Originally posted by The Wizard of Oz
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"And all our knowledge is, Ourselves to know"- An Essay on Man
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Dragon's Egg Hatched is interesting. As a player, though, I doubt I would ever spend XP to learn this Charm when being a sorcerer with Summon Elemental is so much better.
Granted, sorcery doesn't fit every character (and carries a stigma in the Realm that this Charm probably doesn't), but I haven't played many non-sorcerers with Occult 5 either.
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Originally posted by Snakesandsuns View PostI kickstarted but I didn't seem to get this, now I am sad. I guess I didn't fund up to a high enough level. Is there any cool new archery charms? I thought that tree needed some more pizzazz
Also a charm in archery but applicable and purchasable by many abilities that lets you attune to a bunch of artifacts at once for cheap.
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There are a LOT of Charms, these are just some of those that stood out to me :
Special - Charm that reduces attunement cost of all artifact weapons after the first by 3, is simultaneously an Archery, Brawl, Melee, Thrown and War Charm.
Archery - Create a rope-arrow which also counts as a basic craft project! At E3, aim and move on the same turn for a small mote and ini cost. Also, you can turn your bow into a ballista and your flame weapon into a flame canon
Athletics - create ice under your feet, creating difficult terrain and allowing you to walk on water.
Awareness - On join battle, transfer up to 5 ini to your allies (if they are hearthmates they get bonus ini). Also you can see the world as if you were at long range above your current position.
Brawl - Cause an eruption, dealing aoe with lava.
Bureaucracy - Once per Story, treat your Resources as 2 dots higher than they really are! Also easily convince someone that you are their superior or they should hire you in a position of authority.
Craft - once per artifact you craft, if you gift it to a family member or hearthmate, unlock some of their evocations with white exp.
the most powerful charm seems to be a Dodge Charm, I'm pretty sure it's actually OP right now in the right context. Reflexive counterattack after dodging which uses the opponent's initiative and benefits from their charms, to which you can then add your own Water Dragon Charms. If DBs have such a thing as a Solar killer Charm this is it. Also you get a Charm to catch arrows with your anima, that's pretty neat.
Integrity got amazing stuff. You can form a hearth/solar bond with a Lunar (!!!!!!!!!!). You can use your hearthmates' intimacies to resist influence!
Larceny - has an incredibly evil Charm that helps you betray your hearthmates. Also a Charm to make your anima appear as a diffent aspect!
Linguistics - you can understand and be understood by all dragonbloods. you can "steal" a target's breath, causing them to speak quietly but granting you one language they know for the duration.
Melee - too much awesome to list. Become a lightning rod that absorbs magical attacks, decisive with a lightning bolt, create a lava eruption inside your enemy, the works.
Occult - bonuses on Sorcerous Workings which are elemental in nature.
Occult + Lore - that's right, there is a dual ability charm. lets you keep some of your summoned elementals as familiars like a twilight.
Lore lets you "keep in" your anima flux so you don't damage people and things around you, and then you can unleash it in a decisive to add damage.
Presence lets you add half your appearance to your attack roll and then reduce your damage to improve the target's attitude towards you. If the attack would kill the target they fall unconscious instead but cannot spend willpower to resist your influence.
Sail lets you treat your ship as solid ground for the purpose of Earth Charms which only work on solid ground.
Socialize lets you take a bath to make everyone around you have a minor positive tie towards you for a week so long as you remain pleasant around them.
Survival lets you convert uncountable environmental damage into 10 dice of damage and then roll Hardness to mitigate it.
War lets you rally for numbers when you rout a battlegroup, recruiting from the enemy. Also you can join battle with war which doubles as a first turn free attack for your battle group.Last edited by Epitome; 04-02-2020, 02:27 PM.
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I really enjoyed the Outcasts section. The example outcasts in the end really show how even a lone outcast can make life for themselves as a demigod in faraway lands. The Cult of the Violet Fang competes with the Forest Witches for how strange they are- and that means something. I am only a bit disappointed that the Wanasaan didn't get some further expansion beyond the new Scions of Note, but those example characters did in fact expanded upon the coupe and its effect on the organization. Overall, I had some great fun reading it.
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"And all our knowledge is, Ourselves to know"- An Essay on Man
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Originally posted by Nicolas Milioni View PostCan someone tell me about the material on the forest witches?
Originally posted by Snakesandsuns View PostI kickstarted but I didn't seem to get this, now I am sad. I guess I didn't fund up to a high enough level. Is there any cool new archery charms? I thought that tree needed some more pizzazz
I personally really liked Dragon-Graced Raiment in resistance. Think Dragon-Graced Weapon but for your armour. Silent heavy armour – yes please.
Imagine someone much more adept will do a 'reads' thread on it soon.Last edited by Moss Reynholm; 04-02-2020, 02:44 PM.
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Originally posted by SunAndSpring View PostDidn't get my charm changed like I asked, super disappointed. It's so fucking boring the way it was implemented.
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Originally posted by EldagustoDivine Heritage is a simple and elegant Solution to a lot NPCs I have, and even PCs from previous games. Its a game changer tucked in this book not just for Dragonblooded.Last edited by The Wizard of Oz; 04-02-2020, 05:14 PM.
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