SolVachel/Craft

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Craft

Included are a few tweaks to 1E printed craft charms. I needed a die adder for a PC and it kinda built itself a new tree and altered some of the old charms for better integration and power level.

Augmenting the Celestial Forge

 Cost: 1m/die
 Duration: One Task
 Type: Supplemental
 Minimum Ability: 1
 Minimum Essence: 1
 Prerequisite Charms: None

By channeling Essence into his tools a Solar can coax an even better performance out of them. With the use of this charm a Solar may buy additional dice of Craft equal to his normal Attribute+Craft die pool.

Flawless Handiwork Method

 Cost: 2mSolVachel/Success
 Duration: One Task
 Type: Supplemental
 Minimum Ability: 2
 Minimum Essence: 1
 Prerequisite Charms: Augmenting the Celestial Forge

Transcending the limits of mortal craft a Solar may force a project to result in a better product than normally conceived. By use of this charm a Solar may buy additional successes on a Crafts Roll Equal to the amount rolled plus his Essence at a cost of 2 motes per additional success.

Object Strengthening Touch

 Cost: 5m
 Duration: One Scene
 Type: Reflexive
 Minimum Ability: 3
 Minimum Essence: 1
 Prerequisite Charms: Flawless Handiwork Method

By channeling essence into an object a Solar may temporarily fortify and strengthen it. Objects so strengthened must have damage rolled against them, not applied directly, and in addition half all raw damage pools before soak. In the event of a raw Strength + Athletics Break attempt the difficulty of the attempt increases by the Solar's Essence. Armor enhanced by this charm add the Solar's Craft to it's soak for the duration. This charm does not work on objects made of the Five Magical Materials.

Durability Enhancing Technique

 Cost: 10m
 Duration: Instant
 Type: Simple
 Minimum Ability: 4
 Minimum Essence: 2
 Prerequisite Charms: Object Strengthening Touch

By focusing his essence upon an object for mere moments a mortal objects gains some of the resilience of a Celestial Exalt. It will endure a millenia unaffected by the ravages of time and resists attempts to damage it as if with the stubborn will of it's patron. Any object so enhanced must have damage rolled against it, and halves all rolled damage. In the event of a raw Strength + Athletics Break attempt against the object the difficulty increases by the Solar's Willpower + Essence. Armor Enanced by this charm increase their soak by the Solar's Craft, permanently. This charm does not work on objects made from the Five Magical Materials.

Chaos Resistance Preparation

 Cost: 10m
 Duration: Instant
 Type: One Day
 Minimum Ability: 5
 Minimum Essence: 2
 Prerequisite Charms: Object Strengthening Touch

By infusing an item with some of his essence a Solar may render it immune to the ravages of the Wyld. While the motes of essence for this charm remain committed no Wyld effect may harm, twist, or directly damage via Wyld energy the item. Damage from Wyld spawned monsters and environments still may damage the item but nothing of pure Wyld may harm it. This is a Perfect Defense with limited applicability.

Permanence of the Sun Discipline

 Cost: 10m, 1w, 1HL
 Duration: Instant
 Type: Simple
 Minimum Ability: 5
 Minimum Essence: 3
 Prerequisite Charms: Durability Enhancing Method, Chaos Resistance Preparation

As permanent as the Solar Essence itself so to can the most potent of Solar smiths make an item. This charm is a Perfect Defense Charm with unlimited applicability. The item so treated by this charm becomes unbreakable and ageless, immune to ravages of time, damage and the Wyld. Treating an item with this charm takes a variable amount of time dependant upon it's origins. A mortal item takes days equal to it's resouces value while an Artifact takes weeks equal to it's rating. Any Armor enhanced by this charm adds the Solar's Craft + Essence to it's soak permanently, this also adds to an objects inherent hardness. As noted before, this is a Perfect Effect rendering the item immune to any and all damage or wear, thus mitigating the need for maintenance rolls or repair rolls.

Craftsman Needs No Tools

 Cost: 5m, 1w
 Duration: One Task
 Type: Simple
 Minimum Ability: 3
 Minimum Essence: 2
 Prerequisite Charms: Object Strengthening Touch

Where before the Solar transcended his tools limits and his own skills now he may set aside the tools of a mortal and begin weilding tools forged from his very self. With this charm activated a Solar conjures a forge and workshop of pure essence heated by his own blazing power. Golden hammers, tongs, files and chisels are formed of his anima and a blazing forge and anvil shape themselves before him, all burning with the radiance of the Sun. In addition to replacing any tools he might need all of these tools are of such quality that they add the Solar's Essence to his Craft Die pool.

Quicken the Stubborn Steel

 Cost: 5m, 1HL
 Duration: One Task
 Type: Simple
 Minimum Ability: 4
 Minimum Essence: 2
 Prerequisite Charms: Craftsman Needs No Tools

Where the prior charms allowed a Solar to transcend his personal limits this charm adds another dimension to Solar Craft. When this charm is activated the Solar's caste mark smolders with the ruddy color of molten steel and the materials of his craft glow golden in sympathy. While under the affects of this charm a Solar is treated as having the finest of materials at his disposal and also works with great haste. This combined effect negates any penalties for poor materials and also allows the Solar to acomplish in one crafting interval the work of his (Essence + 1) intervals.

Assurance of the Peerless Master

 Cost: 10m, 1w, 1HL
 Duration: One Task
 Type: Simple
 Minimum Ability: 5
 Minimum Essence: 3
 Prerequisite Charms: Quicken the Stubborn Steel

As a Solar rises in power his ability to Craft improves drastically, however this is the pinnacle of his art. Upon using this charm the craftsman is freed from the need to roll to gather successes for his task. Instead the task is completed Perfectly, in a single interval. Any object of mortal design is Perfect and gains the bonuses therin, any Artifact that the exalt sets his sights upon crafting likewise is perfect needing neither to roll for successes nor to extend his roll crafting past a single interval of time. No force nor intervention may mar his work's completion and no matter what delays or hindrances come up over the course of an interval the object is finished at the end of the normal time with neither fault nor flaw. Normally this means an artifact can be constructed in a number of weeks equal to it's Rating. If the exalt is torn from his work or abandons it by un-commiting the motes then the task remains unfinished, short of this however the task will acomplish itself over the course of a single interval. This does not give leave to move on to other projects, as the Exalt is still focusing on this task, but it does protect against destruction of workshop, assaults on ones person and other such epic woes as might befall an aspiring artisan.

Armory Equipping Focus

 Cost: 5mSolVachel/Task
 Duration: Special
 Type: Extra Action
 Minimum Ability: 5
 Minimum Essence: 3
 Prerequisite Charms: Quicken the Stubborn Steel

While an Exalt maybe a master of their craft, even a master can not do what an exalt with this charm can acomplish. By channeling his essence into a number of projects at once and focusing his very will upon their acomplishment a Solar may work on a number of Crafting Tasks equal to his Essence. By spending 5 motes per task beyond the first a Solar may work on them all during the same interval. Tasks may be wildly different in scope, focus and interval but the motes remain committed until all of them are finished. This charm may explicitly be used in the construction of Artifacts and Wonders.

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