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Charm Picking Guide

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  • Charm Picking Guide

    Here is the first part of my guide to picking charms. In this part I have covered Essence 1 charms. I have split them into Dip and Invest. Dip charms are charms you can take just to get the excellency without a prerequisite charm and Invest charms are simply the rest of the Essence one charms. I've listed the number of options in both sections along with giving some notes. I then list each charm with a basic description of what they do and give each a rating. A Very good choice is a powerful charm, a Good choice is about on par with the excellency in terms of power, an Okay choice is less powerful but still useful, and a Bad choice is so low powered as to be useless or in some cases the charms text should just be part of how the ability works. Charms also get downgraded a level if they are overly situational in their use.

    Archery:


    Dip: 2 choices, both good. Phantom Arrow is probably better if you never want to get more Archery Charms whereas Wise arrow is probably better if you eventually want to invest in Archery.
    Wise Arrow: Ignore some cover. Good choice.
    Phantom Arrow Technique: 1m=1 arrow, add an intimacy to attack as non charm dice. Very good choice

    Invest: Sight and Blood are situational, Force would be good if you got the initiative but you don’t, trance is pretty powerful, Fiery Arrow has some utility in addition to a not so great attack.
    Sight Without Eyes: Requires Wise Arrow. No penalties for visual conditions. Okay Choice
    Blood Without Balance: Requires Sight Without Eyes. If you gain enough initiative from a distract gambit to act immediately you may make a decisive attack from long range without an aim action. If you have less that 7i add essence dice. Okay choice
    Force Without Fire: Requires Sight Without Eyes. Withering attack, if it does at least as much damage as the target stamina knock them down and back but gain no initiative. Okay choice.
    Trance of Unhesitating Speed: Requires Wise Arrow. Decisive with no aim action. Split your initiative by up to your dex attacks as long as there is 3i in each attack. 10s on attack add 1 to base damage. Very Good choice
    Fiery Arrow Attack: Requires Phantom Arrow Technique. Decisive attack, the arrow catches on fire. 1 auto success to damage and if target takes at least 3 damage they catch on fire. Good choice


    Athletics:

    Dip: 4 choices, the choice would depend most on your character concept. Note the first two can be used on your mount with an Essence 1 charm.
    Graceful Crane Stance: Balance on anything without needing to roll, even things that shouldn’t be able to support your weight. Good choice.
    Monkey Leap Technique: Jump up or over a range band. Okay choice
    Lightning Speed: Reroll 5s and 6s until they fail to appear on rush actions and test of speed. Good choice.
    Increasing Strength Exercise: Increases strength score or decisive damage by up to your Essence or Strength which ever is lower. Good choice

    Invest: Soaring Crane, Winning Stride, and Ten Ox are fairly situational. Foe-Vaulting has a lot of restrictions. Thunderbolt is useful and the Foot Styles are really fun.
    Soaring Crane Leap: Requires Monkey Leap Technique. Fall safely and float horizontally while falling. Okay choice
    Foe-Vaulting Method: Requires: Graceful Crane Stance & Monkey Leap Technique. Dex+Athletics vs targets evasion. If you win make a surprise attack. Only usable if you have higher initiative. Once a scene. Okay choice
    Winning Stride Discipline: Requires Lightning Speed. Gain 2m or 2i when you get more successes than an opponent on a test of speed. Okay choice
    Ten Ox Meditation: Allows you to attempt feats of strength above your strength level: Good choice
    Thunderbolt Attack Prana: Requires Increasing Strength Exercise & Monkey Leap Technique. Move to an opponent one range band up or any number of range bands away and attack. You take no damage from falling 1 range band. Good choice
    Feather Foot Style: Requires Graceful Crane Stance & Lighting Speed. Run across liquids or paper as long as you keep moving. Good choice
    Spider Foot Style: Requires Feather Foot Style: Walk on walls and ceilings. Good choice


    Awareness:

    Dip: 1 choice. At least it’s pretty good.
    Sensory Acuity Prana: Double 9s on awareness tests for a scene. Good choice

    Invest: Unswerving Eye, Genius Palate, Studied Ear, and Eyeless Harbinger are situational. The Keen Sense techniques are all really useful. Awakening Eye is a huge bonus.
    Surprise Anticipation Method: Requires Sensory Acuity Prana. 9s restore 1m and 10s restore 2m when using awareness to find hidden danger. You can use awareness charms while asleep. Good choice
    Keen Sight Technique: Requires Sensory Acuity Prana. A bunch of visual bonuses. Good choice
    Unswerving Eye Method: Requires Keen Sight Technique. Change Essence doubles to singles against someone trying to use stealth against you. Okay choice.
    Keen Taste and Smell Technique: Requires Sensory Acuity Prana. A bunch of olfactory bonuses. Good choice
    Genius Palate Summation: Requires Keen Taste and Smell Technique. Perfect read intention to know the chefs emotional state while making a dish you taste. Bad choice
    Foe-Scenting Method: Requires Keen Taste and Smell Technique. Know how many and the species of beings out to medium range. Good choice
    Keen Hearing and Touch Technique: Requires Sensory Acuity Prana. A bunch of hearing and touch bonuses. Good choice
    Studied Ear Espial: Requires Keen Hearing and Touch Technique. +3 to spot people in stealth. Bad choice
    Eyeless Harbinger Awareness: Requires Keen Hearing and Touch Technique. People sneaking close to you take a -2 on stealth roll. Bad choice
    Awakening Eye: Requires 2 Keen Sense Techniques. Free full Percep+awareness excellency to join battle. Reroll a nonsuccess for each 10 rolled. Very good choice


    Brawl:

    Dip: 4 choices. The 2 okay choices get much better with investment
    Fist of Iron Technique: Parry lethal with bare hands. Cause lethal with bare hands. Ignore some soak. Very good choice
    Ferocious Jab: Add targets onslaught penalty to your attack. Okay choice
    Vicious Lunge: Bonus success to grapple attack roll and some dice to the initiative roll. Okay choice
    Thunderclap Rush Attack: Attack first no matter the initiative and move a range band. Good choice

    Invest: 7 choices. First 2 are for defense the next 4 are grapple based and falling hammer is just hugely useful
    Iron Battle Focus: Requires Fists of Iron Technique. Take no further onslaught until your next action. Very good choice
    Wind and Stones Defense: Requires Ferocious Jab. If your initiative is higher than your opponent raise your defense by their onslaught penalty. Good choice
    Heaven Thunder Hammer: Requires Ferocious Jab. On a decisive attack throw your enemy based on how much damage you do. Very good choice
    Unbreakable Grasp: Requires Vicious Lunge. Spend essence to ignore damage for the purpose of losing control of a clinch. Good choice
    Devil Strangling Attitude: Requires Vicious Lunge. Use Strength+Brawl for grapple gambit. Good choice
    Crashing Wave Throw: Requires Vicious Lunge. Break a grapple to make an attack adding 2 damage per round forfeited. Can throw target up to short range. Very Good choice.
    Falling Hammer Strike: Requires Thunderclap Rush Attack. The onslaught you cause does not fade. Very Good choice


    Bureaucracy:

    Dip: 2 choices. The first shouldn’t even be a charm.
    Frugal Merchant Method: Tell what condition an item is in. Bad choice
    Deft Official’s Way: Add Bureaucracy to read intentions for the purpose of reaching Bureaucratic goals. Okay choice

    Invest: 9 choices. Again the first shouldn’t even be a charm. Next 3 are all useful to a merchant. The last 4 are fairly useful for characters spending time in civilization.
    Insightful Buyer Technique: Requires Frugal Merchant Method. Know how much you can sell something in a specific market you know of. Bad Choice
    Consumer-Evaluating Glance: Requires Frugal Merchant Method. If you succeed at a read intentions against a target who plans to betray you raise your Resolve by your Essence against bargain actions from that target.
    All-Seeing Master Procurer: Requires Consumer-Evaluating Glance. Causes people to assume you are a master merchant. Okay choice
    Illimitable Master Fence: Requires All-Seeing Master Procurer. Learn the bureaucratic specialties of everyone connected to the market. Okay choice
    Measuring Glance: Requires Deft Official’s Way. Perfect read intentions to find someones strongest or most relevant intimacy in regards to an organization. Okay charm
    Enigmatic Bureau Understanding: Requires Measuring Glance. Know when someone has their intimacy to an organization challenged by a non-magical social influence when their working or the next time the come to work. Good choice
    Speed the Wheels: Requires Deft Official’s Way. Cause a Bureaucracy to go super speed. Good choice
    Bureau-Rectifying Method: Requires Speed the Wheels. Add your bureaucracy in successes to investigation and socialize rolls while investigating a bureaucracy. People automatically recognize your authority to do an investigation. Good choice
    Enlightened Discourse Method: Requires Deft Official’s Way & Frugal Merchant Method. Add half your bureaucracy to all social influence rolls in bureaucratic situations for a scene. Okay choice


    Craft:

    Dip: 6 choices. Unless you have a very good reason pick Craftsman Need no Tools
    Tireless Workhorse Method: 2 extra Major Slots. Okay choice
    Arete-Shifting Prana: Switch one craft to a related one. Good choice
    Brass Scales Falling: When you roll a 10 on a craft roll without using an Excellency you gain a sxp. Bad choice
    Craftsman Need no Tools: Craft without tools. Very good choice
    Crack-Mending Technique: Repair an item in 10-Essence hours. Good choice
    Flawless Handiwork Method: Reroll 10s until 10s fail to appear on craft rolls. Okay choice

    Invest: 10 choices the ones involving project slots are not that great. Those that give additional craft xp are great. The last 2 are great if you are only an occasional crafter.
    Efficient Craftsman Technique: Requires Tireless Workhorse Method: Reduce the cost of a temporary major slots to three silver points. Okay choice
    Red Anvils Rising: Requires Brass Scales Falling. Gain an additional sxp for each basic objective you complete. Good choice
    Chains Fall Away: Requires Red Anvils Ringing. Gain a gxp if you complete all 3 basic objectives. Good choice
    Peerless Paragon of Craft: Requires Chains Fall Away & Craftsman Needs no Tools. Gain sxp at the end of each story. Good choice
    Shattering Grasp: Requires Craftsman Need no Tools. Take something crafted apart in a few moments. Okay choice
    Durability-Enhancing Technique. Requires Craftsman Need no Tools. Permanently give an object supernatural level of resistance and increases the difficulty to damage it. Gain sxp or gxp if this protection proves fortuitous. Good choice
    Time Heals Nothing: Requires Crack-Mending Technique. Instant free major project slot for repairs. Okay choice
    Blood Diamond Sweat: Requires Time Heals Nothing. Red Anvil for repairs. Okay choice
    Triumph-Forging Eye: Requires Flawless Handiwork Method. Once per week free full craft Excellency. Good choice
    Supreme Masterwork Focus: Requires Flawless Handiwork Method. Double 9s on basic and major projects. Good choice


    Dodge:

    Dip: 2 choices. Go with Drifting Leaf, you get 90% of the other with the excellency
    Reed in the Wind: The excellency with the dice cap increased by your Essence. Okay choice
    Drifting Leaf Elusion: Lets defender win on tie for evasion. Can be used after the roll. Okay choice

    Invest: 6 choices. First 2 and #4 are for disengaging and therefore good for range attackers. Rest are good for people who stay in combat.
    Dust Motes Whirling: Requires Reed in the Wind. Double 9s on disengage attempts. Okay choice
    Shadow Dancer Method. Requires Dust Motes Whirling. 2i less to disengage and gain 2i if you come back the next turn. Okay choice
    Reflex Sidestep Technique: Requires Reed in the Wind. Set evasion to 2 against surprise attacks. Gain 1 evasion for every 1 or 2 on the attack. If you reach base evasion you can use other dodge charms. Good choice
    Leaping Dodge Method: Requires Reflex Sidestep Technique. Move a range band after dodging an attack. Okay choice
    Searing Quicksilver Flight: Requires Reed in the Wind. When you dodge the attack loses 1i. Good choice
    Shadow over Water: Requires Drifting Leaf Elusion. Remove all penalties to Evasion. Good choice.


    Integrity:

    Dip: 3 choices. Integrity-Protecting Prana is a Very good choice in a campaign very involved with the wyld.
    Enduring Mental Toughness: Ignore wound, illness, and crippling penalties to Resolve or Guile. Okay choice
    Stubborn Boar Defense: +2 to Resolve versus a persuade you’ve already resisted. Okay choice
    Integrity-Protecting Prana: Ignore environmental powers in the wyld. Okay choice

    Invest: Only really useful in campaigns that deal heavily with the wyld.
    Destiny-Manifesting Method: Requires 10 Charms from 1 ability. You cannot be shaped completely into something that would keep you from using that ability. Good choice
    Legend-Soul Revival: Requires Destiny-Manifesting Method. Breaking a curse with the prerequisite keeps you from being affected by it again. Okay choice


    Investigation:

    Dip: 1 choice. At least it’s a good one
    Watchman’s Infallible Eye: Know when you are supposed to use Investigation. Very good choice

    Invest: 5 choices. The okay choices are just situational.
    Inquisitor’s Unfailing Notice: Requires Watchman’s Infallible Eye. Essence non-charm dice against larceny attempts. Okay choice
    Craft Observation Method: Requires Watchman’s Infallible Eye. Sherlock vision. Case scene action in seconds with essence auto successes and double 9s. Good choice
    Divine Induction Technique: Requires Craft Observation Method. Mute free full excellency once per scene. Good choice.
    Evidence-Discerning Method: Requires Crafty Observation Method. Profile a person based on a scene they left evidence in. If successful automatically recognize anyone who fits the profile. Okay choice
    Judge’s Ear Technique: Requires Crafty Observation Method. Perfectly see non-magic lies and half truths. Bonuses if they do use magic. Good choice


    Larceny:

    Dip: 5 choices. Really based on character concept.
    Seasoned Criminal Method: 4 possible bonuses. Very good choice
    Swift Gambler’s Eye: Reduce targets Guile by two when involved in gambling. Okay choice
    Flawless Pickpocketing Technique: Perfectly pick a pocket without a chance of being seen without magic. Add your Essence in successes if someone does have magic. Good choice
    Lock-Opening Touch: Perfectly pick a normal lock, or gain double 9s and essence successes against a magic lock, if failed you still succeed but something bad happens. Good choice
    Flawlessly Impenetrable Disguise: Disguise self. Good choice

    Invest: 4 choices. All are useful. Clever Bandit is just very situational
    Spurious Presence: Requires Seasoned Criminal Method. As long as you are properly disguised no one will suspect you aren’t supposed to be somewhere. Good choice
    Preying on Uncertainty Approach: Requires Spurious Presence. Know the best lie to tell when caught somewhere you are not supposed to be. Good choice
    Clever Bandit’s Rook: Requires Seasoned Criminal Method. Unless someone has a very good reason to believe you don’t own an object or place you say you do, they lose most benefits to the roll. Okay choice
    Lightning-Hand Sleight: Requires Swift Gambler’s Eye. No one notices you cheating for Essence + 1 hours -1 hour for each time you use this charm in a scene. Also no one can notice you poisoning food or drink. Good choice


    Linguistics:

    Dip: 7 choices. The hiding messages 2 and Strange Tongue Understanding are probably the best.
    Whirling Brush Method: Write a letter or copy a map really quick. Bad choice
    Letter-Within-A-Letter Technique: Hide a message in a message twice the length. Good choice
    Subtle Speech Method: Hide a conversation in another conversation. Good choice
    Flowing Elegant Hand: Double 9s on written Linguistics. Okay choice
    Strange Tongue Understanding: Understand spoken language you don’t know. Good choice
    Mingle Tongue Technique: Mix together languages you know so that anyone who knows any of them can understand you. Okay choice
    Sagacious Reading of Intent: Reveal intimacies of the author of a written work. Okay choice

    Invest: 3 choices. Flawless Brush would be bad if it didn’t allow for forging signatures, Poetic expression is very close to being downgraded to okay due to how situational it is, Word-Shield is so situational as to be unusable.
    Flawless Brush Discipline: Requires Whirling Brush Method. Perfectly forge written or drawn pieces. Okay choice
    Poetic Expression Style: Requires Strange Tongue Understanding. Perfect sign language that can be understood by anyone as long as the sentences are simple and non-poetic. Good choice
    Word-Shield Invocation: Requires Sagacious Reading of Intent. If you’ve used Sagacious Reading on the target and they attempt to give you a negative influence add half your linguistics to resolve. Bad choice


    Lore:

    Dip: 3 choices. No wrong choices here.
    Wyld-Dispelling Prana: Keep something twisted by the wyld from being from being further twisted. Okay choice
    Harmonious Academic Methodology: Add essence successes to lore rolls that involve a lore specialty. Add a lore specialty at the end of each story. Very good choice
    Essence-Lending Method: Transfer motes to others. Very good choice

    Invest: 4 choices. All are powerful. Chaos-repelling is very good in a campaign heavily involving the wyld. First Knowledge is very situational but is prerequisite for some very powerful charms later.
    Chaos-Repelling Pattern: Requires Wyld-Dispelling Prana. Nothing within short range can be wyld shaped. Good choice
    First Knowledge’s Grace: Requires Harmonious Academic Methodology. You may teach someone who should be unteachable due to stupidity. Okay choice
    Flowing Mind Prana: Requires First Knowledge’s Grace. Spend your xp to give others abilities or attributes. For each 3 spent they gain one of your intimacies. At the end of the story roll dice equal to the xp spent and regain the successes but not more than the original number. Very good choice
    Will-Bolstering Method: Essence-Lending Method. Give the target some of your temp willpower even taking them over their max. Very good choice


    Medicine:

    Dip: 3 choices. The first and third are not huge improvements over just using medicine
    Ailment-Rectifying Method: Add half your successes on a roll to a patients Resistance for resisting a disease. Okay choice
    Wound-mending Care Technique: Double 9s, heal bashing or lethal. Very good choice
    Flawless Diagnosis Technique: Diagnose someone with no possibilities for error. Okay choice

    Invest: 2 choices. No wrong choices
    Plague-Banishing Incitation: Requires Ailment-Rectifying Method. If you receive double the targets Stamina or Resistance whichever is greater when using the pre-req the disease ends immediately. Good choice
    Wound-Cleansing Meditation: Wound-Mending Care Technique. Take one hour to convert targets aggravated wounds to lethal. Very good choice


    Melee:

    Dip: 3 choices. Call the Blade becomes Good with one more charm
    Excellent Strike: 1 auto success. Reroll 1s until 1s fail to appear. Good choice
    Dipping Swallow Defense: Remove all penalties from parry except surprise attack. Gain 1i for successfully defending. Good choice
    Call the Blade: Call your weapon to your hand. Okay choice

    Invest: 8 choices. Depends on your combat style, but no real wrong choices
    Fire and Stones Strike: Requires Excellent Strike. Adds dice to damage but must be activated during the swing. Good choice
    One Weapon, Two Blows: Requires Excellent Strike. When your withering attack brings your target from above you in initiative to below you may make a second attack. Very good choice
    Peony Blossom Technique: Requires One Weapon Two Blows. Spend your bonfire anima to make an extra attack. Very good choice
    Bulwark Stance: Requires Dipping Swallow Defense. Ignore all penalties to parry until next turn. Subtract 1 dice from damage for every 1 rolled on attack up to your essence. Very good choice.
    War Lion Stance: Requires Dipping Swallow Defense. Reflexive defend other that lasts for a scene as long as you remain close. Very good choice
    Guard-Breaking Technique: Requires War Lion Stance. When using distract for your defend other charge gain double 7s on the initiative roll and they gain bonus dice on attack. Very good choice
    Solar Counterattack: Requires Dipping Swallow Defense. Decisive counterattack. Very good choice
    Summoning the Loyal Steel: Requires Call the blade. Stick a weapon in Elsewhere and reflexively retrieve it. Good charm.


    Occult:

    Dip: 4 choices, wait only 1 choice: Sorcery
    Spirit-Detecting Glance: See dematerialized spirits. Okay choice
    Spirit-Manifesting Word: Materialize a spirit familiar or bound demon. Okay choice
    Ancient Tongue Understanding: Understand old realm and other spirit languages but not normal languages. Gain half your essence to Occult rolls. Good choice
    Terrestrial Circle Sorcery: Its sorcery, take it. Very Good choice

    Invest: 9 choices. First 2, phantom seizing and spirit slaying are so weak as to almost be bad choices.
    Uncanny Perception Technique: Requires Spirit-Detecting Glance. Half your occult to awareness to detect spirits and Fair Folk. Okay choice
    Keen Unnatural Eye: Requires Uncanny Perception Technique. Some bonus dice to track or uncover evidence of a spirits actions. Okay choice
    Spirit-Cutting Attack. Requires Spirit-Detecting Glance. Allows you to attack immaterial spirits. Good choice
    Spirit-Draining Stance: Requires Spirit-Cutting Attack. One auto withering damage when you successfully withering attack spirits. Bad choice, becomes okay at Essence 2
    Ghost-Eating Technique: Requires Spirit-Cutting Attack. Deal agg to spirits with your attacks and steal some motes. Very good choice
    Phantom-Seizing Strike: Requires Ghost-Eating Technique. Force an immaterial opponent to materialize. Okay choice
    Spirit-Slaying Stance: Requires Phantom-Seizing Strike. Gain Essence dice to attacks against spirits. Okay choice
    Uncanny Shroud Defense: Requires Spirit-Cutting Attack. Stop a lethal blow from filling your last health level. Good choice
    Supernal Control Method: Requires Ancient Tongue Understanding. Free full occult excellency once per scene. Good choice


    Performance:

    Dip: 2 choices. No wrong choice
    Masterful Performance Exercise: 1 auto success. Reroll 1s until 1s fail to appear. Good choice
    Respect-Commanding Attitude: Audience must spend a willpower to stop watching your performance and 2 willpower to attack you. Must be activated before combat starts. Good choice

    Invest: 13 choices. Soul-Firing, Mood-Inducing and Shining Expression should not even be charms. The double 9s are boring but pre-reqs for the rest of their trees. Cunning Mimicry and Excellent Mockingbird should be one charm and is still not that great. The two sex ones are fairly situational.
    Soul-Firing Performance: Requires Masterful Performance Exercise. Give a performance and force everyone to reconsider a past decision based on the emotional premise of the performance. Usable once a story. Bad choice
    Impassioned Orator Technique: Requires Masterful Performance Exercise. Double 9s to speeches. Okay choice
    Perfect Harmony Technique. Requires Masterful Performance Exercise. Double 9s to music and singing. Okay choice.
    Mood-Inducing Music: Requires Perfect Harmony Technique. Choose an emotion based effect. Anyone hearing your song gains a bonus equal to your essence to social towards causing that effect and a penalty to the opposite. Bad choice
    Graceful Reed Dancing: Requires Masterful Performance Exercise. Double 9s to dancing. Okay choice
    Battle-Dancer Method: Requires Graceful Reed Dancing. Add half your Performance to Parry Evasion or Resolve. Okay choice
    Shining Expression Style: Requires Graceful Reed Dancing. Perform a dance based on an emotion. Everyone who hears starts talking about one of their intimacies related to that emotion. Bad choice
    Voice-Hurling Method: Requires Masterful Performance Exercise. Make your voice from up to short range. Talk while hidden without giving away your position. Okay choice
    Cunning Mimicry Technique: Requires Masterful Performance Exercise. Perfectly copy some ones voice for 10 seconds after listening to them for an hour. Bad choice
    Most Excellent Mockingbird: Requires Cunning Mimicry Technique. What the pre-req should be, perfectly mimic a voice for a scene that you that you learned with the pre-req. Okay choice
    Splendid Magpie Approach: Requires Masterful Performance Exercise. Perfectly mimic the noise of any animal you’ve heard before. Okay choice
    Thousand Courtesan Ways: Requires Masterful Performance Exercise. Add one to appearance. Use a single influence roll for multiple actions as long as they are couched in sexual terms. Okay choice
    Celestial Bliss Trick: Requires Thousand Courtesan Ways. Have mind boggling sex and give your partner a Defining Tie of lust that lasts for Essence weeks and gain Essence auto successes to social actions for the rest of the scene. Okay choice


    Presence:

    Dip: 3 choices. No wrong choice
    Listener-Swaying Argument: 1 success and a die for every 2 points the target boosts their resolve: Good choice
    Harmonious Presence Meditation: 3 bonus dice to all social influence. Social influence charms costs 1 less. Last a scene or indefinitely. Very good choice
    Tiger’s Dread Symmetry: 1 dice to all Presence roll and reroll some non-successes to intimidate. Good choice

    Invest: 1 choice and its so weak as to be pretty much worthless.
    Excellent Friend Approach: Requires Harmonious Presence Meditation & Listener-Swaying Argument. No roll to persuade targets with Defining Ties to the Solar to do inconvenient tasks. Bad choice


    Resistance:

    Dip: 5 choices. You’re going to buy ox-body eventually, might as well get it now
    Durability of Oak Meditation: Reduce raw damage by 2. Gain 4 hardness. Good choice
    Ox-Body Technique: Extra health levels. Very good choice
    Whirlwind Armor-Donning Prana: Put on your armor fast. Okay choice
    Poison-Resisting Meditation: 1 success and 3 dice against toxin duration. Okay choice
    Essence-Gathering Temper: Regain motes when you take damage. Good choice

    Invest: 5 choices. No wrong choices
    Spirit Strengthens the Skin: Requires Durability of Oak Meditation. Increase your soak up to double. Used before damage is rolled. Good choice
    Iron Skin Concentration: Requires Spirit Strengthens the Skin. Soak unsoakable withering attacks or create stamina -0 health levels against decisive attacks. Very good choice
    Body-Mending Meditation: Requires Ox-Body Technique. Boost your healing speed for a day after resting an hour. Good choice
    Front-Line Warrior’s Stamina: Requires Ox-Body Technique. Roll half your health levels and gain successes to initiative. Good choice
    Armored Scout’s Invigoration. Requires Whirlwind Armor-Donning Prana. Your armors mobility penalty becomes 0. Good choice


    Ride:

    Dip: 2 choices. Take Beast-Rider if you want to do mounted combat.
    Master Horseman’s Technique: 3/6 different minor charms. Can buy the rest later for 2xp each. Good choice
    Seasoned Beast-Rider’s Approach: The mounts actions don’t take up your actions. Very good choice

    Invest: 6 choices. Flashing Thunderbolt becomes very good if you have both the athletics charms. Elusive mount becomes good for a ranged character.
    Flashing Thunderbolt Steed: Requires Master Horseman’s Technique. Your mount can run full speed for an hour without becoming fatigued and can use Graceful Crane Stance and Monkey Leap Technique from athletics if you have them. Good choice.
    Elusive Mount Technique: Requires Flashing Thunderbolt Steed. You can reflexively disengage while mounted. Okay choice
    Wind-Racing Essence Infusion: Requires Flashing Thunderbolt Steed. Your mount travels 6x faster at narrative speeds. You gain a bonus to ride based commands and races. Gain 2 initiative when rushing and your mount gains 2 as well if it has its own initiative from Seasoned Beast-Rider’s Approach. Very good choice
    Single Spirit Method: Requires Master Horseman’s Technique. Your mount may reflexively rise from prone if it falls. You will not be unseated or damaged by the mount rolling on you. Good choice
    Worthy Mount Technique: Requires Season Beast-Riders Approach. Your mount may reflexively defend other you and gain 1 parry and evasion max 5 and gains your essence to damage. Very good choice
    Mount Preservation Method: Requires Worthy Mount Technique. When your mount is decisively attacked take 1 damage to remove 3 successes from the opponents damage roll. Very good choice


    Sail:

    Dip: 3 choices. Salty Dog is the choice unless you’re the captain then take ship claiming but if you’re doing that why are you dipping?
    Salty Dog Method: Reroll 6s until they don’t appear. Add half your sail to your Resolve against supernatural horror. Immediately stand up after falling and can’t fall off a ship. Know the distance and rout to anywhere you’ve been. Very good choice
    Ship-Claiming Stance: People you don’t welcome aboard your ship take -1 on all actions. If you have a major or defining intimacy to your ship you can draw 5 motes from it once a day. Okay charm
    Immortal Mariner’s Advantage: Double 9s and/or reroll 1s until the fail to appear. Usable after the roll. Good choice

    Invest: Shipwreck-Surviving is useful for everyone. Fathom-fed & Letters of Marque are so situational and low powered as to be useless. If you have a favorite sail maneuver make sure to pick up the charm that buffs it.
    Shipwreck-Surviving Stamina: Requires Salty Dog Method. You stamina counts as 2 higher for suffocation, dehydration, and starvation. Good choice
    Fathom-Fed Spirit: Requires Salty Dog Method. If you wake up on a ship on the water you may ignore the willpower cost to resist a social influence once a day. Bad choice
    Safe Bearing Technique: Requires Salty Dog Method. Add 2 non charm dice to navigate dangerous waters or 2 successes if you’ve navigated this place before without taking hull damage or negating hull damage with a charm. Okay choice
    Ship-Sleeking Technique: Requires Ship-Claiming Stance. Increase your ships speed by one. Okay choice
    Orichalcum Letters of Marque: Requires Ship-Claiming Stance. Allows creatures of darkness you’ve welcomed into your crew to not be negatively affected by certain powers that normally only affect creatures of darkness. Bad choice
    Legendary Captain’s Signature: Requires Immortal Mariner’s Advantage. Double a ships maneuverability and increase its speed by one for one maneuver. Good choice
    Sea Ambush Technique: Requires Legendary Captain’s Signature. Add your ships speed to a concealment action. Okay choice
    Deck-Sweeping Fusillade: Requires Legendary Captain’s Signature. Add your essence to a broadside maneuver and treat it as essence successes higher. Okay choice
    Ship-Breaking Method: Requires Legendary Captain’s Signature: Ram maneuver that deals 1 extra damage. Auto defeat a broadside. Good choice
    Superior Positioning Technique: Requires Legendary Captains Signature. Treat your opponents 1s as 10s for your positioning maneuver and auto evade a ram maneuver. Good choice


    Socialize:

    Dip: 3 choices. First 2 are situational 3rd is a tiny version of the excellency.
    Master of Small Manners: You can’t mess up the basics in an unfamiliar society. Okay choice
    Motive-Discerning Technique: Double 9s on read intentions. May use Wits instead of Perception: Okay choice
    Shadow Over Day: Reflexively raise guile by 1. Bad choice

    Invest: 5 choices. All fairly low power and/or situational.
    Quicksilver Falcon’s Eye: Requires Motive-Discerning Technique. Know what defense an opponent uses against your social influence. Okay choice.
    Umbral Eyes Focus: Requires Quicksilver Falcon’s Eye. One auto success and two bonus dice to check the level of an intimacy you created with an instill action. Bad choice
    Humble Servant Approach: Motive-Discerning Technique. Target receives a -2 to guile if you already succeeded at a read intentions while they were interacting with someone else earlier in the same scene. Bad choice.
    Night Passes Over: Requires Shadow Over day. Ignore Penalties to Guile for Fatigue, Surprise or emotional state. Bad choice
    Intent-Tracing Stare: Requires Motive-Discerning Technique & Shadow Over Day. Auto know when someone within 5 feet is the target of a read intentions and who is using the read intentions action as long as you are aware of them. Okay choice


    Stealth:

    Dip: 3 choices. No wrong choice
    Perfect Shadow Stillness: Reroll a stealth roll. Keep the 10s. Good choice
    Easily-Overlooked Presence Method: You are ignored unless you do something obvious. Good choice
    Blinding Battle Feint: Join Battle with dex+stealth and hide if you win JB. Good choice

    Invest: 3 choices, no real wrong choice.
    Invisible Statue Spirit: Requires Perfect Shadow Stillness. Perfect invisibility unless you move. Good choice
    Stalking Wolf Attitude: Requires Blinding Battle Feint. Ignore the penalty to stealth while moving. Gain initiative equal to the amount you beat your preys detection attempt by. Take a cumulative -1 penalty to stealth for each turn this charm is active. If you do not attack immediately upon leaving stealth you lose the initiative gained. Okay choice
    Guardian Fog Approach: Requires Blinding Battle Feint. Add half your successes and your whole stunt bonus on a stealth check to and allies own stealth roll. Okay choice.
    Survival:


    Dip: 3 choices. Food gathering should just be how it works, not a charm.
    Food-Gathering Exercise: Gather food. Bad choice
    Hardship-Surviving Mendicant Spirit: Protects against the environment except environmental damage. Very good Choice
    Friendship with Animals Approach: Herbivores let you pet them. Predators won’t attack you. Okay choice

    Invest: 0 choices.


    Thrown:

    Dip: 2 choices. How far away do you want to be?
    Precision of the Striking Raptor: Accuracy is treated as if you are at close range. Good choice
    Triple Distance Attack Technique: Can throw at long range: Good choice

    Invest: 5 choices. Steel Storm becomes good at essence 3, otherwise no wrong choices.
    Steel Storm Descending: Requires Precision of the Striking Raptor. Use after winning JB to add the difference in your initiative and your targets initiative to a decisive attack roll. Bad choice
    Flashing Draw Mastery: Requires Steel Storm Descending. 1 auto success to JB and treat your initiative as Essence+1 higher for purpose of attack order in the first round. Okay choice
    Joint-Wounding Attack: Requires Precision of the Striking Raptor. If a decisive attack with this charm causes at least 3 damage the target takes a -3 to all actions for the rest of the scene. Good choice
    Angle-Tracing Edge: Requires Precision of the Striking Raptor. Remove all penalties due to cover. Attacking someone with full cover is treated as long range. Good choice
    Cascade of Cutting Terror: Requires Triple Distance Attack Technique. Undodgable decisive with a free full excellency that does double damage of the attack to all significant objects and insignificant opponents within short range of the target. Do not need to aim if you win JB and start with this attack. Very good choice


    War:

    Dip: 2 choices. No wrong choice
    War God Descendent: Ignore the penalty for poor drill and increase battlegroups size on join battle. Good choice
    Ideal Battle Knowledge Prana: Double 9s on order actions. Good choice

    Invest: 4 choices. The first 2 are used before battle, Rout-Stemming is incredibly useful.
    Immortal Commander’s Presence: Requires War God Descendent. Drill a battlegroup for one minute to give them an auto success to firing siege weaponry and reroll nonsuccess for one attack. Drill for an hour to make it last an entire combat. Good choice.
    League of Iron Preparation: Requires War God Descendent. A group drilled with this charm cannot suffer demoralization form non magic sources. Ignore penalties caused by hunger, weather, or long marches to strategic maneuver rolls. Good choice
    Rout-Stemming Gesture: Requires War God Descendent. Reflexive rally action with Essence auto successes. Very good choice.
    Holistic Battle Understanding: Requires War God Descendent. Ignore the penalty for being unfamiliar with the opposing force when making a strategic maneuver roll. Okay choice.
    Last edited by Darkuwa; 05-08-2016, 08:14 PM. Reason: Formatting

  • #2
    Having read the Bureaucracy charms recently, I'm pretty sure the benefits of Frugal Merchant Method and Insightful Buyer Technique are that they're infallible. You know infallibly whether this thing is what it is claimed to be and what it would sell for in An-Teng right then, when you see it in a shop in Nexus. I will grant that knowing what it would sell for in An-Teng in six months when you get there would be better, but they're not inherently bad charms.


    ....

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    • #3
      I can see uses for Insightful Buyer Technique. But when I try to imagine Frugal Merchant Method being useful, all the situations I come up with seem contrived.

      That detail aside, I like the guide.


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      • #4
        Originally posted by Sanctaphrax View Post
        I can see uses for Insightful Buyer Technique. But when I try to imagine Frugal Merchant Method being useful, all the situations I come up with seem contrived.

        That detail aside, I like the guide.
        My Eclipse's growing influence within the Southern economy is substantially facilitated via judicious use of Insightful Buyer Technique. It is awesomely powerful. Frugal Merchant honestly hasn't come up yet, but I can see it being a neat trick if you're perusing collections of secondhand items or (obviously) evaluating Artifacts or First Age relics.

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        • #5
          Just wanted to say these are spot on, thanks for making the guide! While it doesn't help my character focus (that is basically Supernal Ability Charms x 5-6) it provides a nice pointer to well rounded secondary skill selection.

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          • #6
            I think Thousand Courtesan Ways is good to very good for any social character. If you have low Appearance it blunts the social attacks against you, if you have high Appearance it furthers your advantages. There is really no reason why a social character shouldn't have it always on.

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            • #7
              Originally posted by TGUEIROS View Post
              I think Thousand Courtesan Ways is good to very good for any social character. If you have low Appearance it blunts the social attacks against you, if you have high Appearance it furthers your advantages. There is really no reason why a social character shouldn't have it always on.
              For a member of House Cynis where the second part of the power could be used in every social scene it would be on the high end of Good approaching Very good. Otherwise its +1 dice on appearance rolls and a somewhat useful power that can be used in some social situations, making it the high end of Okay.

              Originally posted by prototype00 View Post
              Just wanted to say these are spot on, thanks for making the guide! While it doesn't help my character focus (that is basically Supernal Ability Charms x 5-6) it provides a nice pointer to well rounded secondary skill selection.
              I will be working on the other charms and posting them one essence level at a time.

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              • #8
                Originally posted by Sanctaphrax View Post
                I can see uses for Insightful Buyer Technique. But when I try to imagine Frugal Merchant Method being useful, all the situations I come up with seem contrived.

                That detail aside, I like the guide.
                You'd be surprised at how often a shadier merchant may try to pass something off as being in better shape than it actually is...and how easy it is to fake that.

                A few examples...
                Selling a sword that was broken, then just welded back together instead of being properly reforged (would break after a few impacts). If properly filed and shined up, it can be very hard to tell the difference if you aren't very familiar with swordcraft
                Selling a secondhand cart that you repaired with cheap, crappy pine and then stained to look like the oak the rest of the cart is made of. Couple good bumps, the repaired parts are going to snap.
                Selling goods made of cheap materials, but dolled up to look like they were made of something better.
                Or even just selling used goods that are shined up and claiming they are new...

                Furthermore 'quality' is not just a measure of how new something is. Being able to tell at a glance if a sword is forged from a high-quality steel alloy, assembled tightly, and properly tempered is a useful skill to have. You could walk into an armory and instantly identify the best-made equipment in there. You could walk into shop that is selling textiles and only purchase the very finest of them (even if the shopkeeper doesn't know about the differing quality). You can pick the best wine off the shelf without opening it. You can go to a market and only buy the very best of the produce. Depending on how generous your ST is with the definition of 'good' you might even be able to apply this Charm towards picking out a mount, or telling how healthy livestock is prior to purchasing it. Heck...you'd make out like a bandit on a trip to a pawn shop. Being able to tell, at a glance, what the highest quality goods in the shop were? Yes please!

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                • #9
                  Originally posted by Darkuwa View Post

                  For a member of House Cynis where the second part of the power could be used in every social scene it would be on the high end of Good approaching Very good. Otherwise its +1 dice on appearance rolls and a somewhat useful power that can be used in some social situations, making it the high end of Okay.

                  See page 218 for the further benefits of Appearance. It is not only for Appearance rolls. TCW has many applications as one of the few direct Attribute enhancers in the game.

                  (I had a brain fart when writing the first post and for some reason thought the bonus was based on Apperance vs Appearance when it is actually Appearance vs Resolve. So it only benefits social attacks, not defense, bonetheless the sentiment stands and I still consider it good to very good.)

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                  • #10
                    Originally posted by guildsbounty View Post
                    You'd be surprised at how often a shadier merchant may try to pass something off as being in better shape than it actually is...and how easy it is to fake that.

                    A few examples...
                    You shouldn't need a Charm for any of that, except for the bit about not opening the wine. Assessing goods is a basic application of a skill.

                    And even if you the Charm did meaningfully increase your profit margins somehow, that would fall flat because this game doesn't usually count coins.


                    EX3 Craft Rewrite

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                    • #11
                      Originally posted by Sanctaphrax View Post

                      You shouldn't need a Charm for any of that, except for the bit about not opening the wine. Assessing goods is a basic application of a skill.

                      And even if you the Charm did meaningfully increase your profit margins somehow, that would fall flat because this game doesn't usually count coins.
                      Yeah...that's a good point. (especially with the profit margins from a mechanical standpoint)

                      I guess the simplest comparison I can hitch to it, in my opinion, would be this: It's "Flawless Diagnosis Technique" for merchants. Yes, it is something you could do with dice rolls...Yes, you could reach the same results with some time. But just like FDT, Frugal Merchant Method does it instantly and is never, ever wrong.

                      To echo you: "Diagnosing is a basic application of a skill." Just because you could do it 'manually' doesn't mean that the instant/never wrong method is not needed.

                      As for a 'practical mechanics use' for it...it could be used to create a minor tie of respect towards your character for their 'keen eye for quality.' Or it could be used for intimidation by threatening to out a shady merchant for trying to hustle inferior goods. In that way, it is a potentially useful ride-along for social interaction with businessmen. And a merchant that respects (or fears) you may be more inclined to share their 'select stock' with you that they wouldn't just sell to anyone. Or it might be an in-road to getting something else that you want. Or it could massively build your reputation as a Merchant in the city you deliver to because you only show up with extremely high-quality goods.

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                      • #12
                        Originally posted by Sanctaphrax View Post

                        You shouldn't need a Charm for any of that, except for the bit about not opening the wine. Assessing goods is a basic application of a skill.
                        Which comes back to the idea that the Charm takes that basic application and makes it automatically successful. Not a tremendous Charm by any means, but has its uses, especially if you are likely to face a good amount of situations in which that assessment could have a high difficulty, such as a scavenger lord in search of still functioning First Age/Shogunate stuff for instance.


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                        • #13
                          Originally posted by guildsbounty View Post

                          You'd be surprised at how often a shadier merchant may try to pass something off as being in better shape than it actually is...and how easy it is to fake that.

                          A few examples...
                          Selling a sword that was broken, then just welded back together instead of being properly reforged (would break after a few impacts). If properly filed and shined up, it can be very hard to tell the difference if you aren't very familiar with swordcraft
                          Selling a secondhand cart that you repaired with cheap, crappy pine and then stained to look like the oak the rest of the cart is made of. Couple good bumps, the repaired parts are going to snap.
                          Selling goods made of cheap materials, but dolled up to look like they were made of something better.
                          Or even just selling used goods that are shined up and claiming they are new...
                          You know, when a session of Exalted involves haggling over a second-hand cart, I think there is something very wrong with your game style.

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                          • #14
                            Originally posted by Mahasamatman View Post
                            You know, when a session of Exalted involves haggling over a second-hand cart, I think there is something very wrong with your game style.
                            Not saying this is a thing that has happened...was just an off-the-cuff idea. But, ultimately, if the players are having fun...who cares how 'right' the game style is?

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                            • #15
                              Originally posted by Mahasamatman View Post
                              You know, when a session of Exalted involves haggling over a second-hand cart, I think there is something very wrong with your game style.
                              That is not a fair observation to make at all. There is no wrong fun. If people have fun while negotiating over whatever its good game. Besides there being endless narrative reasons why it could matter.

                              Your observation is just narrow and shortsighted.

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