Showing posts with label [Exalted Past] Charms. Show all posts
Showing posts with label [Exalted Past] Charms. Show all posts

Monday, December 20, 2010

Abyssals and Solars Charm Trading

I briefly mentioned it on Saturday.  I am putting it in official record for reference.

Abyssals can learn any Solar Charm without Holy Tag.  Even their Eclipse counterpart cannot learn it.  Their corrupt nature simply cannot channel Holy energy.  If they should try to channel the body would automatically convert it to Abyssal Essence – which means the Charm does not function.

Solars cannot learn ANY Abyssal Charms, even though Solars Charms and Abyssals Charms have Mirror Relationships.  Solars simply do not have the corrupted Spark that facilitates the Abyssal Charms.  Eclipse Castes, however, can learn them.  However, they are still governed by the rules for non-solar charms and abyssal charms.  Meaning, it cost 2 motes more, and they have to meet all requirement – some Abyssal Charms have the Whisper Background requirement.

For those who can learn the other’s Charms – Mirror Charm Relationship is maintained.  Thus they can use them for meeting pre-requisites.

Friday, February 5, 2010

New Charms from Scroll of Exalts

Solar

Resistance

Heroes Never Die

Prerequisite Charms: Durability of Oak Meditation (Exalted, p. 206)

See “Wound-Eating Invulnerability” below.

 

Sail

Omnipresent Admiral of Light

Prerequisite Charms: Salty Dog Method (Exalted, p. 236)

See “Voiceless Admiralty Dread” below.

 

Abyssal

Resistance

Wound-Eating Invulnerability

Cost: —
Mins: Resistance 5, Essence 3;
Type: Permanent
Keywords: Mirror (see below)
Duration: Permanent
Prerequisite Charms: Spirit-Hardened Frame

The prerequisite’s conferred Hardness raises to (Essence + 5), and it may be extended to a duration of one scene by raising the cost to (6m, 1wp). Injuries prevented this way occur and instantly heal as per Wounds Mean Nothing. The Solar Mirror “Heroes Never Die” correspondingly expands Durability of Oak Meditation.

 

Sail

Shambling Crew Enlightenment

Cost: —;
Mins: Sail 3, Essence 3
Type: Permanent
Keywords: Avatar (1)
Duration: Permanent
Prerequisite Charms: Deck-Striding Phantom

Whenever an Abyssal with this Charm is aboard a vessel he owns, all the walking dead onboard who are obedient to the deathknight have Intelligence 2 and a Sail rating equal to the deathknight’s own.

Voiceless Admiralty Dread

Cost: 3m
Mins: Sail 5, Essence 4
Type: Simple
Keywords: Combo-OK, Mirror (see below)
Duration: Indefinite
Prererequisite Charms: Unhallowed Ghost Ship

While active, the Abyssal intuitively knows the location of all ships he’s personally claimed with Unhallowed Ghost Ship within (Essence rating) miles and can issue reflexive telepathic orders to any or all of them, though this communication is still language dependent. All onboard the vessel hear the words in their mind as if the Abyssal were speaking from just behind them, allowing the ship to carry out orders from afar without distracting the captain from other tasks. Additionally, no relays are needed to prevent communication failure for units composed of crewmembers listening to these orders, leaving room for additional special characters.  The Solar Mirror “Omnipresent Admiral of Light” correspondingly targets ships owned via Ship-Claiming Stance.

 

Thrown

Smoldering Devastation Technique

Cost: —
Mins: Thrown 5, Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Crypt Bolt Attack

A deathknight with this Charm can invoke Crypt Bolt Attack without it counting as a Charm activation, and it costs only one mote if the Exalt used the Charm earlier in the scene. All unexpected attacks made with crypt bolts double their raw damage.

 

Alchemical

Charisma

Hardened Argument Patterning

Cost: — [1m]
Mins: Charisma 5, Essence 3
Type: Permanent
Keywords: Internal, Social
Duration: Permanent
Prerequisite Charms: Programmed Catechism Rebuttal

When the Alchemical pays one or more points of Willpower to resist mental influence, any attempt to impose the same end result via any further mental influence (or a closely similar result as defined by the Storyteller) suffers a -3 external penalty.

 

Dragon-Blooded

Awareness

Atsiluth’s Omniscience

Cost: 5m, 1wp
Mins: Awareness 5, Essence 4
Type: Reflexive
Keywords: Combo-OK
Duration: One scene
Prerequisites: Feeling the Dragon’s Bones

This unique Charm allows Vitali Proseria to project all of her senses to observe a single target attuned to the Sea of Mind as though he is beside her. This is a scrying effect that functions over any distance.

Tuesday, February 2, 2010

Sun King Vestment

Cost: 15m, 1wp
Mins: Lore 4, Essence 4
Type: Simple
Keywords: Combo-OK, Touch, Holy
Duration: Indefinite
Prerequisite Charms: Power-Awarding Prana

[This is a brand new charm]

Not all Lawgiver are content with their mastery over incalculable mortals.  Many have tried to covert the children of greater beings into their service.  This Charm is one such tool.

While Power-Awarding Prana can affect only Beings with Essence of 1, Lawgiver Vestment bestows the glory of the Sun Kings onto beings whose ability to mold reality transcends mortal coil.  It affects beings who do not already have access to Natural Charm Sets and whose Essence is Greater than 1.  Those whose Essence is less than the Solars will also gain a bonus dot

The Solar activates this Charm and commits 15 motes to the Blessed Subject.  This investment of power increasing the subject’s Essence Pool by 15.  The Charm also increases the target’s Effective Essence Attribute by 1, to the max of the Solar’s own Essence Score – 1.  Being a temporary this boost in Essence Attribute does not count towards any possible apotheosis.  This investment of Solar’s innate light also grants the subject access to the Solar Charm Set.  Just like Power-Awarding Prana these new powers are only active for as long as the Solar’s Essence is Committed.

The effect of this Charm is cumulative with that of Power-Awarding Prana, though it is far more effective when combined with Soul-Enlightening Beneficence or Glorious Celestial Invigoration Meditation.

 

Power-Awarding Prana

Cost: 15m, 1wp
Mins: Lore 4, Essence 3
Type: Simple
Keywords: Combo-OK, Touch
Duration: Indefinite
Prerequisite Charms: Essence-Lending Method

The Lawgivers share great secrets with their disciples. This
Charm targets an Essence 1 character who cannot channel Essence.

This Charm increases the target’s effective Essence to 2,
allows him an (initially empty) 15-mote pool and the ability
to regain Essence as a Solar Exalt, and it permits him to learn
Solar Charms with the normal training time for 10 experience
points each. The target has access to this increased Essence,
pool and Charms only when actively under the influence of
Power-Awarding Prana (i.e., for only as long as the awarding
Solar’s Essence motes remain committed).

 

Soul-Enlightening Beneficence

Cost: 15m, 1 wp
Min: Lore 4, Essence 3
Type: Simple (Dramatic Action)
Keywords: Enlightening, Obvious, Touch
Duration: Instant
Prerequisites: Essence-Lending Method

This Charm is a variation on the better known Power-Awarding Prana (see page 568) immediately and permanently blasts open a willing mortal’s doors of perception, opening him to the world’s currents of Essence.  Soul-Enlightening Beneficence requires a short ceremony to steel both donor and recipient for the awesome forces they shall unleash.  The ceremony takes whatever form the participants feel is appropriate to solemnize the event.  Then the mortal and the Exalt simply touch – and the cataract of Essence flooding through the recipient’s soul knocks him out for (5 – his Stamina) hours.  The recipient also trades one permanent dot of Willpower for another point of permanent Essence.  After the character recovers, however, he possesses his own Essence pool.

Like Touch of Divinity, this Charm offers no benefit to beings who already channel Essence.  The donor merely transfers 15 motes of his own Essence.

All types of Celestial (and Abyssal and Infernal) Exalts possess a variation of Soul-Enlightening Beneficence.  The recipient gains an affinity for the source of the Exalt’s power, like that granted by Touch of Divinity, which other Essence-sensing creatures can perceive.

Wednesday, August 12, 2009

Glorious Celestial Invigoration Meditation

Cost: 30m, 3 wp
Min: Lore 5, Essence 4
Type: Simple (Dramatic Action) Enlightening, Obvious, Holy, Touch
Duration: Special
Prerequisites: Power-Awarding Prana, Soul-Enlightening Beneficence

[This is a brand new charm]

Carried within the each Lawgiver is the distilled perfection of heroism. This innate spark calls and resonates with those who are worthy. This charm allows the Lawgiver to share this innate purity of spirit with those whose souls are capable of receiving such gifts.

Extras and Mortals do not have sufficient destinies to be compatible with this extended ritual. Only those who are considered heroic mortals already have the proper balance of mortality and potential to receive the benefit of a Lawgiver’s endowment. The Charm is an extended action. During which the Mortal must constantly meditate, taking only occasional breaks to satisfy their physical needs and to sleep. The Exalted’s job is not any easier however, for he must channel enormous amount of his Essence through the mortal’s body acting as a catalyst for a profound physical and spiritual evolution. The 30 motes of Essence and 3 points of Willpower are committed for the duration of the ritual and the Solar is assumed to be constantly using this Charm (for the purpose of determining if he can use another Charm). Should the commitment end at any time before its completion, then the ritual automatically fails and all successes gained are lost. The ritual cannot be attempted again till after Calibration. The ritual also automatically fails should Calibration occur before its completion.

Each roll is an extended period of 1 day. The Heroic Mortal rolls a Willpower Roll at difficulty 2 and total number of success the ritual require is 20. These rolls cannot be botched. Should the Heroic Mortal be enlightened by solar essence already he then adds his Essence-1 in automatic success to the roll. Once the ritual is completed the newly created Solar Half-Caste’s anima awakens to full glory and remains iconic for 20 hours.