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  • One of our players is after a homebrewed upgrade to Blade-Deflecting Palm that makes it elementally neutral (and potentially help him fight a Lunar that wrecked a previous Wyld Hunt he was on). This is my very rough first pass. Questions for the forum if anyone has the time:

    1. A theoretical Essence 5 DB could use this to make an opponent re-roll up to 8 successes on an attack roll (albeit for 12m, 1i, 1a). That feels too powerful. Should I pare this back so it's either the effects of regular BDP or this, with the proviso you can't use both on the same attack? Or something else? Or walk away entirely?

    2. Is its wording clear? I tend to find if it takes me a lot of words to explain a charm then its generally a bad charm in the first place, and I think this might fall foul of that. The idea is that re-rolls caused by 2s cost 2m.

    --

    Elemental Deflection Stance
    Cost: – (2m per die, +1a); Mins: Brawl 4, Essence 2
    Type: Permanent
    Keywords: None
    Duration: Permanent
    Prerequisite Charms: Blade-Deflecting Palm

    The Dragon-Blood’s channels her anima into her defences, using its power to drive aside her opponents’ most deadly attacks. When she attempts to block an attack from close range using Blade-Deflecting Palm, she can expend a level of her anima in order to make the charm apply to (Dragon-Blood’s Essence/2, rounded up) 2s in her opponent’s roll in addition to its normal effects, although the Dragon-Blood has to pay two motes for such re-rolls rather than the usual one. Such uses of Blade-Deflecting Palm are the same Aspect as the Dragon-Blood’s native element.

    In her native Aura, a successful block involving this charm causes the Dragon-Blood’s opponent to lose one Initiative, which the Dragon-Blood does not gain.

    --

    Thanks all.
    Last edited by Moss Reynholm; 11-22-2020, 06:30 PM.

    Comment


    • Forcing the maximum eight rerolls requires the attacker to roll at least five 1s and three 2s which is awfully rare, especially against a Lunar who can likely reroll at least three 1s. It’s the element-changing I’d quash, that’s not something you get to do just because you want to.

      Comment


      • any advise on how to create evocations based on an artifact?

        obviously the the book of wonders gives idea\s based on magical materials but...


        Comment


        • Originally posted by Prince of the Night View Post
          any advise on how to create evocations based on an artifact?
          My process is more or less as follows:

          1) Decide the dot level of the artifact. This will inform the breadth and themes of the evocations. Remember the guidelines from Arms of the Chosen: 3 dots gives you an artifact that enhances your skill and allows supernatural effects, but usually dependent on your skill; 4 dots generally creates a whole playstyle or mechanic that a character can be built around; 5 dots is story-shaking power that bends the narrative to center around them, at least part of the time; and NA-rated ones can break normal setting rules and deliver vast power.
          • Let's say you want to make a 4-dot artifact, something a character could be pretty much built around.
          2) Work out either a general theme for the artifact, or a backstory that informs what it does. Then, do whichever one you didn't just do, using the first to work it out.
          • For example, we could decide that the artifact theme we want is a powerbow whose arrows transform into falcons, which can attack independently, or serve as scouts, carry messages, etc. From that, we can imagine an artifact made from green jade or moonsilver (both of which have affinity for animals), and borne by a Dragon-Blooded scout from a Threshold kingdom, who used it to hunt a terrible Fair Folk behemoth that was terrorizing her land. We'll call it Accipiter.
          (Optional step) 3) This isn't as relevant for 3-dot artifacts, but for 4- and higher-dot ones, it's useful to consider how the evocations will generally shape playstyle as essence increases. You don't need to work out any specific evocations, but deciding now what general sort of effects are available at each Essence level will help you structure the evocation trees. Also, in this step, determine if you want there to only be one tree (possibly with branches), or multiple trees that involve exploring different aspects of the object's power.
          • For Accipiter, we'll go with just a single tree. We decide we'll go for basic archery enhancing attacks and combat-useful birds at the earlier levels, and then segue into more long-lasting and general utility bird-summoning effects at slightly higher Essence levels. Since the bow was originally used by a hero to fight the Fair Folk, and to play into the whole "hawks have excellent eyesight" thing, we'll give the bow extra bonuses against Fair Folk, especially penetrating their glamours and illusions, at all levels.
          4) Now that you've got your framework, it's time to start working out individual evocations. An important note at this stage is that you absolutely don't have to work them all out ahead of time, and in fact it's probably best if you don't. Every evocation is supposed to be a unique thing for the character wielding that artifact, a way they've figured out to use its power. It should be informed, not only by the themes and backstory of the artifact, but how the current holder is actually using it. So it's often good to wait a bit and figure out how the character is actually using the artifact, and build charms that support that, while still staying inside the themes and description you've worked out.

          That said, you should definitely build the artifact's attunement bonus (the unique benefit the character gets just from attuning to it), and probably the first evocation or two (especially if the attunement bonus is just "unlock the first evocation for free". In general, try to stay one or two evocations "ahead" of the player, presenting them with their next options to buy after they've learned one.
          • For Accipiter's attunement bonus, we decide that the user can see through the arrows it's fired, at least a little bit. For every attack made with the bow during a combat, the user gets +1 non-charm bonus die to spot concealed characters or otherwise overcome stealth. This is limited to the higher of (3 or Essence), except against Wyld creatures, in which case the bonus is uncapped.
          • The first evocation will involve improving archery simply: a supplemental charm that increases the bonus to attacks with the powerbow from taking the Aim action by +1. The second charm will allow the user to spend some motes and willpower to make a decisive attack with the bow that transforms the arrow into a falcon that can then attack independently (unless it's killed).
          When you're building the evocations, balance them against other charms, just like any other custom charm design. One thing to keep in mind, though, is resonance. In general, the effects of a resonant evocation should be roughly comparable to a Solar-level charm, a neutral evocation should be about Celestial tier (Lunars are your point of comparison here), and a dissonant one is Terrestrial power level (that is, Dragon-Blooded, at least right now). Don't make every evocation resonant, and I tend to keep them for later in the tree, too. However, the higher the dot level of an artifact, the more evocations can be resonant and the earlier they'll happen. If you're designing an artifact for a PC, only worry about the relevant level of resonance, however. If it's for a Solar, or another Exalt type using the magical material they're resonant with, you basically only have to worry about determining which evocations will have resonant-level effects, not dividing the actual effect up into separate base and resonant effects. If they're neutral, just design everything at the neutral level. And if they're dissonant, just pick which evocations are dissonant, and design at that power level from the start.


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          Comment


          • Originally posted by Sith_Happens View Post
            Forcing the maximum eight rerolls requires the attacker to roll at least five 1s and three 2s which is awfully rare, especially against a Lunar who can likely reroll at least three 1s. It’s the element-changing I’d quash, that’s not something you get to do just because you want to.
            Thanks Sith_Happens, appreciated!

            To be honest I’m kinda okay with the aspect change considering what they’d be having to pay to do it. This is the first time a request like this has come up with us and the players are already at E3 so I wouldn’t exactly describe it as shenanigans, and it’s not like there’s not precedent for altering/adding to a charm’s aspect: Light-as-Clouds Method does it for Hopping Firecracker Evasion at Dodge 3, Essence 2; Flesh-Sealing Flame Technique does it for Wound-Closing Technique at Medicine 3, Essence 2; Salamander Swallow Flames does it for Dragonfly Finds Mate at E3, Elusive Dragon-God Dispersion does it for Unassailable Body of Fire and Hopping Firecracker Evasion (albeit at E5); and those are ones I remember without reaching for a pdf.

            I am minded to make it so you can only apply the re-rolls based on 1s or 2s but you get to choose which after you’ve seen the attack roll and make it E3 – although the last point is kind of moot for our game. The Wandering Deathknight, for example, with his massive Excellency but no re-rolls, would have trouble against this as it stands.

            Cheers again though, I do completely get where you’re coming from and if aspect switching requests were even an ‘every now and then’ thing then I’d completely agree.

            Originally posted by Kelly Pedersen View Post
            Loads of cool stuff
            This was great. Just wanted to have that registered.
            Last edited by Moss Reynholm; 11-23-2020, 06:30 AM.

            Comment


            • PRAYER FOR NEW LIFE

              A difficult 3 ritual used by the more knowledgeable and well trained mid wives, often those who are hired by nobles and rich merchants.
              This short and efficacious prayer grants a 1 success bonus on any roll to survive childbirth. Including fighting off infections and bleeding. Often especially used by female politicians and nobles who wish to remain on their feet even after a difficult childbirth (the rite speeds up recovery).

              Comment


              • Originally posted by Moss Reynholm View Post
                and it’s not like there’s not precedent for altering/adding to a charm’s aspect:
                Those Charms all have clear reasons to add those particular elements based on what they do, most obviously the ones where you’re cauterizing wounds with your hands or catching fire in your firewand. Not at all the same thing as “Can this Blade-Deflecting Palm repurchase that makes it do more of what it already does be Earth just because I’m tired of it messing up my Rolling Boulder Blows?”

                Heck, if you’re still looking for a nerf for “More rerolls” one of the obvious ways to go is “By expending your water aura.”

                Comment


                • Originally posted by Sith_Happens View Post

                  Those Charms all have clear reasons to add those particular elements based on what they do
                  Yeah, I'd be much happier if this had elemental variants that did elemental things rather than being generic.

                  It's fine to have a multi-element block, but IDK, maybe
                  Water Aura rerolls 1&2s, Fire Aura burns away Initiative, etc..


                  Hi, I'm JohnDoe244. My posts represent my opinions, not facts.

                  Comment


                  • LANGUAGE TEA (Look man, I don't have a creative streak here. Help me out).

                    In the depths of Malfeas, there are still issues with language. Sometimes there's a dialect issue. Sometimes the words are just plain incomprehensible; the words of a crystalline demon of SWLIHN who communicates in tings and bell chimes is near impossible for a street-smart blood ape to decipher, or the words of a metagoan demon who communicates using spores tinged with specific chemicals which serve as words. Or a demon that can communicate only in the written words speaking to a demon that is blind.

                    Either way, the variation in Malfeas means that talking to one another can be a pain. And so there comes the language tea. It isn't difficult to make, a mere difficulty 3 roll with the requirement of an exotic ingredient involving language, such as the wings of a Oktato or the bristles of a Varrotu. Difficult and expensive in Creation, but in the world-realm of Malfeas where Essence users abound and exotic ingredients literally can be picked up from the ground or rain from the sky, this is actually rather cheap.

                    The tea is boiled, and left to cool, and then drunk/ swallowed/ splashed on/ poured onto or whatever way to make a contact with a demon. This lets the demon in question 'speak' the language for a moment, even when it is impossible. Maybe they don't have a mouth or even a solid body, but the sounds will come out, and it will be comprehensible to the other person drinking Language Tea with them.

                    This enables people of incredibly different dialect and backgrounds to converse. Not just in language, but in intention. It would not serve as mightily as some of the charms of the Exalted, but if a Bloodape says that your blood looks boiling and hot, you would know that it is not a threat but instead a compliment.

                    In Creation proper, this is an expensive tea costing roughly Resources 4 to purchase. And that's the issue in that it requires the expenditure of a exotic ingredient, for a benefit that is temporary. Something useful for negotiations with recalcitrant mighty elementals or in diplomatic settings with empires, but not something to be used for a conversation with the foreign neighbour.

                    Comment


                    • NIGHTWALKER PASTE (Resources 4/ Weird thaumaturgy shit)

                      A specialised black paste traditionally created by tribesmen deep in the linowan forests. In areas where the forest covers the sky, light is if not much use. Placed in a single black band over the eyes, this grants a +2 char dice bonus when in shadows or in a dark area, but in bright direct light, this turns into a -2 penalty. This is a Resources 3, in a linowan forest or the east, and Resources 4 elsewhere.
                      Last edited by Accelerator; 01-02-2021, 02:53 PM.

                      Comment


                      • Not bad. Is the bonus to non-Join Battle Awareness rolls? Or does it benefit any roll?


                        He/him

                        Comment


                        • Originally posted by TheCountAlucard View Post
                          Not bad. Is the bonus to non-Join Battle Awareness rolls? Or does it benefit any roll?
                          Oh crap. that's certainly something I've never considered.

                          What do you think? I want them to be for Linowan shadow assassins, or any other kind of assassin that's like, sneaky and fast. I'm leaning towards 'any roll'.

                          Comment


                          • "Any roll" is a bit much, especially if it's at no mote cost. Also I'd probably have it count as Charm dice.


                            He/him

                            Comment


                            • I could use some help fine tuning this custom Dragon-Blooded Charm. Based on Radiant Basilisc Jewel from Fangs at the Gate p289. I upped the pre-reqs, limited by elemental aspect and not being able to socket other gems into your body (and thus dropping Dependent stones out of the running). Then it seemed too weak, so I made it work like a Hearthstone Amulet for Jade Artifacts. I think it fits in concept, but would love feedback:

                              Dragon Gem Formation
                              Cost: -; Mins: Occult 5, Essence 3
                              Type: Permanent
                              Keywords: None
                              Duration: Permanent
                              Prerequisites: Fivefold Resonance Sense x2

                              Through study of the flow of elemental energy throughout Creation, the Dragon-Blooded becomes more aware of the power within their own veins and learns to shape the meridians of her body much like raising a manse upon a demesne. Upon purchasing this Charm, she manifests a standard or greater hearthstone matching her elemental Aspect which reflects her inner nature (her Defining Intimacies, Favored Abilities, bloodline, etc.). The hearthstone appears somewhere on her body, merged with her flesh, and providing its benefits as if socketed into an artifact. Hearthstones that enhance weapons apply their benefit to her unarmed attacks while hearthstones that enhance armor apply to her natural soak. If attuned to a jade artifact she may treat the hearthstone as being socketed into that artifact instead -- applying the benefits to that artifact as well as counting for Dependent hearthstones that might be socketed into that artifact, or for providing power for artifacts which require a hearthstone.

                              She may not manifest Dependent hearthstones but may manifest any other kind (including Linked hearthstones, counting as the manse which sustains them) of the appropriate element. She always enjoys the increased mote recovery for being in an attuned greater demesne (Exalted, p. 160). Such hearthstones are indestructible while the Terrestrial lives and cannot be removed from her body, but shatter upon her death unless they are Steady. The Storyteller should veto hearthstone choices that are overpowered if made permanent in this fashion.

                              [edit]

                              Whilst we're here...

                              I really want Deebs to have a Super Saiyan Charm like Solar Brawl's Ascendant Battle Visage. So I stripped out the movement benes (double move on rush, instant movement on Clash, rush with Strength on double-7s), weakened the "cannot be Crashed" to be in line with the protection Legendary Size gets, and upped the cost. I transferred the cost reduction on "punch real good" and energy attacks to the Deeb anima powers, signature brawl charms, and elemental bolt attack. Then I subbed in all the benefits of Embracing the Violent Flow, which are significant but way less than what you get with ABV (and the reflexive, discounted activation of OFB+AFB). Then, because possibly the main benefit of EVF is that it works with Martial Arts, I thought I'd better throw the Form tag on this. Then I *possibly* overtooled it by adding in an extra elemental bonus. I know this is a god-awful wall of text charm, but Deeb charms are so willpower and action hungry, I couldn't write a good charm that worked with their powerset without writing an essay. Any thoughts?

                              Version 1
                              Totemic Battle Embrace
                              Cost: 25m, 3a, 1WP; Mins: Brawl 5, Essence 5
                              Type: Reflexive
                              Keywords: Dual, Form
                              Duration: One scene
                              Prerequisites: Become the Hammer, Embracing the Violent Flow and one other Signature Brawl Charm

                              The eye of the hurricane and heart of the fire, the Dragon-Blooded steps into their iconic anima, merging it with their physical form. Their appearance changes as the raw elemental power of their soul is bared to the world: a fire aspect’s hair might erupt into flames and her skin might take on the hues of fire. During this time, her anima remains fixed at the burning level, neither falling to glowing or dim, nor rising to bonfire (and thus not causing anima flux). She waives any anima cost of her native Brawl Charms and Charms which match her Aura state (if any). She also enjoys the free benefit of her anima power as if she were at bonfire.

                              For the duration of the Charm, the Dragon-Blooded may only be Crashed by attacks delivered from Close range or which have 10 or more dice of post-soak damage (other attacks leave her on 1i, though the attacker still gains initiative normally). She may Clash any attack against her, but this counts as her combat action. Clashing an attack made by an opponent who is out of range does not result in damage to that opponent, but they take the penalty from losing the Clash as normal.

                              The Dragon-Blood takes no penalties for flurrying unarmed attacks with other physical actions such as rushing toward an enemy or using a feat of strength to smash her way through to her target.

                              When attacking unarmed, she may make attacks at up to Short range (lashing bolts of essence blasting from her barely contained anima), Essence tendrils grant her natural attacks the Disarming and Flexible tags (Exalted, p. 586), she adds a non-Charm success on both attack and damage rolls, and adds (Strength) Overwhelming to her Withering attacks.

                              If she knows the Charm Elemental Bolt Attack, she may use Brawl instead of Archery or Thrown to attack with bolts of essence (including when using Charms with Elemental Bolt Attack as their prerequisite) – these attacks enjoy a 1m discount, but do not count as “unarmed” attacks.

                              This Charm is compatible with Martial Arts styles that use unarmed attacks. Its elemental aspect matches the Dragon-Blooded’s own. Users gain an additional elemental benefit based the on aspect of the Signature Charm used as this Charm’s prerequisite:

                              Air (Flying Whirlwind Razor): The user gains double-8s on Rushes and Disengages. If they already have double-8s, they add a non-Charm success instead.
                              Earth (Crater-Making Impact): The user’s Smash attacks do not cost Initiative or penalize defense.
                              Fire (Erupting Fury Barrage): The user may roll an extra die of damage for every 10 that appears on their damage roll, to a maximum of (Essence) extra dice.
                              Wood (Body of Deadly Thorns): Her Decisive attacks expose her enemies to her anima flux toxin (Damage 2i/round, Duration (Essence + Stamina) rounds, and a −1 penalty).

                              This Charm subsumes and duplicates the benefits of Embracing the Violent Flow: it does not stack with Embracing the Violent Flow.


                              Okay, Version 1 was definitely overtooled. Version 2 takes it back to Embracing the Violent Flow, and builds from there.

                              Totemic Battle Embrace
                              Cost: 20m, 3a, 1WP; Mins: Brawl 5, Essence 5
                              Type: Reflexive
                              Keywords: Dual, Form
                              Duration: One scene
                              Prerequisites: Become the Hammer, Embracing the Violent Flow and one other Signature Brawl Charm

                              The eye of the hurricane and heart of the fire, the Dragon-Blooded steps into their iconic anima, merging it with their physical form. Their appearance changes as the raw elemental power of their soul is bared to the world: a fire aspect’s hair might erupt into flames and her skin might take on the hues of fire. Both the Dragon-Blooded and her iconic anima remain identifiable in this fused form. During this time, her anima remains fixed at the bonfire level and will not fall to burning or lower: however, she only sheds light as if at burning level and does not cause anima flux, internalizing the elemental power instead. She waives any anima cost of her native Brawl Charms and Charms which match her Aura state (if any).

                              This Charm subsumes and duplicates the benefits of Embracing the Violent Flow: it does not stack.

                              The Dragon-Blooded’s natural attacks the Disarming and Flexible tags (Exalted, p. 586), she adds a non-Charm success on both attack and damage rolls, and adds (Strength) Overwhelming to her Withering attacks.

                              The Dragon-Blood takes no penalties for flurrying unarmed attacks with other physical actions such as rushing toward an enemy or using a feat of strength to smash her way through to her target.

                              She may also make attacks at up to Short range (lashing bolts of essence blasting from her barely contained anima). Such attacks are rolled as normal unarmed attacks, but they count as Essence attacks for effects like Salamander Swallows Flames (WFHW p166) or Fire-Eating Fist (Core p279).

                              Additionally, her unarmed attacks use the traits of artifact weapons and channel an additional effect based on the aspect of the Signature Brawl Charm used as the prerequisite:

                              Air (Flying Whirlwind Razor): May make unarmed attacks out to Medium range, though doing so requires an Aim action as normal.
                              Earth (Crater-Making Impact): Grants unarmed attacks the Smashing tag. If they already have the Smashing tag, then waive the cost and defense penalty of Smash attacks.
                              Fire (Erupting Fury Barrage): The user may roll an extra die of damage for every 10 that appears on their damage roll, to a maximum of (Essence) extra dice.
                              Wood (Body of Deadly Thorns): A character that takes decisive damage from it is exposed to wood anima poison with Damage 2i/round, Duration (Essence + Stamina) rounds, and a −1 penalty.

                              This Charm is compatible with Martial Arts styles that use unarmed attacks. Its elemental aspect matches the Dragon-Blooded’s own.


                              It's very word-y. Slightly nerfed. Version 3:

                              Version 3

                              Totemic Battle Embrace
                              Cost: - (+5m, +3a); Mins: Brawl 5, Essence 5
                              Type: Permanent
                              Keywords: Dual, Aura
                              Duration: Permanent
                              Prerequisites: Become the Hammer, Embracing the Violent Flow and one other Signature Brawl Charm

                              This Charm upgrades Embracing the Violent Flow, allowing the Dragon-Blooded spend an additional +5m +3a when activating it. This removes the need for a large body of water, increases the duration to scene-long, and changes the Charm’s elemental aspect to match the Dragon-Blooded’s own (this cosmetically changes the manifestation of the Charm’s element).

                              The eye of the hurricane and heart of the fire, the Dragon-Blooded steps into their iconic anima, merging it with their physical form. Their appearance changes as the raw elemental power of their soul is bared to the world: a fire aspect’s hair might erupt into flames and her skin might take on the hues of fire. Both the Dragon-Blooded and her iconic anima remain identifiable in this fused form. During this time, her anima remains fixed at the bonfire level and will not fall to burning or lower: however, she only sheds light as if at burning level and does not cause anima flux, internalizing the elemental power instead. She waives the anima cost of Currents Sweep to Sea, Body of Deadly Thorns, and Smashing Tidal Wave Technique, as well as for Elemental Bolt Attack and Charms derrived from it – the elemental manifestation infused with her body sufficing for such techniques.

                              Upon taking this form, she explodes with elemental power. All characters within Close range must test against a one-time elemental hazard dealing 5L at Difficulty 5 to resist, and those who fail their roll are knocked back one range-band. The Dragon-Blooded’s Sworn Kin are immune.

                              She may not use Form-type Charms whilst under the effect of Totemic Battle Embrace, but her whilst in Aura state her Brawl-based unarmed attacks use the traits of artifact weapons.

                              Finally, her unarmed attacks channel an additional effect based on the aspect of the Signature Brawl Charm used as the prerequisite:

                              Air (Flying Whirlwind Razor): May make unarmed attacks out to Medium range, though doing so requires an Aim action as normal.
                              Earth (Crater-Making Impact): Grants unarmed attacks the Smashing tag. If they already have the Smashing tag, then waive the cost and defense penalty of Smash attacks.
                              Fire (Erupting Fury Barrage): The user may roll an extra die of damage for every 10 that appears on their damage roll, to a maximum of (Essence) extra dice.
                              Wood (Body of Deadly Thorns): A character that takes decisive damage from it is exposed to wood anima poison with Damage 2i/round, Duration (Essence + Stamina) rounds, and a −1 penalty.
                              Last edited by JohnDoe244; 01-07-2021, 04:38 AM.


                              Hi, I'm JohnDoe244. My posts represent my opinions, not facts.

                              Comment


                              • Lack of Systems mastery is the devil.

                                Confusion-inflicting Strategem
                                Cost: 4m, 1wp
                                Mins: War 3, Essence 2
                                Type: Reflexive
                                Keyword: None
                                Duration: Instant
                                Prerequisite charms:

                                The solar gazes upon the armies of her enemies, her preternatural skill in warfare allowing her to seek out weaknesses and fault lines in an enemy army and their strategems. Upon inflicting magnitude loss upon her enemies, she rolls her war + intelligence with double 8s, versus her the enemy's war + intelligence (the enemy can use her own charms to attempt to counter this). Upon success, it turns out her own attack has destroyed or nullified the enemy's own abilities. Supply lines are destroyed, chains of command are broken, officers killed, units scattered or isolated, and the fog of war leads to panic and friendly fire. The enemy army gains a -3 penalty for [Essence] turns to all actions as they slowly reform and reorganise themselves. With a willpower surcharge, this penalty also applies to static values.
                                Last edited by Accelerator; 01-10-2021, 03:36 PM.

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