FrivYeti/HeroicCharms

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Chapter Five: Charms

The Heroic Exalted are on a Celestial power scale. Although Autochthon could not match the raw might of the Celestial Exalted, he compensated by giving the new Exalts he was sending into Creation an amazing degree of flexibility and versatility. Heroic Exalted excell particularly in aiding others, and in tricks that aren't instantly recognizable as magical. Instead, many of their Charms just seem dramatic, incredible co-incidences and feats of skill.

Heroic Exalts base their Charms off of their Backgrounds, creating an interesting dichotomy. Often, in order to gain the powers that would help them gain these Backgrounds, they must already have reached them. Their Charms, therefore, tend to manifest in areas where they have proven themselves as mortals, not as gods.

Heroic die adders cap, for the most part, at Background + Essence. In the case of multiple Charms granting bonuses, usually due to one scene-length Charm and one instant effect, no more than (the highest of the Backgrounds being used for the Charms) + the character's Essence in dice may be granted.

Advocates

Advocates are subtle, bridging the gaps between people and helping them. Their Charms trees are subtle as well, learning information and drawing on the power of friends and neighbours.

Allies Charms - Allies Charms are based around either drawing directly on the strengths of others, or granting them your strengths.

Contacts Charms - Contacts Charms are based around learning information, either by tracking through information sources or by direct intuition and divination.

Influence Charms - Influence Charms are based around manipulating others, and around resisting that manipulation when it is applied to you.

Champions

Champions are direct and blunt, but do not rule. Instead, they appear when they are needed before vanishing again. Their Charms are to the point, but allow them to wait until they are needed and then be present.

Cipher Charms - Cipher Charms are based around stealth and defense, avoiding attacks as easily as attention.

Reputation Charms - Reputation Charms are based around both social prowess and physical invunerability, the hallmarks of a legend.

Style Charms Style Charms are oriented around raw physical prowess - offensive Charms and phyiscal mastery.

Journeymen

Craftsmen and workers, the Journeymen understand the world, and their Charms help them improve it for those that live within.

Artifact Charms - Artifact Charms are based around crafts, repairs, and control of magical objects.

Manse Charms - Manse Charms are based around the power of Essence flows and auspicious locations.

Resources Charms - Resources Charms help both with the direct control of objects, and with removing the obstacles that stand between a person and success.

Regnants

Regnants are the leaders of the Heroics, and their Charms help them keep track of their people, lead them, and train them for glory.

Backing Charms - Backing Charms are designed for organizing and keeping tabs on an organization or large group.

Familiar Charms - Familiar Charms enhance the connection between the character and her Familiar, granting power and control over the animal kingdoms.

Followers Charms - Followers Charms allow the character to lead, train, and directly control others.

Scholars

Library Charms - Library Charms cover the use of research, knowledge, and language effects, as well as the power of Sorcery.

Mentor Charms - Mentor Charms enhance the innate skill and understanding of a character, and serve as a gateway to the supernatural Martial Arts.

Savant Charms - Savant Charms govern interaction between the character and spirits, demons, the Fair Folk, and the Dead.

Comments

I particularly appreciate how you've managed to strongly encourage all Heroic Exalts to take Style, Cipher and Reputation without demanding it of them directly. Very solid. -- Hapushet, a big believer in the carrot over the stick himself

Yeah, as with combat Abilities, you sort of want to have one of the three at some rating. :) - FrivYeti