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It occurs to me that this could be a useful backup for the Exalted crunch I've written over the years. So shall it be.

...why am I explaining this to the Internet at large? I must have fever.

Legal: Exalted is a trademark of White Wolf Games (and also one of the best RPGs to ever exist), and no challenge to that copyright is intended or desired. The game material presented here is not official in any way, just some things I've put together over five years of gaming.



Melee (written for Oursa, Dawn Caste Solar Exalt)

Resplendent Striking Steel
Cost: 6m, 1 WP
Type: Reflexive
Duration: Scene
Minimum Melee: 5
Minimum Essence: 3
Prerequisites: Iron Raptor Technique
The Solar imbues his chosen weapon with the ability to strike at range for a scene. He may strike any target he can see within a distance of (Dexterity x 5) yards; the weapon leaves his hand, strikes, and returns instantly, quickly enough to enable multiple attacks. Some Chosen physically hurl their weapon, while others cast forth an Essence duplicate or imbue the shockwave of a swing with killing energy, but the result is the same. These attacks are Melee attacks for all intents and purposes, including applicability of Melee Charms.

[Note for those who find this journal through the Intarweb: I don't have the Dawn book, and thus did not have access to the similar Charm there -- still don't, actually.]

Hurricane Impact Strike
Cost: 3m
Type: Supplemental
Duration: Instant
Minimum Melee: 3
Minimum Essence: 2
Prerequisite Charms: Hungry Tiger Technique
Gathering his Essence around his weapon, the Solar strikes a resounding blow that knocks his opponent backwards. If the attack hits and is not deflected, the target is blown backward a number of yards equal to the Exalt's Strength plus the number of successes rolled on the attack.

Weapon-Shattering Technique
Cost: 5m
Type: Supplemental
Duration: Instant
Minimum Melee: 4
Minimum Essence: 3
Prerequisite Charms: Hurricane Impact Strike
The Solar directs his power against an enemy weapon, shattering it. He makes a Melee attack as normal; this attack may be dodged, but not parried. A successful attack does no damage, but instead strikes an opponent's weapon, shattering it into a thousand shards if it is mortal. Magical weapons -- IE, those made of the Five Magical Materials -- are more resilient and do not break, but if the attack gains more successes than the opponent's Wits the weapon is knocked free of her grasp, flying up to the Solar's Strength+Melee in yards away.

This Charm may be used against natural weapons such as claws and fangs; the Solar subtracts one success from his attack, but deals one unsoakable level of lethal damage to the target. Ruined claws or fangs may be regenerated as though they were a single level of aggravated damage per weapon. This Charm does not function on opponents with no physical weapons.

Armor-Devastating Blow
Cost: 6m
Type: Supplemental
Duration: Instant
Minimum Melee: 5
Minimum Essence: 4
Prerequisite Charms: Weapon-Shattering Technique
No force in Creation can impede the wrath of the Chosen of the Sun. The Solar charges his weapon with inevitable might, striking with such force as to sunder his opponent's armor. If the attack hits an enemy wearing non-magical armor, the opponent's armor soak is permanently reduced by the Solar's Strength+Melee in addition to the attack's nbormal damage (apply this before the Solar's damage is calculated.). Should this reduce the armor's soak rating to zero, the armor is permanently ruined.

Armor made from the Five Magical Materials suffers a reduced effect. Against Artifact armor, the soak reduction per strike is halved. If the soak of such armor is reduced to zero, it may be repaired by a sorceror-smith (Craft and Occult at 3) with a day's labor. Natural soak is reduced by the Solar's full Strength+Essence against the attack enhanced by this Charm only.

Foe-Stunning Method
Cost: 1m/die
Type: Reflexive
Duration: Instant
Minimum Melee: 5
Minimum Essence: 3
Prerequisite Charms: Hurricane Impact Strike
Focusing his power, the Solar strikes to incapacitate an enemy. If he hits an enemy with a Melee attack, he may activate this Charm. He deals bashing damage, but may buy additional dice of post-soak damage for one mote per die, up to a maximum of his Strength+Melee. Damage purchased in this way that would reduce a foe to below Incapacitated is lost; but for every two levels lost in this way, the opponent is prevented from regenerating bashing damage for one turn.

Earth-Shaking Assault
Cost: 6m
Type: Simple
Duration: Instant
Minimum Melee: 5
Minimum Essence: 4
Prerequisite Charms: Foe-Stunning Method
So terrible is the force of the Solar's strike that it leaves an opponent imprisoned in the earth (or some other likely piece of scenery, at the discretion of the Storyteller and the player). If the Chosen hits with this attack, in addition to any damage taken from the strike, the enemy is smashed deep into the earth, entangled in the ruins of a nearby building or forcibly inserted into the face of a cliff. In order to free himself, the opponent must make an extended Strength+Athletics roll as a simple action each round and accumulate successes equal to the Solar's Strength+Melee+Essence. Until that time, the target can take no physical action unless he can become incorporeal, shapeshift to a suitably evasive form or otherwise cleverly evade the psysical obstacle.

Inexorable Wrath of the Sun
Cost: 10m 1WP
Type: Simplel
Duration: Instant
Minimum Melee: 6
Minimum Essence: 6
Prerequisite Charms: Earth-Shaking Assault, Armor-Devastating Blow
The Solar's attack is as the rage of the Unconquered Sun himself. His attack simply brushes aside any attempt to parry, and such is its speed and precision that any attempt to dodge requires two successes to negate a single attack success. Once he hits, no amount of soak or hardness can reduce his damage below his Essence+Melee in dice, and the blow deals aggravated damage. Finally, an opponent damaged by this Charm is stunned for the Solar's Melee in rounds, taking a die penalty to all actions equal to the Solar's Strength.


Archery (written for Ka Sol, Night Caste Solar Exalt)

Harmony-Shattering Arrow
Cost: 6 motes
Type: Supplemental
Duration: (Archery) turns
Minimum Archery: 5
Minimum Essence: 3
Prerequisite Charms: Accuracy Without Distance
With precise and lethal aim, the Solar targets the channels that control an opponent's Essence flows, empowering his shot to disrupt the vital energy patterns. If the attack hits and does damage, the arrow has temporarily damaged the target's ability to channel Essence. Any Charm or power he invokes for the Solar's Archery in turns costs an additional number of motes equal to the archer's Essence.

Only one invocation of this Charm can be active on a character at one time.

(Type)-Revealing Bolt
Cost: 1 mote/mote drained, 1 WP (see text)
Type: Supplemental
Duration: Instant
Minimum Archery: 5
Minimum Essence: 4
Prerequisite Charms: Harmony-Shattering Arrow, Solar Spike
Oftimes during the First Age, the enemies of the Deliberative would hide themselves among innocents, thinking to ward away the wrath of the Princes of the Earth. This Charm was developed in response, so that such cowards could be punished appropriately. The Solar names a type of creature, which can be any type of Exalt, god, demon, ghost, Malfean or Primordial. The arrow he then fires, attuned to that creature's Essence, deals no damage whatsoever to any target it hits not of that type, and in fact passes through any other living creature it strikes. Upon impact, it sends harmonic shockwaves through the target's Essence.

For every mote the Solar spends on this Charm, to a maximum of his Dexterity+Archery, one mote is drained from the opponent's Essence pool, plus a number of motes equal to the Solar's permanent Essence. The motes are immediately expelled into a pillar of golden fire that makes stealth completely impossible and shatters any Stealth Charms the target is currently using. The pillar lasts for the Solar's Essence+Archery in turns, and it adds half the number of motes expelled in dice to all attack rolls made against the target during that time, highlighting him unnaturally and exposing him to righteous justice. Additionally, any attack made against a posessing spirit is applied against the spirit rather than the host, and forces the target to materialize and relinquish control. Only one application of this Charm can inhibit a target at any one time.


Calm Disbelief of Divinity
Cost: 15 motes, 1 WP
Type: Supplemental
Duration: (Archery) turns
Minimum Archery: 6
Minimum Essence: 6
Prerequistes: (Type)-Revealing Bolt
The Solar pours Essence into an arrow, carefully attuning it to shatter the precise geometries of Essence. Upon striking its target, it does damage as normal for its type, but additionally deals a number of dice of unsoakable aggravated damage equal to the target's Permanent Essence. Further, the target loses a number of motes from his pool equal to the Solar's Dexterity+Archery score each turn for a number of turns equal to the archer's Archery.

Beings of Essence (spirits, ghosts, demons, Fair Folk and Primordials) struck by this Charm fare substantially worse. The aggravated damage is applied rather than rolled, and instead of losing a fixed number of motes, the target's player rolls a number of dice equal to his current total pool. Tens do not double on this roll, and each success is a mote the target may retain. Finally, should the target be reduced to zero motes or slain by the damage of this Charm, it is destroyed instantly with no chance of reforming. Primordials thus destroyed become Malfeans.

Only one invocation of this Charm can affect a target at any one time.


Lore (written for personal amusement, and also for possible future use)

Radiant Essence Flames
Cost: 1m/mote converted
Type: Simple
Duration: Instant
Minimum Lore: 5
Minimum Essence: 3
Prerequisites: Essence-Lending Method
The Exalt reaches out with a gesture or even a simple glance, investing an opponent's Essence pool with devastating Solar glory. This Charm targets an opponent within 10 yards per point of the Solar's permanent Essence. For each mote the Solar spends, one mote is converted from the opponent's Essence pool into a die of unsoakable lethal damage as the Essence ignites into a radiant display of Solar fire. The damage becomes aggravated against creatures of darkness but is only bashing against fellow Solars. The Solar may spend no more motes on this Charm than his own Intelligence + Lore.

If used against a being with no Essence pool, this Charm deals damage as normal (1 mote/die). Creatures slain by this Charm are consumed by golden flames, leaving no corpse, and none slain by this Charm leave ghosts behind.

Abyssal Exalted of the Moonshadow Caste may not learn this Charm, as it draws upon an innate connection to the glory of the Sun.


Occult (written for amusement and future use)

Sorcerous Attunement Method
Cost: 2 motes/die (committed)
Type: Simple
Duration: Scene or until used
Minimum Occult: 5
Minimum Essence: 4
Prerequisites: Celestial Circle Sorcery
The Exalt weaves coiling threads of Essence, which fade into his anima until the next time he casts a sorcerous spell. At that time, the strands of power flare to life, enfolding the spell and lending it greater strength and power. Upon activating this Charm, the Solar commits two motes for each die he wishes to reserve, up to a maximum number of motes equal to twice his Essence+Occult. At any time thereafter when casting a sorcery spell, he may reflexively decommit any number of motes, adding one die to his pool for every two motes decomitted. The number of dice added count as Charm dice for all purposes, but decomitting motes to add dice does not count as a Charm.

Abyssal Exalted may learn and use this Charm for normal cost. A similar Charm, Necromantic Attunement Method, requires Labyrinth Circle necromancy but is otherwise identical mechanically, save that it affects necromancy.

Spell-Weaving Method (written for Joy of Sweet Oblivion and Sorrow of Life Unending, twin Abyssal sorceror-necromancers)
Cost: Special
Type: Permanent
Duration: N/A
Minimum Occult: 5
Minimum Essence: 4
Prerequisites: Celestial Circle Sorcery or Labyrinth Circle Necromancy
Through use of this Charm, the sorceror unlocks the secrets of cooperative spellcasting, allowing him to join with other spellcasters to complete spells more rapidly than should otherwise be possible. When using the Spell-Weaving Method, the sorcerors in question cooperate with uncanny discipline, each completing separate parts of the spell which then mesh into a coordinated whole. Each participant in the casting must know this Charm and the spell being cast, and must pay the cost of the spell plus ten additional motes. Each caster acts on the same initiative count (the lowest rolled among them) and is considered to be spellcasting for all intents and purposes. However, for each participant, the time required to cast the spell decreases by one turn; this reduction applies anew each turn. (A Solar Circle spell would therefore take two turns for two casters to complete, or one turn for four casters.) This Charm applies to necromancy as well as sorcery and may be learned by any Exalt capable of casting Celestial Sorcery.

Unconquerable Sappire Technique
Cost: None
Type: Permanent
Duration: Special (see text)
Minimum Occult: 5
Minimum Essence: 4
Prerequisite Charms: Sapphire Circle Sorcery
In the First Age, the sorcerors of the Twilight Caste were often called to the field of battle, taking arms against rebel spellcasters for the glory of the Realm. In order to more effectively combat opponents armed with countermagic, Orin Shamedras developed this Charm, infusing each spell he cast with his own divine mandate. The counterspells and counterCharms of those who opposed him withered before his power, and it is said that when the Sidereals Exalted came against him in the Usurpation, he slew two full Circles before sheer numbers pulled him down.

Any being that wishes to counteract a sorcery spell cast by an Exalt who knows this Charm must first roll their Conviction+Occult (if using an appropriate counterspell) or Conviction alone (if using any other method), at a difficulty of the sorceror's Essence. Failure on this roll means that the spell is not countered, and any resources spent to counter it are wasted. Using a higher circle counterspell than necessary (Sapphire Countermagic against a Terrestrial spell, for example) gives three bonus successes on the roll, and this Charm is ineffective if Adamant Countermagic is used against a Terrestrial Spell.

Presence (amusement, future use and because CotI inspired me)

Loyalty-Instilling Tongue
Cost: 10 motes, 1 WP
Type: Simple
Duration: One year
Minimum Presence: 5
Minimum Essence: 4
Prerequisite Charms: Soul-Shaping Words Technique (from CotI, the submit-or-lose-Will trick)
The Solar's words resonate with the deep principles of her target's soul, instilling the fires of faith. The Exalt's player names a person, organization or cause, which may be herself, and rolls her Charisma+Presence at a difficulty of the target's Permanent Essence. If successful, the target regains a point of Willpower each time he materially advances the agenda of the entity named. As well, he must fail a Conviction roll, with a number of bonus dice equal to the Solar's extra successes, in order to work against the entity, and even then he loses Willpower equal to half the dice rolled. This Charm lasts for a year once invoked, although the Essence is not comitted.

World-Spanning Speech Technique
Cost: 15 motes, 1 WP
Type: Reflexive
Duration: Instant
Minimum Presence: 5
Minimum Essence: 5
Prerequisite Charms: Horizon-to-Horizon Presence Method
The words of a Solar echo throughout the world, and this Charm takes advantage of this metaphysical weight. Whenever the Solar makes a Presence roll, he may invoke this Charm to mirror the effects of that roll for all individuals sharing a single organizational affiliation (family, guild, clan, army or government) with those he is speaking to. (For example, while attempting to cow a member of the Wyld Hunt, the Solar can invoke this Charm to spread the effects of that roll through the shikari's Sworn Brotherhood, House, or even the Hunt itself!) The message manifests as a rolling echo of the Solar's voice in the minds of the targets, heralded by a golden haze of light and a feeling of awe and bliss. This Charm has no effect on individuals with higher Essence than the Solar.

Performance (Primarily amusement, with nods to future characters)

Heart-Cutting Mockery Prana (written for Tarnished Sword, Zenith-caste Solar Exalt)
Cost: 10 motes, 1 WP
Type: Simple
Duration: Scene
Minimum Presence: 5
Minimum Essence: 3
Prerequisite Charms: Heart-Compelling Method

A refinement of the Heart-Compelling Method, this Charm allows an Exalt to charge his words with mockery, inducing mindless rage in a chosen target with a jest, taunt or even simple laughter. The Solar makes a Charisma+Performance roll, with a difficulty of the target's Temperance. If he succeeds, the target is consumed by murderous rage. He acts as though under the influence of the Bezerk Anger Limit Break for the remainder of the scene; the Solar who used this Charm is the focus of his anger. Successes beyond the difficulty reduce the target's defensive die pools by one per additional success and increase the target's offensive die pools by one per two additional successes until this Charm ends. No target can suffer a greater bonus or penalty from this Charm than the Solar's Charisma.

Celestial Exalted targeted by this Charm gain one point of Limit unless they have a Valor-based Limit Flaw. In the latter case, for each point of defensive die penalty the Exalt suffers, he also gains a point of Limit. If this would increase the target's Limit to ten or more, this Charm ends immediately and the target suffers Limit Break as normal.




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