's Mastery - this can also shrug off previously inflicted crippling effects, using the same rules.

Craft

  • Shattering Grasp needs a "quick and destructive" method to fit its picture, sound, and previous utility. In such a mode, it's supplemental, or, something. Alternative - make another charm, call this one Harmonious Deconstruction Methodology or somesuch
  • Artisan Needs No Deadline
Cost: -
Minimums: Craft 5, Essence 4
Type: Permanant
Keywords: None
Duration: Permanant
Prerequisite Charms: Craftsman Needs No Tools
This charm enhances an exalt's innate capabilities. Whenever they activate Craftsman Needs No Tools, they may reduce the difficulty of the task by 1, and each hour of work counts as (Essence * Craft) rather than (Essence * 3).
  • Tenfold-Worker Focus
Cost: -
Minimums: Craft 3, Essence 2
Type: Permanant
Keywords: None
Duration: Permanant
Prerequisite Charms: Any Craft Excellency
The exalted are not merely mortal, and when they labour, they are worth many lesser men. This charm permanantly enhances the exalted's abilities such that whenever they calculate the amount of man-hours applied to a large project, their contribution is multiplied by their (Essence+Craft). This charm's effects stack with Craftsman Needs No Tools or anything else, as appropriate.


Lore

  • Immanent Solar Glory - should come with a set of regen methods, of which you can choose 1. Other options should include regen (x motes) in direct sunlight at noon, and maybe something else. This charm, as written, stays where it is. It's a use of vast knowledge to both a) gain another regeneration method, and b) get +10 periph motes at the same time. Each purchase after the first adds +10 motes and a regen method which applies to all pools. Regen methods currently under review are: Fighting in massive battles, meditating at noon in direct sunlight. All pools should be fillable with stunt rewards also. (I get an In Nomine rites feel from this, and I like that.)
  • A new charm is added, requiring no Lore excellency, Essence Concentration Prana, found at SolarLore/LastHero - this provides smaller, more workable essence to anyone interested, but it does not provide extra regeneration methods.
  • Harmonious Academia Technique (or whatever the teaching charm is) can alternately be bought with one lore excellency and Essence-Lending Method as prerequisites, instead of two lore excellencies.

Investigation

  • Irresistable Questioning Technique now costs 3wp to resist, with a maximum drain of 9wp per scene.

Athletics

  • Monkey Leap Technique - While this charm is active, calculate your maximum horizontal jump distance ((str+ath)*2). Then, instead of calculating movement as normal, you may take up to three reflexive leaps of that distance between refreshes. A vertical leap has half the max distance. Alternatively, if you need to cross a big gap, you can take one huge leap of double that distance, but that is your entire movement allowance.
  • Lightning Speed - This adds Athletics to Dexterity for the purposes of calculating running and dashing distances.

Lunar Charms

Any charms that used to decrease speed now grant init boosts (currently rated at +2 init per -1 speed), which can lead to lunars having massive inits. Since lunars can also do that thing where they double the aim bonus, a lunar who is sufficiently faster can eventually drop +12 dice or so into their attack against you, before and not capped with charms.

Dexterity

  • Secure Cat Stepping - make this reflexive (step 10ish), applicable only once per moment/turn/action, and reducing an entire moment's DV penalty by 1, not stackable. (Fury Effect - Each attack action's DV penalty during the fury is reduced by 1, not stackable)

Appearance

  • Compassionate Mirror Nature - this charm from DotFA lets you take another's form without killing them, basically, but it's too high. Perception 4 and Essence 4 seems much more plausible. It should also have different prereqs, namely Life of the Hummingbird and Prey's Skin Disguise (it needs both because mercy is a human concept.)
  • Courtesan's Posession - similar, except the trigger is just having sex with someone (or something, presumably)

Alchemical

Mainly use the rules here, but many of those Combo-Basics should be Combo-Uniques instead.