DigitalSentience/StuffIWillUseForSure

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Charms I intend to use

Infinite Shadow Evasion</b>

<b>Cost: 4 motes, 1 Willpower
Duration: Instant
Type: Reflexive
Minimum Dodge: 5
Minimum Essence: 2
Prerequisite Charms: Seven Shadow Evasion

Perfect-dodge, explicitly permitted to dodge undodgeable attacks.

Earthly Guardian Defense</b>

<b>Cost: 7 motes
Duration: Instant
Type: Reflexive
Minimum Melee: 3
Minimum Essence: 2
Prerequisite Charms: Bulwark Stance

Perfect parry. Not applicable to unblockable attacks.

- Solar Errata

Charms I Intend to Change

Bulwark Stance is Reflexive. Five-Fold Bulwark Stance is Simple, as are any other scene-long persistant defenses (like the one in Celestial Monkey Style). This decision is open to debate, but I feel rather strongly that making scene-long persistant defenses reflexive essentially negates the assertion that "even a horde of mortal mooks can take down a Solar god-king if they catch him unawares and naked."


Weapon Stat Changes (from here and here)

Grimcleavers (so they aren't just crappier versions of Daiklaves)
Speed +5 (unchanged from PG), Accuracy +2 (unchanged), Damage +9L (up 1 from listed), Defense 0 (up 1), Rate 4 (unchanged)

Great Grimcleavers ("great axe" to the Grimcleaver's "battle axe")
Speed +8, Accuracy +1, Damage +14L, Defense -3, Rate 3. Requires Str 3, Artifact 3, commitment of 8 motes.

Reaper Daiklaves (on the assumption that Reaper Daiklave : Defense :: Reaver Daiklave : Offense)
Speed +7 (-2 from listed PG stats), Accuracy +4 (unchanged), +4L (unchanged), Defense +3 (up 2 from listed), Rate 5 (up 1)


Player's Guide Errata

Page 115: XP cost for first dot of a Science: 7 XP Costs for Sciences: CR x 6

Page 116: First dot of a Science: 5 bonus points Additional dot of a Science: 7 bonus points

Step Four on page 116 should read (5 in addition to recorded Knowledge) instead of (5 in addition to recorded Inheritance)


My own quick thoughts: the maximum value any trait of a Glorious Solar Saber may have is equal to the user's Melee.


Quick and Easy Social Combat

  • A fuckton of successes on a social roll convinces extras, hands down. Boom, they're yours.
  • Heroic mortals and NPCs get to resist. 6+ successes convinces them, but they get to resist with a Willpower because a.) they know you're devilishly persuasive by reputation, and b.) they'll use that knowledge to cling to whatever key facet of their belief system you're going against.
  • Once disabused of this cornerstone of their beliefs, preferably through some roleplaying and work on the player's part, they are then as convinced of the character's rightness as any extra would be.

Things I will bear in mind


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