Thursday, April 24, 2014

Exalted Rework Part 13: Solar Charms

So I haven't got any rants for today, so I figured I'd just post a good third of the Solar Charms I've written with a little bit of commentary between sections while I try to figure out how to categorize Dragon-Blooded Charms.

General Charms:

(You may take these charms multiple times, each time you do, pick a different category the Excellency can be used with. Example Categories: Combat, Physical Prowess, Social Perception, Social Influence, Applied Knowledge, Sorcerous Power)

First Solar Excellency - Essence Overwhelming: (Essence 1) Active: Pick a general category of endeavor. When you engage in Conflicts of that category, you may spend 1 Essence to add +2 to your Skill.
Second Solar Excellency - Essence Triumphant: (Essence 1) Active: Pick a general category of endeavor. When you engage in Conflicts of that category, you may spend 1 Essence to guarantee that your goal occurs, even should you lose the Conflict. You may not do this if your Goal is Overpowering (ie. killing or overwhelming Motivation).
Third Solar Excellency - Essence Resurgent: (Essence 2) Active: Pick a general category of endeavor. When you engage in Conflicts of that category and you lose, you may spend 1 Essence to not lose any Sacrifices you bid in order to succeed. This charm cannot be used to affect Conflicts which you win.
Infinite Solar Mastery: (Essence 4) Passive: Pick a general category of endeavor. When you use the First Solar Excellency relating to this endeavor, you may spend more than 1 Essence. Each essence spent after the first adds an additional +1 to the skill.
Solar Essence Flow: (Essence 5) Passive: Pick a general category of endeavor. You now win ties in that endeavor. If this ability is contested by another ability that grants winning ties, you tie normally, but instead gain +1 to those Skill Rolls.


The First Excellency really is meant to be your go-to Excellency. The Second and Third are nice supplements, but unlike Core are really their own things, not just stylistic choices. Infinite Mastery and Essence Flow are basic mechanical enhancements.


Combat Charms:

Summoning Loyal Steel: (Essence 2) Passive: You may hide your weapons and armor Elsewhere, even Artifacts, allowing you to appear unarmed and making it impossible to steal your weapons. This charm also prevents you from being disarmed.
Sandstorm-Wind Attack: (Essence 2) Passive: While your Anima Banner is ignited, you never run out of ammunition and your weapons never break. You can create bolts or arcs of energy (with any sort of cosmetic effect you desire) with your weapons rather than striking normally, and you may throw melee weapons and have them return to your hand.
Flashing Vengeance Draw: (Essence 2) Passive: Your attack speed and precision is not restricted by reason, you may perform Improbable stunts of this type even when your Anima Banner is not ignited, and you may perform Impossible stunts when it is. You can strike opponents on opposite sides of you simultaneously with a single weapon, or carve your initials in an your opponent’s flesh before he has time to bleed, or strike your opponent five times while he’s mid-blink, returning your sword to its sheath before he opens his eyes.
Iron Whirlwind Attack: (Essence 3, Flashing Vengeance Draw) Active: You may spend 1 Essence to defeat all Extras with any reasonable chance of engaging you in combat, in addition to forcing a Moderate Injury Complication on all Exalted or Heroic enemies in the area.
Heaven Thunder Hammer: (Essence 2) Passive: Your offensive force is not limited by reason, and you may perform Improbable stunts of this type even when your Anima Banner is not ignited, and you may perform Impossible stunts when it is.. You can smash through walls with bare-handed punches, cut down ancient trees with a single swing or create massive craters with swings of a hammer.
Blazing Solar Bolt: (Essence 3, Heaven Thunder Hammer) Active: You may spend 1 Essence when engaged in combat against against Creatures of Darkness. In addition to any other effects of the Conflict, the Creatures of Darkness will suffer a significant wound or death, at the GM’s discretion.
Fivefold Bulwark Stance: (Essence 2) Passive: Your blocks and parries are no longer limited by reason, you may perform Improbable stunts of this type while your Anima Banner is down and Impossible stunts while it is ignited. For example, you may parry nonphysical attacks, block massive explosions with a shield, knock away falling buildings with the flat of a sword, and straight block swords swung by colossi (the ground beneath you might buckle, but neither you nor your weapon will budge).
Heavenly Guardian Defense: (Essence 2, Fivefold Bulwark Stance) Active: You may spend 1 Essence when you lose a Combat-type Conflict to cancel an injury or death caused by an opponent’s Overpowering Goal. This does not prevent damage from your own Complications, nor will it prevent negative effects which do not pertain to physical harm. You still lose the conflict, but you are merely defeated. You may not activate this Charm if the Conflict in question did not support your Motivation.
Iron Skin Concentration: (Essence 2) Passive: You can parry blades and arrows with your bare skin, and your toughness is not limited by reason. You may perform Improbable stunts of this type while your Anima Banner is down and Impossible Stunts while it is ignited. You can still be injured, but can manifest moments of flawless invulnerability.
Adamant Skin Technique: (Essence 2, Iron Skin Concentration) Active: You may spend 1 Essence when you lose a Combat-type Conflict to cancel an injury or death caused by an opponent’s Overpowering Goal. This does not prevent damage from your own Sacrifices, nor will it prevent negative effects which do not pertain to physical harm. You still lose the conflict, but you are merely defeated. You may not activate this Charm if the Conflict in question did not support your Motivation.
Shadow over Water: (Essence 2) Passive: Your defensive agility is no longer limited by reason. You may perform Improbable stunts of this type while your Anima Banner is down and Impossible Stunts while it is ignited. You can dodge so swiftly that opponents don’t even know where you’ve gone, flitting through hails of arrows or sprays of acid untouched, appearing behind your enemies even they are certain their blows are landing.
Reflex Sidestep Technique: (Essence 2) Passive: You are reflexively aware of Combat Conflicts that other characters attempt to enhance with the Subtlety Complication. The subtlety automatically fails and you may declare a goal and complications as normal.
Seven Shadow Evasion: (Essence 2, Shadow over Water) Active: You may spend 1 Essence when you lose a Combat-type Conflict to cancel an injury or death caused by an opponent’s Overpowering Goal. This does not prevent damage from your own Sacrifices, nor will it prevent negative effects which do not pertain to physical harm. You still lose the conflict, but you are merely defeated. You may not activate this Charm if the Conflict in question did not support your Motivation.
Heart’s Blade Perfection: (Essence 3) Passive: Choose a weapon-based combat style. While your Anima Banner is ignited, you can form these weapons out of raw Essence. While fighting with non-Artifact weapons of this type, you gain +1 to your Combat Skill.

So, each of the five 'shrubs', Speed, Power, Parry, Dodge and Soak has a tier 1 which gives you stunts and a tier 2 that gives you a nifty active ability. Perfect Defenses are partially intended to get players away from thinking about killing opponents and more thinking about beating the situation, because I firmly believe that killing a villain shouldn't be the most effective way to stop them. The entire Overpowering Goal system is designed to prevent that. Heart's Blade Perfection is a stylistic charm designed for characters who don't want to get an Artifact weapon or don't have a good narrative way to get an Artifact weapon.

Social Influence Charms:

Respect-Commanding Attitude: (Essence 2) Passive: You may perform Improbable Stunts of public speaking and performance (judged based on the responses of your audience) while your Anima Banner is down and Impossible ones while it is up. In particular, non-Heroic entities will always listen to what you have to say and will agree with you unless it directly conflicts with their Motivations or Intimacies. Note that this is not mind control and does not hypnotize or override the will, this is simply extraordinary charisma and beauty of performance or oration.
Heart-Compelling Method: (Essence 2) Passive: When speaking or performing, you can inspire others to feel certain emotions. That your words (or performance) is the source of these emotions is obvious, but that these emotions are supernaturally compelled is not. You may single out individuals to feel these emotions or apply them to all who experience your work, but you cannot disguise the emotions you put forward: a speech that evokes unthinkable rage in a given individual will be recognizable to any observer as a speech that might be upsetting, even if only one person was supernaturally compelled. Heroic and Exalted targets can avoid the emotion by exiting the area, gaining Limit or engaging in Conflict with you. The emotion is supernaturally compelled for a scene, but might last longer.
Hypnotic Tongue Technique: (Essence 2) Passive: You may give irresistible but reasonable orders to extras and other weak-minded individuals. They will obey to the best of their ability and never question why they did so. Reasonable orders include favors, information and aid but not putting themselves in danger, even possible danger (such as giving the Solar their weapons while they are alone together). Heroic individuals are immune to this Charm. This Charm need not be subtle: shouting “CEASE!” at a rioting street would also be effective.
Memory-Reweaving Discipline: (Essence 3) Active: When speaking or performing, you may spend 1 Essence to instill a permanent belief in your audience (such as "You love me," or "The Realm is Evil"). If you have an Intimacy (or Motivation) in agreement with that belief, then your audience gains an Intimacy for it as well. That you are the one who has convinced them of this belief is obvious to all who watch or listen, or who ask afterwards. These beliefs may be untrue ("Mnemon is a demon disguised as a Dragon-Blood"), and if presented with undeniable evidence to the contrary, your audience will grudgingly abandon them, though if there is any doubt they will hold fast. Non-heroic entities will always accept these new beliefs, where Heroic targets can avoid falling under your spell by leaving the area, gaining Limit or engaging in Conflict with you.
Majestic Radiant Presence: (Essence 3) Passive: While your Anima Banner is ignited, extras are in utter awe of you, whether this be worshipful or terrified will depend on your actions. When engaged in Conflicts of social influence, while your Anima Banner is ignited, your majesty must be respected: other characters are incapable of dismissing or ignoring your words, limiting their stunts (and perhaps encouraging certain Complications).

Here I display my intent toward Social Combat. Social Conflicts are a thing, played out through debates and shouting matches and arguments, and sometimes through direct combat as well. Here we also see that you can voluntarily gain Limit to avoid supernatural mental effects. Finally, of course, while social charms just plain work on non-Heroic individuals, anyone Heroic can either flee the area (possibly facing social consequences) or directly challenging the Solar using the charm, either to a physical or social Conflict, some way of refuting the statement being made.

Fortitude Charms:

Integrity-Protecting Prana: (Essence 2) Passive: While the character’s Anima Banner is ignited, this charm renders the character completely immune to all forms of harmful Shaping that directly alters their mind, body or spirit, including Wyld Energy, Sorcerous Transmogrification, Primordial Magic or certain Shaping-based charms. Note that this is superior to the Lunar Exalted’s tattoos in that it permits harmless or beneficial Shaping effects (beneficial from the Solar’s point of view, this charm is defined by the Solar’s internal idea of their own strength), and provides protection against mind and soul-affecting. This does not protect against attacks enhanced by Shaping or created by Shaped constructs, it simply prevents the character from being straight-up turned into a newt or a rock or a cloud of butterflies.
Righteous Lion Defense: (Essence 2) Passive: Define an ideal, based on the character’s Motivation or an Intimacy. The character’s dedication to this ideal is absolute, no matter what charms, supernatural influence or enemy Goals are applied, the Solar will never forsake or betray it. This charm may be purchased twice. Should the Solar ever achieve their ideal, this Charm accepts a new one at the beginning of the next story.
Temptation-Resisting Stance: (Essence 2) Active: Pay 1 Essence after you have lost a Conflict where your opponent's Goal involved you betraying your Motivation. Your opponent’s goal is negated. Any Complications are played out as normal. You may also use this charm to spend Essence instead of Limit when resisting supernatural mental influence.
Transcendent Hero’s Meditation: (Essence 3) Active: Pay 1 Essence. You break any and all externally imposed restraints on your mind with an echoing shout, restoring you to full mental clarity. Any sort of illusion, mind control, enforced emotion or unnatural servitude is shattered, allowing the Exalt to make their own decisions about their actions. This Charm has no effect on Limit Break.
Immunity to Everything Technique: (Essence 3) Passive: While all Solars are naturally resistant to harm, you are completely immune to environmental dangers to your body. Poison, acid, suffocation, starvation, dehydration and extreme temperatures and supernatural weather are all harmless to you, unless inflicted directly and deliberately by a being of equal or higher Essence. This grants no immunity to any direct attack of any sort, though it may allow you to resist secondary effects of the attack.
Trackless Region Navigation: (Essence 2) Passive: Your wilderness survival abilities are no longer restricted by reason. Groups that you lead travel swiftly and safely through the harshest of conditions. You can feed yourself off of the land’s bounty, no matter how improbable, and can lead others to find food as well, making long treks through dangerous lands with no supplies reasonable and possible. Your can also track and pursue quarry through the wilderness with only the barest hints of a trail.
Friendship With Animals Approach: (Essence 2) Passive: You can communicate with animals, and they with you. This does not make normal animals intelligent enough to understand the full range of human concepts, and many animals (especially wild animals) lack patience or self-control. Animals will only ever attack you when driven to near-insanity with hunger, fear or anger or if trained to do so. If you raise and train animals, you can supernaturally enhance them, making them larger, stronger, smarter and braver.
I have combined Integrity and Resistance into a single Skill called Fortitude because I think that in general they tend to go together (upon reflection I think Sidereals split them up? Mercury gets Resistance and Saturn gets Integrity, but they're together for both Earth Aspects and Zenith/Midnight/Malefactor so that's enough for me). There's also a few Survival charms in there because this feels like the appropriate place for them. In general these charms are defensive or stunt-based, so there's not a lot to say.

Crafting Charms:

Chaos-Resistance Preparation: (Essence 2) Passive: Things you create are dramatically tougher than they have any right to be, requiring absurd efforts to destroy or forcefully dismantle when outside your possession and being completely indestructible while in your possession. In addition, such objects resist the twisting touch of the Wyld and other Shaping effects, being completely immune to them so long as it is in your possession (or you are inside it, if the object is a structure such as a castle or building). Should you abandon the things you have created or gift them to others, they require ten times the effort to affect with Shaping than they would normally, but may be affected.
Shattering Grasp: (Essence 2) Passive: With this charm, you may undo any work of physical craftsmanship. Disassembling or destroying any crafted object is a specific Impossible Stunt you may take. This requires your Anima Banner be ignited. The only restriction is that large constructions take significant time to demolish, and anything crafted of the Magical Materials will take you no less than an hour’s uninterrupted work and may take much longer. Lesser objects, such as swords, armor, shields, doors, windows or clothing may be disassembled or destroyed with a touch.
Craftsman Needs No Tools: (Essence 3) Passive: So long as your Anima Banner is up, you can use it to shape and modify raw materials into the things you craft, and you do so at blinding speed. You need neither forge nor smelter, hammers nor saws, chisel nor grindstone, cauldron nor fire, though such things don’t hurt. Reduce the time needed to craft any object you make by a factor of 5, by 10 if you have the proper tools. The exception to this is the Magical Materials, which you work at 5 times the normal rate, but still require the proper tools. You can also repair anything you understand the creation of, flawlessly, sealing over cracks and repairing broken parts to be as if they were new, including things which could not otherwise be repaired, such as broken glass or fragments a burnt letter.
Mastery of the Maker’s Art: (Essence 4) Passive: Pick Magitech, Genesis or Wyld. You may now perform crafts of that discipline. Magitech is the craft of animating intelligence, microfilaments, advanced automata and cybernetics. Genesis is the craft of living creatures, mutations and artificial evolution. Wyld is the craft of Shinmaic resonance, Reality stabilization, chaos mechanics and of making the impossible exist within Creation. You may take this charm multiple times, each time unlocking a different advanced Crafting Discipline.

We end today with Craft Charms. I went over the existing craft charms and came up with these, most of which are combinations of several charms. These are primarily stunt charms. In general, crafting will probably not require Conflicts, rather requiring quests to go and gather unusual materials. Mastery of the Maker's Art is intended to replace the old 'multiple crafts' system because that kind of got out of hand, and really while you can teach Magitech and Shinmaic Resonance to Heroic Mortals, they're not going to truly internalize it because they don't really have the ability to access it. Mortals, by this scope, and maybe even Dragon-Blooded, aren't really craftsmen, they're technicians.

Tomorrow, more charms. I'm still trying to grind my gears to get DB charms flowing. They've got to be scaled down a step or two from Solars, while still being valuable in their context.

Thanks for reading, feel free to leave questions or comments, as always.

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