SolarCraft/T3Dragoon

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Magic of a Crafting Master

Cost: ( Varies ) motes

Duration: Permanent

Type: Simple, obvious

Minimum Craft: 5

Minimum Occult: 5

Minimum Essence: 6

Minimum Intelligence: 3

Minimum Wits: 3

Prerequisites: Words-as-Workshop Technique, Wonder-Forging Genius, Design Beyond Limit, 20 dots in craft total, 3 Craft choices (Air,Fire,Wood,ect) at 5 dots, at least 1 dot in Magi-tech and 1 dot in 5 different craft choices, Infinite Craft Mastery

Magic is respected by the chosen of the sun, as it should be. However, the sun makes things of such a grand nature without the use of magic. Why would the sun's chosen craftsmen be any different? What's the grandest thing an exalt could build? A Manse of course. Through understanding the concepts of magic the solar master craftsman can use his very essence in a similar way. The solar's cast mark glows, and remains on, as he commits his whole body to this task and with an air of understanding whirling around him he sets upon his task.

The solar commits one mote of permanent will power, all of his personal essence and the manse's rating in peripheral essence to this charm while building is taking place. While this charm is activated the building of a manse only takes a number of weeks equal to the manse's rating times two. In this time charms in the crafting tree used to help with the building of the manse need only half the normal motes to work (rounded up). All charms used during this time from inside the crafting tree but, not used to aid in the building of the manse need normal motes.

Charms outside the crafting tree need more essence to be used (Half of the charms normal motes are added to the required amount needed, rounded down.) At the end of this process the exalt looks at his manse with pride as the accumulated fatigue rushes into his body. He drops where he stands as he passes out needing a full 24 hours, plus hours equal to the manse’s rating, of sleep before he wakes. After the fatigue, comes the accumulated force of each hammer strike, foot fall, saw pull, and chink of a chisel. All rushing into the craftsman’s body giving him un blockable, soakable, and dodgeable bashing damage equal to the manse’s rating.

The exalt may also commit half his peripheral essence rounded down ( or if the solar is building it for another person the other person commits half of their peripheral essence plus the manse's rating ) during the building process to work his( or their ) very self into the manse giving 1 extra dot in creating the manse. ( The "half" pool of motes must be committed from beginning to end, cannot be added during the building process.)

The solar can only build a manse this way if the manse's rating is less than his permanent essence. If the solar building the manse un commits the motes or is killed during the building process the manse explodes dealing 5 lethal damage within 100 yards and 5 environmental bashing damage within 100 yards times the manse's rating. The solar builder is also struck ( if he is alive) with aggravated damage equal to the manses rating. This cannot be blocked, soaked, or dodged. All progress is lost and no manse may be built within a mile of the spot for a year. The cast sign cannot be muted by the night cast ability or any charm, but can be lessened. Story teller decides how much.

The solar still needs the required materials to build the manse and at least five other master craftsman ( not to his own level of course. You can have a master for each tree. ( wood, fire, water, ect) However they must all be able to use essence. They can be any exalt, god, elemental, or enlightened human. The essence of the master craftsman that is committed takes place of the “grunt workers” the craftsmen are still needed to fine tune the manse’s creation and do the detailed work. Storyteller decides whether or not the other exalts or followers meet the “other master craftsmen” requirement.