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  • Sanctaphrax
    replied
    Alright, fair enough.

    Still, the new Thunder's Might is pretty uninspiring. Would be better if the full effect didn't cost willpower.

    Originally posted by BlueWinds View Post
    Awareness is a tough tree. I don't really feel like there's quite enough meat here - there's only so many ways you can boost Join Battle and gain bonuses against Stealth, given that most of the previous meat of the charms was just things that should already be covered by rolling well.

    If anyone has a few ideas for neat new Awareness charms, I'm all ears.
    I liked Awareness when I first read it. But I've kind of soured on it, particularly after reading this. You've definitely improved it, but I don't know if I like the improved version. Which makes the original look pretty crappy...

    Fortunately, I have lots of ideas for more Charms.

    -Look at someone's body and see their physical Attribute and Ability ratings, their health track, and some of their specialties.
    -Predict someone's next action in combat by watching their nerves. Therefore giving you...some kind of bonus.
    -Find a weak point in an object or person, boosting an attack or a breaking feat of strength.
    -See for hundreds and hundreds of kilometers after an hour or so of intent staring.
    -An upgrade for that: look at the sun, and see anything it illuminates reflected in its face.
    -Notice when people mess with your fate, scry on you from afar, or cast spells on you.
    -Ignore all penalties for blindness, deafness, etc, by using your other senses magnificently.
    -Upgrade Dedicated Unerring Ear so that you can hear whenever someone uses your name. (Got the idea from Voldemort's trick in Harry Potter.)
    -Do an hour's worth of examination in a moment.
    -Read intentions, anti-lying, and anti-disguise stuff.
    -See/hear/feel everything as if it was very close to you.
    -Share a successful anti-ambush roll, letting your allies notice whatever you noticed.
    -Extend the danger sense that SAM provides to cover other people.

    Originally posted by BlueWinds View Post
    Sensory Acuity Prana
    Cost: 5m; Mins: Awareness 2, Essence 1
    Type: Supplemental
    Keywords: None
    Duration: One scene
    Prerequisite Charms: None

    This charm supplements an Awareness roll, granting it and further Awareness rolls for the rest of the scene double 9s.
    No disappearing 6s?

    This Charm is boring and mandatory, so I think it should at least be fairly strong.

    Originally posted by BlueWinds View Post
    Surprise Anticipation Method
    Cost: —; Mins: Awareness 3, Essence 1
    Type: Permanent
    Keywords: None
    Duration: Permanent
    Prerequisite Charms: Sensory Acuity Prana

    The Solar takes no penalties to Awareness rolls to notice personal danger from being tired, asleep or unconscious. She wakes with a premonition of danger (though not its source) even if she fails such a roll.

    In addition, for every 9 or 10 the Solar rolls on an Awareness check to notice or locate a hidden enemy, trap, or any source of harm not readily apparent, she gains 1m.
    I'm not sure making the motes permanent is a good idea. I liked it on the Athletics Charms, but here I think it might be too good. This is close to an entry-level Charm, and it might give a strong mote-grinding advantage to any Solar fighting a Stealth-heavy fighter.

    Also, I just heard someone talking about how good the current SAM is in another thread. Although they were saying that they liked how it eventually made Indefinite Awareness Charms free, which you probably don't approve of.

    Originally posted by BlueWinds View Post
    Sidebar: WHAT CAN I DO WITH AWARENESS
    In addition to the obvious use of noticing assassins, a Solar with 5 successes on an Awareness roll might:
    • Read a letter at a glance from across the room, quickly count masses of troops, see through smoke and fog.
    • Identify an individual by scent, count the number of individuals in a crowded room, detect poison before taking a bite of food, identify every ingredient in a stew, tell how long ago a specific person left a room..
    • Listen to conversations through thick stone walls, identify materials by touch, recognize counterfits, feel an earthquake minutes or hours before it happens.
    With 10 successes, she might:
    • Spot a field mouse a quarter mile, read a letter at a hundred yards, critique the mating habits of insects.
    • Smell blood from a mile away, identify which farm food came from by tasting each field in turn
    • Listen in on a whispered conversation out to long range on a battlefield, read by tracing her fingers over the ink on a page, orient herself to the exit in complete darkness.

    ...

    Keen Sight Technique
    Cost: 3m; Mins: Awareness 3, Essence 1
    Type: Simple
    Keywords: None
    Duration: One scene or Indefinite
    Prerequisite Charms: Sensory Acuity Prana

    The Solar gains an additional two dice to notice hidden persons or devices, catch sleight of hand, see through disguises and notice things in dim conditions.

    If she pays a 3m, 1wp surcharge, the duration of Keen Sight Technique changes in Indefinite.

    With an Essence 3+ repurchase, the Solar gains (Perception) bonus dice, rather than two. She can see in zero-visibility environments such as complete darkness, an underwater silt-cloud, etc.

    Keen Taste and Smell Technique
    Cost: 3m; Mins: Awareness 3, Essence 1
    Type: Simple
    Keywords: None
    Duration: One scene
    Prerequisite Charms: Sensory Acuity Prana

    Add 2 successes to Survival rolls to hunt for food, track a character, find water or see through disguises of characters the Solar has met before. If the Solar has a specialty relevant to an Awareness or Survival roll using scent, add an additional success.

    If she pays a 3m, 1wp surcharge, the duration of Keen Taste and Smell Technique changes in Indefinite.

    With an Essence 3+ repurchase the Solar gains (Perception) successes instead of 2. She also gains the ability to scent moods, making Read Intentions actions to determine a target's disposition out to medium range without the need to directly interact.

    Keen Hearing and Touch Technique
    Cost: 3m; Mins: Awareness 3, Essence 1
    Type: Simple
    Keywords: None
    Duration: One scene
    Prerequisite Charms: Sensory Acuity Prana

    The solar takes no penalties to any roll for dim lighting, fog, smoke, or similar, and those rolling against her gain no bonuses from the same.

    If she pays a 3m, 1wp surcharge, the duration of Keen Taste and Smell Technique changes in Indefinite.

    With an Essence 3+ repurchase the Solar can listen in on conversations that happened in her location up to (Essence x 5) hours prior to her arrival as though they were happening right next to her. She must sit still and listen intently for as much of the conversation as she wishes to hear.
    That sidebar is a good idea. Unfortunately, it kinda makes Keen X Technique pointless. Or maybe it just reveals their existing pointlessness. Woo, minor dice bonuses...

    I'm not sure how this can be fixed. Maybe make the bonuses huge, but have them only apply to certain rolls?

    Originally posted by BlueWinds View Post
    Eyeless Harbinger Awareness
    Cost: 3m; Mins: Awareness 3, Essence 1
    Type: Supplemental
    Keywords: None
    Duration: One scene
    Prerequisite Charms: Keen Hearing and Touch Technique

    This Charm supplements a Join Battle roll when at least one target is within short range of the Solar, but they do not have line of sight to each other. Add three dice to her Join Battle roll, and it gains disappearing 1s.

    If she knows Keen Hearing and Touch Technique x2, this charm works out to medium range, and if not already aware, she learns the general size, shape and direction of her foe.
    Kinda bugs me that this encourages you to close your eyes right before a fight starts. That's just weird.

    And the anti-synergy with Awakening Eye is irritating too.

    Originally posted by BlueWinds View Post
    Inner Eye Focus
    Cost: 4m; Mins: Awareness 5, Essence 2
    Type: Supplemental
    Keywords: None
    Duration: Instant
    Prerequisite Charms: Unswerving Eye Method

    This charm supplements a Join Battle roll when the Solar can see at least ane opponent, or any Awareness roll to contest a Stealth or Larceny action against her. She gains disappearing 6s.
    "ane" opponent should probably be "one" opponent.

    Anyway, this feels weak to me. The canon version does too, but this is even weaker. 4m to get one success for every 18 dice...it's a little better with some kind of doubler, but only a little.

    Originally posted by BlueWinds View Post
    Dedicated Unerring Ear
    Cost: 3m; Mins: Awareness 5, Essence 4
    Type: Reflexive
    Keywords: None
    Duration: One exchange
    Prerequisite Charms: Keen Hearing and Touch Technique x 2

    This charm may be activated any time the Exalt is addressed by someone for whom she holds a Major or Defining positive Intimacy, no matter how far away he is. So long as she's on the same plane of existence, the Solar can hear the words clearly, as if they were in the same room, so long as they are addressing their speech to her. She can hear everything her compatriot wishes to say to her, until the character has been silent for ten seconds or longer.
    Would be cool if this worked for negative Intimacies too. So you can hear it when your hated enemy threatens you from afar.

    Originally posted by BlueWinds View Post
    Eye of the Unconquered Sun
    Cost: 10m, 1wp; Mins: Awareness 5, Essence 4
    Type: Simple
    Keywords: None
    Duration: One turn
    Prerequisite Charms: Awakening Eye + Any 3 non-Excellency Awareness Charms

    The Solar's caste mark blazes like a tiny sun, cancelling any Essence-muting magic the Solar may be using and removing her from stealth. She applies a single Perception + Awareness roll with (Essence) bonus dice and disappearing 1s against every character's Evasion out to long range. Even solid walls are no protection. Any character who didn't dodge is subject to the following effects.

    - They automatically know they've been spotted, and by who.
    - All magical and mundane Stealth effects are cancelled, and she becomes aware of their presence.
    - Fog lifts, smoke parts, and clouds dissolve.
    - Dematerialized spirits are forced to materialize, paying full cost of the Materialize Charm or as much of it as they can pay.
    - All disguise magic is stripped. Mundane disguises tatter and melt away, shapeshifters are forced back into natural form, resplendent destinies are temporarily forced into dormancy, personas are suppressed, and other innate or native transformative magics of the Exalted are similarly deactivated.

    If Keen Sight Technique is active, this Charm extends to extreme range.
    I'm not sure this should cancel transformations. Feels kinda lame if a Lunar turns into Godzilla and you shut them down by looking at them really hard.

    Maybe the true form could just become obvious?

    Leave a comment:


  • BlueWinds
    replied
    Originally posted by Sanctaphrax View Post
    Better. But still, canon goes way further than this. And I don't think it was a problem that Solars could do a difficulty 40 strength minimum 20 feat after buying a bunch of Charms.

    Will look at Awareness next post.
    I think we've hit the first of the opinions I warned about, which doesn't agree with everyone's view of Exalted: ~20 successes is plenty. I think "tear open the earth to create a crevasse. Smash through ten feet of solid stone. Lift a yeddim or outpull a team of them. Tow a boat away from a waterfall while swimming." are all reasonable for an E5/Athletics Supernal Solar, the top tier efforts of legendary heroes. I don't want difficulty 40 feats - whatever those happen to look like - in my games.

    Leave a comment:


  • Sanctaphrax
    replied
    Originally posted by BlueWinds View Post
    4. It wasn't meant to be a nerf, but raising attribute scores is pretty wonky and unclear in how it works with other rules. Tweaked a bit, does this change seem a bit better?
    Yep.

    Originally posted by BlueWinds View Post
    9. Urg. Trying to figure out how to stagger dice-trick increases across essence levels is hard, though I agree that it wasn't working great as is. Does this new version work better for you? With Nine Aeons Thew, you can now spend 11m, 2wp to have disappearing 1s and 2s, double 9s and exploding 9s and 10s. http://anydice.com/program/76ca. Very reliably hit 15 successes, often hit 20. If you add in Triumph-Forged God-Body, it's reliably 20 successes.
    Better. But still, canon goes way further than this. And I don't think it was a problem that Solars could do a difficulty 40 strength minimum 20 feat after buying a bunch of Charms.

    Maybe you could bring back the old Thunder's Might effect at Essence 4?

    New Thunder's Might could use some more oomph too. Disappearing 1s just takes 10 dice from 5 successes to 5.555 successes on average. Disappearing 1s and 2s with 20 dice takes you from 10 successes to 12.5 successes, which is better but still nothing to write home about.

    Will look at Awareness next post.

    Leave a comment:


  • Totentanz
    replied
    I love the sidebar with guidelines on adjudicating stupid numbers of Awareness successes. I know how to do that from playing Aberrant, but I shouldn't need an understanding from a completely different WW game to understand Exalted.

    Leave a comment:


  • TheGraySoul
    replied
    Wow, I really like this project. I feel like I'm actually able to understand a lot more of these charms now whereas before I only got the gist. Keep up the good work!

    Leave a comment:


  • BlueWinds
    replied
    Awareness is a tough tree. I don't really feel like there's quite enough meat here - there's only so many ways you can boost Join Battle and gain bonuses against Stealth, given that most of the previous meat of the charms was just things that should already be covered by rolling well.

    If anyone has a few ideas for neat new Awareness charms, I'm all ears.


    Awareness

    Sidebar: WHAT CAN I DO WITH AWARENESS
    In addition to the obvious use of noticing assassins, a Solar with 5 successes on an Awareness roll might:
    • Read a letter at a glance from across the room, quickly count masses of troops, see through smoke and fog.
    • Identify an individual by scent, count the number of individuals in a crowded room, detect poison before taking a bite of food, identify every ingredient in a stew, tell how long ago a specific person left a room..
    • Listen to conversations through thick stone walls, identify materials by touch, recognize counterfits, feel an earthquake minutes or hours before it happens.
    With 10 successes, she might:
    • Spot a field mouse a quarter mile, read a letter at a hundred yards, critique the mating habits of insects.
    • Smell blood from a mile away, identify which farm food came from by tasting each field in turn
    • Listen in on a whispered conversation out to long range on a battlefield, read by tracing her fingers over the ink on a page, orient herself to the exit in complete darkness.

    Sensory Acuity Prana
    Cost: 5m; Mins: Awareness 2, Essence 1
    Type: Reflexive (One Scene)
    Keywords: None
    Prerequisite Charms: None

    This charm can be activated at any time. The Solar's Awareness rolls have double 8s.

    Uncanny Perception Technique
    Cost: --; Mins: Awareness 2, Essence 1
    Type: Permanent
    Keywords: None
    Prerequisite Charms: None

    When in the presence of dematerialized spirits, sorcerously-crafted living shadows and other generally invisible or intangible subjects, the Solar experiences strange sensory phenomena appropriate to the nature of the being, such as the sound of bells, the scent of chill winter wind or a coppery taste. She automatically notices the presence of such beings (but not their location). These sensations are as distinctive as a voice - she'll almost always recognize a spirit or being she's met before.

    Surprise Anticipation Method
    Cost: —; Mins: Awareness 3, Essence 1
    Type: Permanent
    Keywords: None
    Prerequisite Charms: Sensory Acuity Prana

    The Solar takes no penalties to Awareness rolls to notice personal danger from being tired, asleep or unconscious. She wakes with a premonition of danger (though not its source) even if she fails such a roll.

    In addition, for every 10 the Solar rolls on an Awareness check to notice or locate a hidden enemy, trap, or any source of harm not readily apparent, she gains 1m.

    Keen Sense Technique
    Cost: 5m, 1wp; Mins: Awareness 3, Essence 1
    Type: Reflexive (Indefinite)
    Keywords: None
    Prerequisite Charms: Sensory Acuity Prana

    When the Solar purchases this charm, choose Sight, Hearing, or Smell, Taste and Touch.

    This charm can be activated at any time. The Solar gains an additional (Perception) dice an any Awareness roll involving the chosen sense (or all three of them).

    With an Essence 2+ repurchase, the Solar gains an additional (Essence) bonus dice.
    With an Essence 3+ repurchase, the bonus applies to all the listed senses. In addition, the Solar takes no penalty to rolls because of being blind or deaf. If both, she only takes -2 on tasks that would normally require those senses.

    Eyeless Harbinger Awareness
    Cost: 3m; Mins: Awareness 3, Essence 1
    Type: Supplemental (One Scene)
    Keywords: None
    Prerequisite Charms: Sensory Acuity Prana

    This Charm supplements a Join Battle roll when at least one enemy is within Short range. It gains disappearing 1s, and if not already aware, the Solar learns the general size, shape and direction of her foe.

    Awakening Eye
    Cost: 5m, 1wp; Mins: Awareness 4, Essence 1
    Type: Supplemental (Instant)
    Keywords: None
    Prerequisite Charms: Keen Sense Technique (Sight) or Keen Sense Technique x3

    This Charm supplements a Join Battle roll with a free full Awareness Excellency and grants it exploding 10s.

    Curse-Catching Instinct
    Cost: -; Mins: Awareness 3, Essence 2
    Type: Permanent
    Keywords: None
    Prerequisite Charms: Surprise Anticipation Method

    Whenever another character lays a curse upon the Solar or meddles with her fate, she rolls (Perception + Awareness), difficulty (meddler's Essence). Success lets the Solar know vaguely what happened (someone is meddling with your fate). With 3 threshold successes she learns a summary of what happened (Sidereal Astrology associated with The Sword is being used to make you more likely to fall ill). With 5 threshold successes she learns what happened in detail (Tekkip Nannaja, Chosen of Endings, is using Astrology associated with The Sword to increase the TN of your disease-resistance rolls to 9 until Calibration).

    Knowing Beyond Silence
    Cost: 4m; Mins: Awareness 4, Essence 2
    Type: Supplemental (Instant)
    Keywords: Mute
    Prerequisite Charms: Surprise Awareness Method

    This charm supplements any Awareness roll that the Solar's allies are making at the same time other than Join Battle. Each ally may use her result if it's better than his own.

    Genius Palate Summation
    Cost: 2m; Mins: Awareness 4, Essence 2
    Type: Simple (Instant)
    Keywords: None
    Prerequisite Charms: Keen Sense Technique (Smell, Taste and Touch) or Keen Sense Technique x3

    This Charm acts as an automatically successful read intentions action to determine the emotional state of the one who prepared a meal or poured a drink. The Solar need only sample a single bite of a meal or take a single sip of a drink to gain this understanding.

    Vigilant Friend Technique
    Cost: 1m; Mins: Awareness 4, Essence 2
    Type: Simple (Indefinite)
    Keywords: Stackable
    Prerequisite Charms: Surprise Anticipation Method

    The Solar touches a willing character. As long as she keeps the mote committed, she may roll (Perception + Awareness) to notice danger to the character, as though she were standing next to him. Add +1 difficulty if he's more than 1 mile away from her, +2 if more than 10, +3 if more than 100, +4 if he's anywhere on the same plane of existence or +5 if he's not. She doesn't learn the form of the danger, only that it exists, a general sense of the severity, and his location.

    If the character dies, the Solar automatically notices and knows where it happened.

    Roused Dragon Detection
    Cost: 1m, 1wp; Mins: Awareness 5, Essence 2
    Type: Supplemental (Instant)
    Keywords: None
    Prerequisite Charms: Eyeless Harbinger Awareness

    This charm supplements an attack, allowing the Solar to strike a foe within her weapon's range that she doesn't know the location of. This only reveals the location of her foe if he fails to find a different hiding place on his next turn (if he can do so without changing range bands, this doesn't use up his move action).

    Foe-Scenting Method
    Cost: 3m; Mins: Awareness 5, Essence 2
    Type: Simple (Instant)
    Keywords: None
    Prerequisite Charms: Keen Sense Technique (Smell, Taste and Touch) or Keen Sense Technique x3

    The Solar makes a scent-based Read Intentions actions using (Perception + Awareness) to determine a target's disposition, out to medium range without the need to directly interact.

    Rumour Of The Earth
    Cost: 5m, 1wp; Mins: Awareness 5, Essence 2
    Type: Simple (Instant)
    Keywords: Mute
    Prerequisite Charms: Keen Sense Technique (Hearing) or Keen Sense Technique x3

    The Lawgiver places her head against the ground and listens for five minutes. She can hear any creature larger than a mouse moving within (Essence * 5) miles, and learns their general location, number, and speed and direction of movement. Used in a city or other busy area, the results may not be that useful, but will still indicate any general motion of large numbers of people.

    Fragility-Creating Examination
    Cost: 5m; Mins: Awareness 5, Essence 2
    Type: Supplemental (Instant)
    Keywords: None
    Prerequisite Charms: Keen Sense Technique

    This Charm supplements a feat of strength intended to break something. Before rolling (Strength + Athletics), the Solar rolls (Perception + Awareness) against a difficulty equal to the Strength minimum of the feat. For every two threshold successes, reduce the Strength minimum for the feat by 1 or reduce the difficulty by one (or some mix thereof).

    Vulnerability-Seeking Stare
    Cost: 4m, 1wp; Mins: Awareness 5, Essence 2
    Type: Supplemental (Instant)
    Keywords: None
    Prerequisite Charms: Awakening Eye

    This Charm supplements an Aim action. The attack enhanced by the Aim action is further improved; if withering, the attack may only be soaked by the target's Stamina. If decisive, it ignores Hardness and adds (Essence) to the damage roll.

    Guard-Piercing Gaze
    Cost: 4m, 1wp; Mins: Awareness 5, Essence 3
    Type: Supplemental (Instant)
    Keywords: None
    Prerequisite Charms: Vulnerability-Seeking Stare

    This Charm supplements an Aim action. The Solar rolls (Perception + Awareness) against a difficulty of the targeted character's Evasion or Parry. The target may use Charms to increase their Defense as though this were an attack. If she succeeds, the attack enhanced by the Aim action is either undodgeable or unblockable (depending on which Defense they rolled to overcome).

    If used alongside its prerequisite, ignore the wp cost on this charm.

    Unsurpassed Hearing Discipline
    Cost: 5m, 1wp; Mins: Awareness 5, Essence 3
    Type: Simple (One conversation)
    Keywords: None
    Prerequisite Charms: Keen Sense Technique (Hearing) or Keen Sense Technique x 3

    The Solar listens in on conversations that happened in her location up to (Essence x 5) hours prior to her arrival as though it were happening right next to her. She must sit still and listen intently for as much of the conversation as she wishes to hear.

    Vigilant Warrior's Counterstroke
    Cost: 5m; Mins: Awareness 5, Essence 3
    Type: Reflexive (Instant)
    Keywords: None
    Prerequisite Charms: Surprise Anticipation Method

    The Solar may use this charm once per scene when targeted by a Surprise or Ambush attack. She may draw a weapon, then Clashes the attack. If clashing an Ambush she suffers -2 on her roll.

    Dedicated Unerring Ear
    Cost: 3m; Mins: Awareness 5, Essence 4
    Type: Reflexive (One exchange)
    Keywords: None
    Prerequisite Charms: Unsurpassed Hearing Discipline

    This charm may be activated any time the Exalt is addressed by someone for whom she holds a Major or Defining Intimacy, no matter how far away he is. So long as she's on the same plane of existence, the Solar can hear the words clearly, as if they were in the same room, so long as they are addressing their speech to her. She can hear everything her compatriot wishes to say to her, until the character has been silent for ten seconds or longer.

    With an Essence 5 repurchase, the charm may also be activated whenever any character uses the Solar's name to refer to her, even if they are not addressing her, without the need for a relevant intimacy. If her name is in common use, the Storyteller should still mostly call attention to interesting and relevant references she might overhear, rather than mundane conversations.

    Eye of the Unconquered Sun
    Cost: 10m, 1wp; Mins: Awareness 5, Essence 4
    Type: Simple (One Turn)
    Keywords: None
    Prerequisite Charms: Awakening Eye, Roused Dragon Detection

    The Solar's caste mark blazes like a tiny sun, cancelling any Essence-muting magic the Solar may be using and removing her from stealth. She applies a single Perception + Awareness roll with (Essence) bonus dice and disappearing 1s against every character's Evasion out to long range. Even solid walls are no protection. Any character who didn't dodge is subject to the following effects.

    - They automatically know they've been spotted, and by who.
    - All magical and mundane Stealth effects are canceled, and she becomes aware of their presence.
    - Fog lifts, smoke parts, and clouds dissolve.
    - Dematerialized spirits are forced to materialize, paying full cost of the Materialize Charm or as much of it as they can pay.
    - All disguise magic is stripped. Mundane disguises tatter and melt away, shapeshifters natural form becomes obvious to all viewers, resplendent destinies are temporarily forced into dormancy, personas are suppressed, and other transformative magic is similarly deactivated or the true form of their user revealed.
    - This charm cannot contest Perfect effects, such as the Night caste anima power. The Solar learns that she's run up against such an effect, but can't break it.

    If Keen Sense Technique is active, this Charm extends to extreme range.

    Removed charms:
    Really, this tree should be evaluated on its own merit. It's not that closely related to the one from the book anymore. But for the same of completeness:
    • Foe-Scenting Method: I dunno. The charm is speed-bumpy, and it doesn't really feel Solar to me anyway. I reused the name though.
    • Studied Ear Espial: Speedbumpy conditional Excellency discount.
    • Inner Eye Focus: Dice adders. Dice adders everywhere.
    • Unswering Eye Method: A whole charm tree of nothing but dice adders!
    • Space-Saving Concession: Wow, way to not use keywords! Also way to be unclear about which charms are so affected.
    • Scent-Honing Prana: Eeeeh, I get what they were going for, covering all the senses. But this effect just really feels unnecessary. Especially because I stole Uncanny Perception Technique for Awareness.
    • Knowing Beyond Silence: Yet another Join Battle enhancer. Felt redundant with Eyeless Harbringer Awareness.
    • Living Pulse Perception: Too narrow and situational.
    • Unsurpassed Sight Discipline: All effects already covered by just having a good roll.
    • Blink: Post-roll rerolls are weird.
    Last edited by BlueWinds; 05-13-2016, 04:31 PM.

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  • BlueWinds
    replied
    Originally posted by JohnDoe244 View Post
    Please, Onyx Path, please. I beg you. Hire this person.

    Really, truly, hire this woman.
    Haha, thanks. Six months ago I'd have been interested, but the attitude of the developers has really worn on my enthusiasm. I'd rather keep working on my own projects.

    Originally posted by Sanctaphrax View Post

    It makes enough sense to me. One million successes on a stealth roll is no big deal, but one million successes on a combat roll could screw everything up. So respecting the cap is more important for combat abilities.

    But obviously I don't like how they applied that logic to Craft.
    Now that I'm in a fairer mood, it only bothers me a little bit - I had just read some other Holden comments which infected my attitude towards that particular post. Other abilities still need to be balanced across splats - Awareness vs. Stealth, or Sail vs. Sail. Basically every ability is potentially oppositional. Also, 20 dice is plenty to roll at once. It gets kind of cumbersome to count and pick up that many. (if I'd been designing 3e from scratch, I'd have kept the Second and Third Excellencies and thrown out the first).


    Originally posted by Sanctaphrax View Post
    1. And there are some more cuttable Charms in here. But at least Aegis Of Unstoppable Force is gone.
    2. Grammar's iffy on the examples. There are some missing "ing"s.
    3. That second comma is bugging me.
    4. Pretty heavy nerf. You sure it's necessary?
    5. Much clearer than the original. My compliments.
    6. Not sure this should supplement a movement action, given that you can use it while stationary.
    7. If used in combat, does it still last an hour? Canon specifies that this also boosts tests of speed. I think that bit is worth keeping, and maybe even expanding: it should be easier to run away at this speed, right?
    8. I know canon set those prerequisites, but it doesn't make sense to me that this doesn't build off of Thunderbolt Attack Prana. They're basically the same Charm!
    9. Not a big fan of this change. New Thunder's Might is even more speed-bumpy than old Power-Suffusing Form Technique, and literally does nothing alongside Nine Aeons Thew. Also I don't like the idea of pushing back the big boost to Essence 3.
    10. This feels kinda redundant with Godspeed Steps. Moreso than the canon version.
    11. I think making Bonfire Anima Wings a repurchase is a very good idea, but I'm not so sure about dropping the Onrush Burst Method prereq for it. Also, I liked the Mountain-Crossing Leap discount.
    12. You should take another look at those prereqs.
    Developers - Personal/Peripheral split, or Mute/non-mute split, pick one. Not going to change that at this point, but really I think the game could do with having only a single mechanic for determining if charms add to your flare.

    2. At this point, I was still editing the core texts into a better shape, rather than writing-from-scratch. I later realized that interpret->write was an easier method than a rewrite->rewrite loop. Just a minor note about where this crept in from. (also I'm a terrible proof-reader in general)
    3. Point.
    4. It wasn't meant to be a nerf, but raising attribute scores is pretty wonky and unclear in how it works with other rules. Tweaked a bit, does this change seem a bit better?
    5. Yay!
    6. Point. Changed to Reflexive, duration One Turn.
    7. Yep, still one hour in combat, same as the core version. Though it should really be Reflexive - at this point I was just sort of sick of everything being Reflexive and swung too far in the other direction. Also was a typo saying she gained 1i for every 1 instead of every 10. Tests of speed good idea too.
    8. The charms are very similar, but not close enough that I want to make one a repurchase. You're right that it should be a prereq though!
    9. Urg. Trying to figure out how to stagger dice-trick increases across essence levels is hard, though I agree that it wasn't working great as is. Does this new version work better for you? With Nine Aeons Thew, you can now spend 11m, 2wp to have disappearing 1s and 2s, double 9s and exploding 9s and 10s. http://anydice.com/program/76ca. Very reliably hit 15 successes, often hit 20. If you add in Triumph-Forged God-Body, it's reliably 20 successes.
    10. Hrm. Looking at it a little closer, I think Godspeed Steps makes a good repurchase. But its name is so cool! So Demon-wasting Rush becomes the basic effect of an updated Godspeed Steps.
    11. Hm. I'm pretty tempted to make Onrush Burst a prereq for Eagle-Wing Technique, now that I look at it - objections to that (instead of a prereq to the repurchase)
    12. Ah, no, I just really hate this charm and want it to be unpurchasable and confusing. :P (fixed)

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  • Sanctaphrax
    replied
    Originally posted by BlueWinds View Post
    Yes, I've seen that post and it bothers me immensely. If certain effects shouldn't show up in the combat abilities because of the power-level effects they have, maybe they shouldn't show up anywhere?
    It makes enough sense to me. One million successes on a stealth roll is no big deal, but one million successes on a combat roll could screw everything up. So respecting the cap is more important for combat abilities.

    But obviously I don't like how they applied that logic to Craft.

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  • JohnDoe244
    replied
    Originally posted by BlueWinds View Post
    Clarify rules and standardize terminology. You should always be able to tell, at a glance, the mechanical effect of a charm. These are, above all, rules widgets, and they're presented that way.
    Thank you. That's just what the game needs.
    Remove non-charm dice and speed bumps. There are so many ways to add non-charm dice in the basic rules that they hardly feel special anymore. There are also charms that do basically nothing other than provide a discount on the excellency in a certain situation.
    THANK YOU. That's exactly what I want.
    Remove unthematic charms. Solars do not mess with fate, they do not inhabit clone bodies, they do not cause natural disasters by research.
    Shorten the chapter. The charm descriptions are generally 1/2 to 1/5th the original length.
    Please, Onyx Path, please. I beg you. Hire this person.
    Being a queer woman myself, I have experience with some of the issues around gendered language, but in this case I've preferred brevity and clarity over gender-neutrality. The Solar is still always referred to as she/her, everyone around her as he/him/they. (if you want to refer to me, she/her is good, thanks )
    Really, truly, hire this woman.

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  • BlueWinds
    replied
    Originally posted by Sanctaphrax View Post
    And there are some more cuttable Charms in here. But at least Aegis Of Unstoppable Force is gone.

    ...I don't see that link in the OP, but there's one in my signature now.

    If you're wondering about the lack of non-Charm combat dice, this is probably worth a look.
    More detailed charm response later. But yeah, this was the second charm tree I worked on, and there's definitely more I'll trim now that I'm more comfortable with things.

    Yes, I've seen that post and it bothers me immensely. If certain effects shouldn't show up in the combat abilities because of the power-level effects they have, maybe they shouldn't show up anywhere? :/ I don't really want to mess with combat balance though, so even though I'm being somewhat aggressive about "refactoring", most of the same widgets are all present.

    Also, I swear I had a section in OP crediting you and Irked and linking to some things. Oops. Will add it in later.
    Last edited by BlueWinds; 01-12-2016, 07:15 PM.

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  • Sanctaphrax
    replied
    Originally posted by BlueWinds View Post
    Ok, once a week is really, really slow. At least for right now, since I have such a huge backlog of material, I'm not going to stick to a specific schedule. Right now, here, have some athletics. I didn't cut too much compared to some trees later in the book - if I were to go over this again, I feel like I might combine a couple of charms.
    Yeah, it'd take half a year to go through all the abilities at one a week. Better to go faster, I say.

    And there are some more cuttable Charms in here. But at least Aegis Of Unstoppable Force is gone.

    Originally posted by BlueWinds View Post
    Graceful Crane Stance
    Cost: 3m; Mins: Athletics 1, Essence 1
    Type: Reflexive
    Keywords: None
    Duration: One scene
    Prerequisite Charms: None

    The Exalt has perfect balance, and can stand or run on things too narrow or weak to support her normally, with no chance of falling or breaking through. She automatically succeeds at the (Dexterity + Athletics) roll for such feats as running on a guy wire, stand on a crumbling parapet, balance on the tip of a pine tree, and similar.
    Grammar's iffy on the examples. There are some missing "ing"s.

    Originally posted by BlueWinds View Post
    Lightning Speed
    Cost: 3m; Mins: Athletics 3, Essence 1
    Type: Supplemental
    Keywords: None
    Duration: Instant
    Prerequisite Charms: None

    This Charm enhances a rush action or test of speed, giving the roll disappearing 5s and 6s, and one bonus success.
    That second comma is bugging me.

    Originally posted by BlueWinds View Post
    Increasing Strength Exercise
    Cost: 3m or 3i per bonus; Mins: Athletics 3, Essence 1
    Type: Simple
    Keywords: None
    Duration: One scene
    Prerequisite Charms: None

    For every three motes of Essence or Initiative the Exalt spends, she raises the base damage of her decisive attacks by one and lowers the minimum Strength of all Feats of Strength by one. This bonus/reduction cannot exceed her (Essence).
    Pretty heavy nerf. You sure it's necessary?

    Originally posted by BlueWinds View Post
    Ten Ox Meditation
    Cost: 2m, 3 difficulty per dot; Mins: Athletics 5, Essence 1
    Type: Supplemental
    Keywords: None
    Duration: Instant
    Prerequisite Charms: Increasing Strength Exercise

    This Charm supplements a feat of strength, lowering the Strength minimum by 1 for every +3 the Solar accepts on the difficulty.
    Much clearer than the original. My compliments.

    Originally posted by BlueWinds View Post
    Spider Foot Style
    Cost: 3m; Mins: Athletics 4, Essence 1
    Type: Supplemental
    Keywords: Mute
    Duration: (Essence +1) turns
    Prerequisite Charms: Feather Foot Style

    This charm supplements a move action, allowing the Solar to run up walls, stand upside down on horizontal surfaces such as tree branches, bridge bottoms or overhangs, or to lay flat against a ceiling looking down at her prey.
    Not sure this should supplement a movement action, given that you can use it while stationary.

    Originally posted by BlueWinds View Post
    Racing Hare Method
    Cost: 5m, 1wp; Mins: Athletics 4, Essence 2
    Type: Supplemental
    Keywords: None
    Duration: One hour
    Prerequisite Charms: Lightning Speed

    This charm supplements a Rush attempt in combat, or a Move action outside of it. In combat, this charm grants double 9s on Rush attempts, and for every 1 rolled, the Solar gains a point of initiative. Outside of combat, it allows her to move three range bands per turn.

    If the Lawgiver chooses to renew this technique at the end of an hour, ignore the Willpower cost.
    If used in combat, does it still last an hour?

    Canon specifies that this also boosts tests of speed. I think that bit is worth keeping, and maybe even expanding: it should be easier to run away at this speed, right?

    Originally posted by BlueWinds View Post
    Leaping Tiger Attack
    Cost: 4m, 1wp; Mins: Athletics 5, Essence 2
    Type: Supplemental
    Keywords: Advantage
    Duration: Instant
    Prerequisite Charms: Graceful Crane Stance, Lightning Speed

    This charm supplements a non-ranged attack, allowing her to immediately move Close from up to medium range. Using it replaces her normal reflexive Move action for the round. If her attack is withering, it double damage dice after soak. If decisive, it adds her Essence score to the base damage of the attack.

    Leaping Tiger Attack may be used with the Charms of other Abilities, but is incompatible with Thunderbolt Attack Prana and Eagle-Wing Style.
    I know canon set those prerequisites, but it doesn't make sense to me that this doesn't build off of Thunderbolt Attack Prana. They're basically the same Charm!

    Originally posted by BlueWinds View Post
    Thunder's Might
    Cost: 5m; Mins: Athletics 5, Essence 2
    Type: Supplemental
    Keywords: None
    Duration: Instant
    Prerequisite Charms: Increasing Strength Exercise

    This Charm supplements a feat of strength, granting Double 9s.

    Power Suffusing Form Technique
    Cost: 4m; Mins: Athletics 5, Essence 3
    Type: Supplemental
    Keywords: None
    Duration: Instant
    Prerequisite Charms: Thunder's Might

    Reroll all non-successes on a feat of strength.
    Not a big fan of this change. New Thunder's Might is even more speed-bumpy than old Power-Suffusing Form Technique, and literally does nothing alongside Nine Aeons Thew.

    Also I don't like the idea of pushing back the big boost to Essence 3.

    Originally posted by BlueWinds View Post
    Demon-Wasting Rush
    Cost: 5m, 1wp; Mins: Athletics 5, Essence 3
    Type: Supplemental
    Keywords: None
    Duration: Instant
    Prerequisite Charms: Racing Hare Method

    This Charm supplements a rush attempt, allowing the Solar to make it from medium range. If successful, she moves to close range, and as normal for rushing, moves closer the first time her opponent moves away.
    This feels kinda redundant with Godspeed Steps. Moreso than the canon version.

    Originally posted by BlueWinds View Post
    Eagle-Wing Style
    Cost: 5m, 1wp; Mins: Athletics 5, Essence 3
    Type: Supplemental
    Keywords: None
    Duration: Indefinite
    Prerequisite Charms: Mountain-Crossing Leap Technique

    This charm supplements a move action towards an airborn target, allowing the Exalt to soar up to two range bands towards it. On subsequent rounds she must spend 2m or 2i to remain airborn, and all Move actions must be directly towards or away from the target. If she fails to pay the ongoing cost, gets knocked off-course or otherwise begins to fall, Eagle-Wing Style cannot be reactivated until she touches down and is able to leap again.

    A repurchase at Essence 4+ removes the cost to maintain the charm as long as the Solar remains in combat with her aerial target. Her anima typically resolves into wings that resemble an eagle's or something else appropriate.
    I think making Bonfire Anima Wings a repurchase is a very good idea, but I'm not so sure about dropping the Onrush Burst Method prereq for it.

    Also, I liked the Mountain-Crossing Leap discount.

    Originally posted by BlueWinds View Post
    Triumph-Forged God-Body
    Cost: —; Mins: Athletics 5, Essence 3
    Type: Permanent
    Keywords: None
    Duration: Permanent
    Prerequisite Charms: Arete-Driven Marathon Stride, Ten Ox Meditation, Unbound Eagle Approach

    All of the Solar's Athletics rolls gain double 9s. If a roll already had double 9s, it gains double 8s instead.
    You should take another look at those prereqs.

    Originally posted by BlueWinds View Post
    Combat charms in particular I'm being very, very careful about modifying, but they have surprisingly few non-charm dice compared to... well, everything that isn't combat. Craft is the only ability where I expect balance will have significantly changed, because the whole thing got reworked from ground up (see Sanctophrax's thread I linked in the opening post).
    I don't see that link in the OP, but there's one in my signature now.

    If you're wondering about the lack of non-Charm combat dice, this is probably worth a look.

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  • Totentanz
    replied
    Originally posted by BlueWinds View Post

    I have at times been a professional game designer/developer. It's still a hobby of mine, but no longer my day job.

    I've generally aimed to replace them with other effects - disappearing, exploding or double Xs, for example. Combat charms in particular I'm being very, very careful about modifying, but they have surprisingly few non-charm dice compared to... well, everything that isn't combat. Craft is the only ability where I expect balance will have significantly changed, because the whole thing got reworked from ground up (see Sanctophrax's thread I linked in the opening post). Other than that, splat-balance should remain the same.

    Oh - Solars here will also grow slightly faster per-XP than he core charms chapter, since there are fewer charms on the way to the top, but I wouldn't expect this to be very noticeable in actual play.
    Double-Xs will allow you to get the same general mathematical result (average number of successes) with fewer dice rolled and less mental overhead. That's a good call, IMO.

    And I'm not surprised you would tear Craft down to the ground. I've considered working out the maximum effective output, and then building a new charm tree that is half the size, but the same result. Craft is just too bloated, and its end state use requires too many "if statements" to be practical. The primary thing stopping me from that is I know I will be reticent to do it for every hard splat that comes out.

    Good luck, and thanks for sharing!

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  • BlueWinds
    replied
    Originally posted by Totentanz View Post
    This is the kind of project I have been pondering, but as of yet have not undertaken. Kudos for taking the game by the horns, so to speak!

    I have on question on game balance, though. You mentioned removing non-charm dice. That's a fairly important part of balancing the splat against the yet-to-be-released Exalts, I'm sure. Are you simply making them all charm dice, or just removing the effect entirely?
    I have at times been a professional game designer/developer. It's still a hobby of mine, but no longer my day job.

    I've generally aimed to replace them with other effects - disappearing, exploding or double Xs, for example. Combat charms in particular I'm being very, very careful about modifying, but they have surprisingly few non-charm dice compared to... well, everything that isn't combat. Craft is the only ability where I expect balance will have significantly changed, because the whole thing got reworked from ground up (see Sanctophrax's thread I linked in the opening post). Other than that, splat-balance should remain the same.

    Oh - Solars here will also grow slightly faster per-XP than he core charms chapter, since there are fewer charms on the way to the top, but I wouldn't expect this to be very noticeable in actual play.

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  • Totentanz
    replied
    This is the kind of project I have been pondering, but as of yet have not undertaken. Kudos for taking the game by the horns, so to speak!

    I have on question on game balance, though. You mentioned removing non-charm dice. That's a fairly important part of balancing the splat against the yet-to-be-released Exalts, I'm sure. Are you simply making them all charm dice, or just removing the effect entirely?

    Leave a comment:


  • BlueWinds
    replied
    Ok, once a week is really, really slow. At least for right now, since I have such a huge backlog of material, I'm not going to stick to a specific schedule. Right now, here, have some athletics. I didn't cut too much compared to some trees later in the book - if I were to go over this again, I feel like I might combine a couple of charms.

    Athletics

    Graceful Crane Stance
    Cost: 3m; Mins: Athletics 1, Essence 1
    Type: Reflexive (One Scene)
    Keywords: None
    Prerequisite Charms: None

    The Exalt has perfect balance, and can stand or run on things too narrow or weak to support her normally, with no chance of falling or breaking through. She automatically succeeds at the (Dexterity + Athletics) roll for such feats as running on a guy wire, standing on a crumbling parapet, balancing on the tip of a pine tree, and similar.

    Monkey Leap Technique
    Cost: 2m; Mins: Athletics 2, Essence 1
    Type: Supplemental (Instant)
    Keywords: None
    Prerequisite Charms: None

    This charm supplements a reflexive Move action, allowing the Solar to leap forward or straight up one range band. A Solar using this Charm can easily leap to the top of a twenty foot wall or cross a Nexus street over rooftops without a roll. If the Solar continues to leap each turn the cost is reduced to 1m after the first activation.

    Foe-Vaulting Method
    Cost: 3i; Mins: Athletics 2, Essence 1
    Type: Supplemental (Instant)
    Keywords: Advantage
    Prerequisite Charms: Graceful Crane Stance, Monkey Leap Technique

    This charm supplements an attack at close range with any Ability. She rolls Dexterity + Athletics against her opponent's Evasion, and ff successful, the supplemented attack is a surprise attack. This Charm may only be used once per combat, but is reset by landing a decisive attack and building Initiative back up to 6+.

    Soaring Crane Leap
    Cost: 2m; Mins: Athletics 3, Essence 1
    Type: Reflexive (One Turn)
    Keywords: None
    Prerequisite Charms: Monkey Leap Technique

    When falling, the Exalt may activate this charm to drop only a single range band until her next turn. In order to survive a very long falls without damage, she must use for at least two rounds before touching the ground. The Exalt can also use this Charm to drift long distances through the air as she continues to fall. If she was moving forward when the fall began, she may continue to move in that direction on future rounds, falling downward one range band for each band of forward motion.

    Lightning Speed
    Cost: 3m; Mins: Athletics 3, Essence 1
    Type: Supplemental (Instant)
    Keywords: None
    Prerequisite Charms: None

    This Charm enhances a rush action or test of speed, giving the roll disappearing 5s and 6s, and one bonus success.

    Increasing Strength Exercise
    Cost: 3m or 3i per bonus; Mins: Athletics 3, Essence 1
    Type: Simple (One Scene)
    Keywords: None
    Prerequisite Charms: None

    For every three motes of Essence or Initiative the Exalt spends, she raises the base damage of her withering and decisive attacks by one and lowers the minimum Strength of all Feats of Strength by one. She also adds that many dice to all Strength-based rolls. She cannot spend more than (Essence * 3) motes or initiative in this way.

    In addition, while this charm is active, when attempting a feat of strength she may lower the strength minimum by 1 for every +3 she accepts on the difficulty (without limit).

    Winning Stride Discipline
    Cost: —; Mins: Athletics 4, Essence 1
    Type: Permanent
    Keywords: None
    Prerequisite Charms: Lightning Speed

    In a Rush action or each interval in a test of speed, if the Solar rolls more successes than her fastest opponent she gains her choice of 2m or 2i.

    Thunderbolt Attack Prana
    Cost: 4m, 1wp; Mins: Athletics 3, Essence 1
    Type: Supplemental (Instant)
    Keywords: None
    Prerequisite Charms: Increasing Strength Exercise, Monkey Leap Technique

    This charm supplements a decisive non-ranged attack from Short range, allowing her to move to Close before making the attack. Using it replaces her normal reflexive Move action for the round. If the attack hits, damage is doubled after rolling. After striking an aerial opponent, the Exalt may fall one range band without taking damage. Thunderbolt Attack Prana may be used in conjunction with Charms of other Abilities.

    Feather Foot Style
    Cost: 3m; Mins: Athletics 3, Essence 1
    Type: Supplemental (Until the Exalt stops running)
    Keywords: Mute
    Prerequisite Charms: Graceful Crane Stance, Lightning Speed

    This charm supplements a move action, allowing the Exalt to dash over liquid or unstable surfaces as if they were solid and move over surfaces as thin as rice paper without breaking through. She may also move across lava or other dangerous surfaces without getting hurt. As long as she is moving at a quick pace, she need not pay the activation cost again.

    At Athletics 5, Essence 2+, she can pause on unstable surfaces without breaking through, changing the duration of this Charm to “one stunt.” She can walk slowly across the surface of a still pond, pause on the crumbling parapet of a castle to give a speech, and so on. This mode does not protect against hazardous surfaces.

    Spider Foot Style
    Cost: 3m; Mins: Athletics 4, Essence 1
    Type: Reflexive (Essence + 1 Turns)
    Keywords: Mute
    Prerequisite Charms: Feather Foot Style

    The Solar can run up walls, stand upside down on horizontal surfaces such as tree branches, bridge bottoms or overhangs, lay flat against a ceiling looking down at her prey, or other similar feats.

    Racing Hare Method
    Cost: 5m, 1wp; Mins: Athletics 4, Essence 2
    Type: Reflexive (One Hour)
    Keywords: None
    Prerequisite Charms: Lightning Speed

    The Solar gains double 9s on Rush attempts and tests of speed, and for every 10 rolled the Solar gains 1i. Outside of combat, it allows her to move as fast as a running horse.

    If the Lawgiver renews this technique at the end of an hour, ignore the Willpower cost.

    Leaping Tiger Attack
    Cost: 4m, 1wp; Mins: Athletics 5, Essence 2
    Type: Supplemental (Instant)
    Keywords: Advantage
    Prerequisite Charms: Lightning Speed, Thunderbolt Attack Prana

    This charm supplements a non-ranged attack, allowing her to immediately move Close from up to medium range. Using it replaces her normal reflexive Move action for the round. If her attack is withering, it doubles damage dice after soak. If decisive, it adds her Essence score to the base damage of the attack.

    Leaping Tiger Attack may be used with the Charms of other Abilities, but is incompatible with Thunderbolt Attack Prana and Eagle-Wing Style.

    Arete-Driven Marathon Stride
    Cost: —; Mins: Athletics 5, Essence 2
    Type: Permanent
    Keywords: None
    Prerequisite Charms: Winning Stride Discipline

    When the Solar makes a Rush action or is behind in a test of speed, every 10 her opponent rolls also counts as a success to the Solar's own roll.

    Armor-Eating Strike
    Cost: 1m; Mins: Athletics 3, Essence 2
    Type: Supplemental (Instant)
    Keywords: None
    Prerequisite Charms: Increasing Strength Exercise

    This Charm supplements a non-ranged decisive attack, reducing the target's hardness by (Strength). Armor-Eating Strike may be used with Charms of other Abilities.

    Thunder's Might
    Cost: 4m; Mins: Athletics 5, Essence 2
    Type: Supplemental (Instant)
    Keywords: None
    Prerequisite Charms: Increasing Strength Exercise

    This Charm supplements a feat of strength, granting disappearing 1s.

    At Essence 3+, the Solar also gains disappearing 2s.

    Godspeed Steps
    Cost: 5m, 1wp; Mins: Athletics 5, Essence 3
    Type: Supplemental (Instant)
    Keywords: None
    Prerequisite Charms: Racing Hare Method

    This Charm supplements a rush attempt, allowing the Solar to make it from medium range. If successful, she moves to close range and ignores the flurry penalty for any attack she makes this turn. As normal for rushing, moves closer the first time her opponent moves away.

    With an Essence 4+ repurchase, she may rush from long or extreme range. If she does so, she does not follow her opponent if they move away.

    Mountain-Crossing Leap Technique
    Cost: 7m, 1wp; Mins: Athletics 5, Essence 3
    Type: Simple (Until she stops leaping)
    Keywords: None
    Prerequisite Charms: Soaring Crane Leap

    The Exalt makes a leap three or four range bands forward or three straight up. This Charm stays active every turn until the Solar stops leaping across range bands, making it possible for the Exalt to cross a mountain range in minutes.

    This charm may not be activated with opponents at Close range, but as an exception to the normal Simple charm rules, may be flurried with Disengage.

    Eagle-Wing Style
    Cost: 5m, 1wp; Mins: Athletics 5, Essence 3
    Type: Supplemental (Indefinite)
    Keywords: None
    Prerequisite Charms: Mountain-Crossing Leap Technique, Winning Stride Discipline

    This charm supplements a move action towards an airborn target, allowing the Exalt to soar up to two range bands towards it. On subsequent rounds she must spend 2m or 2i to remain airborn, and all Move actions must be directly towards or away from the target. If she fails to pay the ongoing cost, gets knocked off-course or otherwise begins to fall, Eagle-Wing Style cannot be reactivated until she touches down and is able to leap again.

    If supplementing Mountain-Crossing Leap Technique, ignore the willpower cost.

    A repurchase at Essence 4+ removes the cost to maintain the charm as long as the Solar remains in combat with her aerial target. Her anima typically resolves into wings that resemble an eagle's or something else appropriate.

    Hurricane Spirit Speed
    Cost: 1i per success; Mins: Athletics 5, Essence 3
    Type: Supplemental (Instant)
    Keywords: None
    Duration: Instant
    Prerequisite Charms: Arete-Driven Marathon Stride

    This charm supplements a Rush action or test of speed, granting one success for every initiative spent.

    Legion Aurochs Method
    Cost: 1m per 2 dice; Mins: Athletics 5, Essence 3
    Type: Supplemental (Instant)
    Keywords: None
    Prerequisite Charms: Thunder's Might

    This charm supplements feats of strength, granting two dice for each mote spent and double 9s.

    Triumph-Forged God-Body
    Cost: —; Mins: Athletics 5, Essence 3
    Type: Permanent
    Keywords: None
    Prerequisite Charms: Arete-Driven Marathon Stride, Thunder's Might, Soaring Crane Leap

    All of the Solar's Athletics rolls gain double 9s. If a roll already had double 9s, it gains double 8s instead.

    One Extra Step
    Cost: —; Mins: Athletics 5, Essence 4
    Type: Permanent
    Keywords: None
    Prerequisite Charms: Godspeed Steps

    Once per scene, the Exalt may take a second move action on her turn.

    Nine Aeons Thew
    Cost: 1m, 1wp; Mins: Athletics 5, Essence 5
    Type: Supplemental (Instant)
    Keywords: None
    Prerequisite Charms: Legion Aurochs Method

    This charm supplements a feat of strength, granting the Solar exploding 9s and 10s, and she counts as meeting its Strength prerequisite no matter how high that requirement might be.

    Removed charms:
    • Ten Ox Meditation - Merged with Increasing Strength Exercise.
    • Onrush Burst Method - Merged with Winning Stride Discipline
    • Unbound Eagle Approach - Weird combination of speedbump and too good. Solars don't jump off cliffs and drift through the sky indefinitely, they fly to something. Partially combined with Soaring Crane Leap, partially removed.
    • Demon-Wasting Rush - Partially merged with Godspeed Steps, partially cut for being redundant with that charm.
    • Power suffusing form technique - Boring non-charm dice adder. There's already plenty of ways to boost this roll.
    • Bonfire Anima Wings - Transformed into Eagle-Wing Style repruchase
    • Aegis of Unstoppable Force - Also really boring - who'd be excited about this effect at Essence 4? Nine Aeons Thew does it better.
    • Living Wind Approach - I do not like auto-win effects. This one is easy to add back if you want it in your game.
    I was sort of tempted to cut a few more charms, but refrained from doing so because this is really two charm trees, not one (Dexterity and Strength).
    Last edited by BlueWinds; 05-13-2016, 04:28 PM.

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