SolarCraft/Heru

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Solar Craft Charms

Creation Reinforcing Technique

Cost: —; Mins: Craft 5, Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Chaos-Resistance Preparation

As the Lawgivers grow in power their mandate over Creation gains in strength. This Charm permanently enhances Chaos-Resistance Preparation by reducing the cost of its invocation to 5 m, 1 wp. In addition it permanently makes random unfortunate incidents (10 x Essence) times less frequent.

At Essence 6+ the cost to activate the Charm is further reduced to 5 m.

Divine Right of the Lawgiver

Cost: --; Mins: Craft 5, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Object-Strengthening Touch

Such is the majesty of the Lawgivers that even the spirits of artifacts know they are bound to support the Chosen of the Sun in their need for arms and equipment. This Charm is a permanent enhancement to the capabilities of the Exalt by reducing by half the required motes that must be committed to artifacts. The amount of motes committed to Artifacts can never be reduced below two through the use of this Charm. If the reduction by half would reduce it below the number than the commitment cost remains two.

People-Strengthening Touch

Cost: 5m; Mins: Craft 2, Essence 2; Type: Simple (Speed 5)
Keywords: Combo-OK, Touch
Duration: One scene
Prerequisite Charms: Object-Strengthening Touch

The Lawgivers have such power of the world that they can harden the Essence of creatures that serve them. This Charm gives the target creature a Hardness equal to the Solar's Essence for the duration. No combination of Charms that includes People-Strengthening Touch can increase this total by more than the character's Essence.

Hardness-Enhancing Technique

Cost: 3m; Mins: Craft 3; Essence 3; Type: Simple (Speed 6 in long ticks)
Keywords: Combo-OK, Touch
Duration: Instant
Prerequisite Charms: People-Strengthening Touch, Durability-Enhancing Technique

It is part of the responsibilities of the Lawgivers to strengthen the Essence of the those in the world. This Charm permanently adds (target creature's Essence + 2) Hardness to the target creature. These effects are permanent, but no combination of Charms that includes Hardness-Enhancing Technique can increase this Hardness by more than the Solar's Essence.

Craftsman Moves Much Faster

Cost: --; Mins: Craft 5; Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Crack-Mending Technique 

It is the right of the Lawgivers to make themselves work at speeds far faster than the mortal body can fathom. This Charm permanently enhances Crack-Mending Technique by allowing the Solar to accomplish ([Craft + Essence] x 5) hours for each hour actually worked.

Eternal Craftsman Enhancement

Cost: --; Mins: Craft 5; Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Craftsman Needs No Tools

The Essence of the Lawgivers make it possible for them to enhance their capabilities in mundane skills. This Charm is a permanent enhancement to Craftsman Needs No Tools by increasing its Duration to Indefinite. In addition it also reduces its cost to 3 motes.

At 6+ Essence, this Charm permanently enhances Craftsman Needs No Tools by removing the mote cost all together.

Demesne Induced Mutation Prana

Cost: 5m, 1wp; Mins: Craft 4, Essence 4; Type: Simple
Keywords: Combo-OK, Obvious, Stackable, Touch
Duration: (Solar's Essence) days
Prerequisite Charms: People Strengthening Touch

To the Lawgiver there is the knowledge that underlying Creation’s Essence is the shifting effect of a demesne. This Charm enforces that by altering the Essence patterns of target creature to give them the equivalent of demesne induced mutations. Upon touching the target the Solar rolls (Craft + Essence) with each success translating into one mutation point that the Solar uses to purchase mutations. The mutations appear on the target over the next few minutes, slowing fading into existence. These mutations last for (Solar’s Essence) days and causes no problems for the being within Creation. At the end of the time the mutations fade away.

Mutative Genesis Technique

Cost: --; Mins: Craft 5, Essence 4; Type: Permanent
Keywords: None
Duration: Permanent 
Prerequisite Charms: Demesne Induced Mutation Prana

Knowledge comes to the Chosen of the Sun that sometimes one needs to permanently alter servants for missions. This Charm enhances demesne Induced Mutation Prana by allowing the Solar to spend an additional 5m, 1wp (for a total of 10m, 2wp) to make the mutations permanent.

Mutations Fade In Time Formation

Cost: 5m or 5m, 1wp; Mins: Craft 4, Essence 4; Type: Simple
Keywords: Combo-OK, Obvious, Touch
Duration: Instant
Prerequisite Charms: Demesne Induced Mutation Prana

What comes of Creation is the Lawgiver’s right to remove or firm. This Charm makes it possible for the Solar to remove mutations that are on a creature. The cost is 5m for those mutations that were created by a Creation-based demesne and 5m, 1wp for those mutations that were created by the Wyld. The Solar rolls (Craft + Essence) with each success deducting one mutation point from the target creature.

Superb Solar Craftsmen

Cost: --; Mins: Craft 5, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Any Craft Excellency

The Solar craftsmen has no equal when he truly develops the skills of artifice. This Charm permanently enhances the Solar’s capabilities by making it so that he is better able to aid others in the crafting of Artifacts. He is considered to be similar to an Artisan Third Circle demon, Incarna, or powerful hekatonkhire in that he gives +6 to the dice pool in projects that he is acting like an assistant.

Aiding the Lawgiver Prana

Cost: --; Mins: Craft 5, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Superb Solar Craftsmen

One learns that after enhancing oneself it is best to enhance those that work for you. This Charm permanently enhances the Exalt’s capabilities in Artifact creation. The number of mortal assistants can now be (Artifact x 2) while the number of supernatural assistants can be ([Craft + Artifact] x 2). Finally, the amount of superior artificers is increased to the (Exalt’s Essence + 5) in numbers.

Food of the Gods

Cost: 5m; Mins: Craft 3, Essence 2; Type: Supplemental
Keywords: Combo-Ok
Duration: Instant
Prerequisite Charms: Any Craft Excellency

Sometimes the Chosen of the Sun realize that to give their gifts to others they must put it in a more edible form. This Charm enhances a Craft action to create edible and enjoyable food that is also nutritious. And while that is a side effect of the Charm, the real effect is that through Solar puissance the food prepared functions as an alchemical formula. Restrictions do exist, the Solar must know the formula that he is created, despite the fact that no actual ingredients from that formula are used in the food. In addition, the formula that is used must be something that in its true form be ingestible by humans safely. So something like Eagle's Eye Potion could work but a Deathlord's Breath would not be applicable.

Discarded Charms

This section will hold my discarded Craft Charms. I don't delete anything so that is why it remains here, it might be useful in the future.

Permanence Understanding Savant

Cost: —; Mins: Craft (Magitech) 6, Craft (Permanence) 1, Essence 6; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Wonder-Forging Genius

Because they are the Chosen of the god of perfection, the Solar Exalted are able to speed up the process of learning the rules and laws of artifice. Purchase of this Charm grants a character three automatic successes on any attempt to understand the requisite Essence-flow channels needed to create permanent items out of a single or multiple combination material. Characters may purchase this Charm a maximum of only two times. The second purchase places the requirements at Essence 7, Craft (Magitech) 7, and Craft (Permanence) 3. In addition, the second purchase only affects the Difficulty check for mundane and mundane combination materials.

One taking of this Charm reduces the difficulty to 1 for the magical materials, 4 for mundane materials, 2 for magical combination materials, and 7 for mundane combination materials. A second taking of this Charm reduces the difficulty to 1 for mundane materials, 2 for mundane combination materials, 1 for magical materials, and 2 for magical combination materials.

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