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    Titan in the Playground
     
    Lix Lorn's Avatar

    Join Date
    Feb 2010
    Location
    Usaki City, Syona
    Gender
    Male2Female

    Default Lix Lorn's Random Charms and Stuff [Exalted: 2e]

    Hello! Random charms ahoy!
    Charms are separated by ability and exalt type. Notes are given in double brackets.

    Solar
    An archery counterattack, and an upgrade for the weapon-making charms to let you activate them as fast as drawing a weapon! Bad Touch effects ruining your Resistance based charrie's day? No longer! Want to make like Misho and form a desk from sunlight? Now you can! Want to attack people with a weapon larger than a small hill? Go ahead!
    Spoiler
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    Archery
    Immediate Solar Vengeance
    Cost: 3m, Mins: Archery 4, Essence 3, Type: Reflexive (Step 9)
    Keywords:Combo-Ok, Counterattack, Martial Ready (Martial Arts, Melee, Thrown), Mirror (Shared Agony Guarantee)
    Duration: Instant
    Prerequisites: Trance of Unhesitating Speed

    The Champions of the Sun are heroes, at least most of them. But they have their sins-foremost among them wrath.
    The Solar invokes this charm after being struck by an attack, although it does not need to deal damage. It gives the Solar a counterattack with their full archery pool.

    ((Give this Martial Ready? Not sure.
    Edit: Have done.))

    Instantaneous Armament Internalisation
    Cost: - , Mins: Archery 5, Essence 4, Type: Permament
    Keywords: Obvious, Merged (Melee, Martial Arts), Mirror (Death Waits for None)
    Duration: Permanent
    Prerequisites: Immaculate Golden Bow, Solar Flare Methodology, Perfect Hands of Law OR Glorious Solar Saber

    This charm permanently enhances its prerequisites, as well as Inexhaustible Bolts of Solar Fire. They may be activated as the same type of action as drawing or readying a normal weapon. (This means, among other things, that they can be activated as part of Join Battle roll if the user somehow has the charm Flashing Draw Mastery.)

    ((Originally didn't include Inexhaustible. Too strong?
    Edit: Had an extra WP cost to use both. Removed because they're overcosted already.))

    Martial Arts
    Perfect Hands of Law
    Cost: 3m, 1wp or 5m, 1wp; Type: Simple
    Keywords: Combo-OK, Holy, Mirror (Touch of Royal Death), Obvious
    Prerequisite Charms: Fists of Iron Technique

    The Lawgiver's power manigests in gloves, blades, chains, or some other form of martial weapon, glowing as bright as a torch. The weapon produced is always a glowing weapon that deals Aggravated damage to Creatures of Darkness, and sheds light as a torch.

    This charm creates brawling aids such as Smashfists, or any weapon utilised naturally as a Martial Arts weapon, such as Dire Chains. Other than that, the charm functions identically to Glorious Solar Saber.

    Melee
    Storm of Steel
    Cost: (4m), Mins: Melee 5, Essence 4, Type: Permanent
    Keywords: Obvious
    Duration: Permanent
    Prerequisites: Thousand Arms Prana

    Sometimes, wielding a weapon will take too long. This charm exists for those occasions.

    With a burst of essence, they launch a weapon stored with this charm’s prerequisite at their foe, the weapon appearing from nowhere at high velocity.

    An attack made this way has a speed equal to 8-Essence (Although treat each point of speed below three as two points-Essence 5 for speed 3, 7 for speed 2, and 9 for speed 1. No combination of effects including this charm can lower an attack to below speed 3 before Essence five. If Speed 0 is somehow accomplished, the user may make a single reflexive attack on each of his actions, suffering normal multiple action penalties, but makes other attacks with this charm as speed 1.)

    An attack made with this charm substitutes Thrown for Melee on the attack roll, and Charisma for Strength on the damage roll. All weapons used in this way must be recovered to be used, and thus each one has rate 1. Launching a weapon with this charm costs 4m.

    Occult
    Everpresent Radiant Panoply
    Cost: 3m+, Mins: Occult 4, Essence 3, Type: Simple
    Keywords: Combo-Ok, Touch
    Duration: Indefinite
    Prerequisite Charms: Spirit Detecting Glance

    Like the gods themselves, the Lawgivers are never without their property. By committing three motes, the Solar touches an item or items that he possesses. These items must belong to him, and cannot be weapons or armor.*
    With a single three mote invocation, the Solar may banish and retrieve items from Elsewhere freely as a miscellaneous action with speed 5. One invocation allows her to store a number of items (or set of small items, such as a pack of cards), which must be small and light enough for her to lift with one hand, equal to her essence. She may commit an additional 2m to increase this to Essencex2, and may further increase the limit for only 1m per (Essence) items.

    *Nor any other item that already has an Elsewhere Storage Charm.

    Lawgiver's Excessive Arsenal
    Cost: (+1m), Mins: Occult 5, Essence 4, Type: Permanent
    Keywords: Merged (Archery, Melee)
    Duration: Permanent
    Prerequisite Charms: Everpresent Radiant Panoply
    This charm upgrades its prerequisites, allowing the Solar to store equipment too large for him to lift.
    As standard, Summoning the Loyal Steel will fail on anything larger than a normal Grand Daiklaive, while the Loyal Bow will not function on artillery scale weaponry.

    Resistance
    Impenetrable Blessed Armour
    Cost: - , Mins: Resistance 5, Essence 4, Type: Permament
    Keywords: Obvious, Mirror (All or Nothing)
    Duration: Permanent
    Prerequisites: Adamant Skin Technique

    The charms of the Solars defend against anything, from the smallest blade to a mighty avalanche. If they have even a moment’s notice to form their defences, you cannot even touch them.
    This charm permanently enhances Adamant Skin Technique, as well as any other solar, abyssal, or even infernal charms that reduce the final damage of an attack to zero, if the Solar knows them.
    By activating any of these charms in step 2, he may negate any additional effects of the soaked attack, such as poison, as well as its damage. Essentially, when any solaroid charm reduces the damage you take to zero, you may treat the attack as if it did or did not hit you for the purposes of any charms and effects, whichever is better for any given effect.

    ((I made a character with a Perfect Soak, and then was told Bad Touch would slay me. But I didn't want a dodge, or a parry. Didn't fit the character. Thus this.
    The last clause means that it's nasty effects fail, but your effects, such as Immediate Solar Vengeance, still work.))

    Craft
    Glorious Solar (Object)
    Cost: 1m+, Mins: Craft 4, Essence 3
    Type: Simple (Speed 3, DV -1)
    Keywords: Combo-OK, Obvious
    Duration: Indefinite
    Prerequisite Charms: Craftsman Needs No Tools

    With a few short words, and perhaps a gentle gesture, the solar forms an object glowing with gold from nought but essence.
    With a single use of this charm, the Solar chooses a single item, and rolls a pool of Craft+Intelligence. If the successes would be enough to craft this item, given time and materials, it is created instantly, either in the Solar’s hands or up to (Essence) yards away. Multiple objects may be created with a single use of this charm, but each item after the first adds its cost to the difficulty.
    (Treat a cost of (-) as 0.5)

    If the Solar’s Craft+Intelligence pool is three times or more the difficulty of the object’s creation, the roll succeeds automatically.
    This charm costs motes equal to the total resources cost of all items made with it, with a minimum cost of one mote per activation.

    This charm may not create items made of the magical materials. No, not even then.

    The items created this way may be made permanant. At a cost of one willpower, items with total dots of resource cost equal to no more than the solar's essence become real, and the committted motes are freed.

    Finally, although this charm can be used for cooking and creating food, the food is composed of essence and sunlight. Although it tastes real, it provides no sustenance unless willpower is spent to enforce its reality.

    ((Obviously inspired by the Desk on KoC.))

    Athletics
    Great Weapon Wielding Internalisation
    Cost: -, Mins: Athletics 4, Essence 3
    Type: Permanent
    Keywords: Mirror (Escalated Combat Style)
    Duration: Permanent
    Prerequisite Charms: Increasing Strength Exercise

    The Solars are strong, yes, but that is not their only talent. They are perfection. They can hold something in a way that allows it to balance perfectly.
    This Charm negates penalties imposed by the excessive size of weapons.

    Mighty Weapons of the God-Kings
    Cost: 6m, Mins: Athletics 4, Essence 3
    Type: Reflexive
    Keywords: Combo-OK, Obvious, Mirror (Bigger Is Better)
    Duration: One scene
    Prerequisite Charms: Great Weapon Wielding Internalisation

    The user is capable of wielding almost any weapon known to the Exalted, their balance and footwork beyond compare.
    Choose a combat ability. She may treat her strength as double its actual value for the sake of determining if she can wield a weapon associated with that ability. With successive purchases, more abilities can be used with this charm.


    Abyssal
    ...mostly the same as Solars! Wooo! Shiny different thing is... make people's heads ASPLODE. With art. Escher would be proud.
    Spoiler
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    Archery
    Shared Agony Guarantee
    Cost: 3m, Mins: Archery 4, Essence 3, Type: Reflexive (Step 9)
    Keywords:Combo-Ok, Counterattack, Martial Ready (Martial Arts, Melee, Thrown), Mirror (Immediate Solar Vengeance)
    Duration: Instant
    Prerequisites: Withering Feathered Maelstrom

    If an Abyssal allows themselves to suffer, there is surely a good reason for it. Far too often for the warriors of light, this reason is simply that their foes are about to suffer more.
    The Abyssal invokes this charm after being struck by an attack, although it does not need to deal damage. It gives the Abyssal a counterattack with their full archery pool.

    ((Also may need Martial Ready. Also, seriously white wolf, too lazy to select the solar charm, click copy, click paste?
    Edit: Also given Martial Ready.))

    Death Waits for None
    Cost: - , Mins: Archery 5, Essence 4, Type: Permament
    Keywords: Obvious, Merged (Melee), Mirror (Instantaneous Armament Internalisation)
    Duration: Permanent
    Prerequisites: Exquisite Relic Bow, Gasp of Dead Gods OR Resplendent Shadow Blade

    This charm permanently enhances its prerequisites, as well as Quiver of Souls. They may be activated as the same type of action as drawing or readying a normal weapon. (This means, among other things, that they can be activated as part of Join Battle roll if the user somehow has the charm Flashing Draw Mastery.)
    This charm gives special compensation to use any combination of Exquisite Relic Bow, Gasp of Dead Gods, Resplendent Shadow Blade and Quiver of Souls in the same action.

    ((As with the Solar charm, didn't include Quiver of Souls. May be too strong.
    Edit: Originally had extra WP cost.))

    Resistance
    All Or Nothing
    Cost: - , Mins: Resistance 5, Essence 4, Type: Permament
    Keywords: Obvious, Mirror (Impenetratable Blessed Armour)
    Duration: Permanent
    Prerequisites: Wounds Mean Nothing

    The Abyssals are difficult to stop. Difficult to kill, and resistant to most forms of injury and trickery. But attempting to avoid their strength is futile-if you cannot pierce their defences, they will be unaffected.
    This charm permanently enhances Wounds Mean Nothing, as well as any other solar, abyssal, or even infernal charms that reduce the final damage of an attack to zero, if the Abyssal knows them.
    By activating any of these charms in step 2, he may negate any additional effects of the soaked attack, such as poison, as well as its damage. Essentially, when any solaroid charm reduces the damage you take to zero, you may treat the attack as if it did or did not hit you for the purposes of any charms and effects, whichever is better for any given effect.

    Craft
    Broken Creation’s Horror
    Cost: 5m, 1wp Mins: Craft 5, Essence 3
    Type: Supplemental
    Keywords: Combo-OK
    Duration: Instant
    Prerequisites: Frenzied Forge Within

    The Abyssals bear all the skill of the champions of creation, and their power to defy sanity and reality itself. But their power is turned to destruction, and even the most innocent of tasks causes suffering.

    Any painting, sculpture, jewellery, or other artwork created with this charm is an impossibility. Its angles hurt the mind, and its sheer strangeness are too much for the mind to conceive. Anyone who looks at this piece of art, unless they have this charm, must pass an Integrity+Essence roll, with a difficulty equal to the Abyssal’s essence. Any being that fails and cannot soak lethal damage with natural stamina suffers a generally lethal case of head-exploding. A being that can soak lethal damage with stamina, such as exalted, suffers a number of levels of aggravated damage equal to the number of successes less than the difficulty that they scored.

    When using this charm, the painting/sculpture/etcetera is treated as a dangerous artifact for the purposes of its prerequisite.

    ((I like Escher. xD))

    Athletics
    Escalated Combat Style
    Cost: -, Mins: Athletics 4, Essence 3
    Type: Permanent
    Keywords: Mirror (Great Weapon Wielding Internalisation)
    Duration: Permanent
    Prerequisite Charms: Corpse Might Surge

    The Abyssals give in not to death, nor entropy. Something as minor as logic has no bearing on them-and their weapons thusly defy sanity.
    This Charm negates penalties imposed by the excessive size of weapons.

    Bigger Is Better
    Cost: 6m, Mins: Athletics 4, Essence 3
    Type: Reflexive
    Keywords: Combo-OK, Obvious, Mirror (Mighty Weapons of the God-Kings)
    Duration: One scene
    Prerequisite Charms: Escalated Combat Style

    Few things give an Abyssal more joy than striking their foes with a weapon larger than their entire body.
    Choose a combat ability. She may treat her strength as double its actual value for the sake of determining if she can wield a weapon associated with that ability. With successive purchases, more abilities can be used with this charm.


    Infernal
    Two that should be playable, with joke names. An Adorjani PD, and a Malfean social attack. Also, another Adorjani charm to let you be slashy wind, and a Cecelyne charm to let you flurry with Sandstrikes. Now with a Malfean equivalent to Phantom Arrow.
    Spoiler
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    Adorjan
    Nothing Stops The Wind Or I'm The JUGGERNAUT Understanding
    Cost: 10m, 1wp, Mins: Essence 4
    Type: Reflexive (Step 7)
    Keywords: Combo-OK
    Duration: (Stamina) ticks.
    Prerequisite Charms: Wind Born Stride

    The wind is fast, and graceful, yes. But the wind is also mighty, unstoppable. You cannot harm it; you cannot touch it.
    This charm is a perfect soak. It bears the imperfection of the Silent Wind, and ceases working if they drop their speed.
    A second purchase at Essence 6 allows the charm to be reactivated at the end of its duration for an additional 8m.
    This charm is treated as Who Strikes the Wind? for the purposes of prerequisites.

    Shredding Gale Instinct
    Cost: 1m, Mins: Essence 3, Type: Supplemental
    Keywords: Combo-Ok
    Duration: One action
    Prerequisites: Unbound Freedom Infiltration

    With this charm, the user emulates Adorjan as a terrific cutting gale. This charm must be used while moving at top speed, and allows you to move through a space occupied by an enemy. It allows them to make an attack with any weapon they possess whenever they pass through an opponent or object. (Although they suffer normal Multiple Action Penalties) They can activate this charm without it counting as a charm activation on their next action.

    At Essence 4+, this charm removes Multiple Action Penalties incurred by striking multiple enemies with this charm.

    Cecelyne
    Lacerating Desert Assault
    Cost: -, Mins: Cult 2, Essence 3, Type: Permanent
    Keywords: Messianic
    Duration: Permanent
    Prerequisites: Sandstrike Blast

    An Infernal who knows this charm can direct the sands with ease.
    This charm's prerequisite becomes a Supplemental charm, used to supplement an attack action. Otherwise, it remains identical, creating an attack action with Speed 4, a Charisma+Occult accuracy pool that is unblockable without stunts/charms, and +Essence+Cult lethal piercing damage, with the Overwhelming tag at 3. Its essence cost remains identical; the primary benefit of the charm is to allow it to be flurried.

    Malfeas
    First King's Demand or MALFEAS DEMANDS (COOKIES)!
    Cost: 4m, Mins: Essence 4
    Type: Supplemental
    Keywords: Obvious, Social
    Duration: Instant
    Prerequisite Charms: Crowned With Fury

    The first king is not easily denied. Even those who hate him sometimes find themselves granting his demands.
    This charm enhances a social attack phrased as a demand. Leave this place, Bring me aid, and Bring me his head with a side salad are all valid uses of this charm. It makes the attack an unblockable social attack, causing unnatural mental influence that costs willpower to resist equal to half the user's essence. Servants of the Incarnae or the free Primordials (Such as Solars, Sidereals, Lunars, Alchemicals, elementals to name but a few) reduce this willpower cost by one, due to the ancient surrender oaths. This demand is often phrased oddly, and the powerful quality of their voice is utterly inhuman, providing the Obvious nature of the charm.

    (Malfeas is E10. Use this twice, their willpower is gone. You can then get cookies from ANYONE! Well, or use it for nefarious ends, I guess, but wouldn't you rather have cookies?)

    Searing Emerald Bombardment
    Cost: -, Mins: Essence 4, Type: Permanent
    Keywords: None
    Duration: Permanent
    Prerequisite Charms: Kissed By Hellish Noon

    Malfeas is furious, and despises asking for help. He will take his light and fashion weapons from it before seeking them from others-and so he does.
    As an innate ability, the Infernal may create ammunition or thrown weapons with a resource cost of no more than one, at a cost of one mote each. These weapons are treated identically to a normal example of their type.
    At Essence 6+, ammunition created deals an additional two dice of damage, and thrown weapons are considered exceptional.
    Finally, ammunition and weapons created by this charm are already attuned to Malfeas’ green fire. Using them as part of a Green Sun Nimbus Flare attack costs only one mote.

    Weapons not intended for use on a personal scale, such as essence cannons and siege weaponry, aren’t compatible with Searing Emerald Bombardment by default, but an Essence 5 purchase of this charm enables this.


    Lunar
    Lunars defended creation for so, so long without the Solars. Yet all their holy charms are... defensive. Right. Also, the Lunar bone charms originally in their own thread.New additions include a knack to increase your range of true forms, and a charm for Lunars so faithful, they aid their mates even beyond death. Plus territory charms.
    Spoiler
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    Strength
    Guardian Spirit Absolution
    Cost: - (+3m, 1wp), Mins: Strength 5, Essence 5
    Type: Permanent
    Keywords: None
    Duration: Permanent
    Prerequisite Charms: Beast Spirit Defense

    This charm enhances its prerequisite. By spending another three motes, one willpower while activating Beast Spirit Defense, that Charm's duration becomes one action.

    Stamina
    From Pain, Progress
    Cost: (2m + 1lhl) per dot of resources, Mins: Stamina 2, Essence 2
    Type: Simple
    Keywords: Obvious
    Duration: Instant
    Prerequisite Charms: None

    The Lunar reaches for her shoulder, shrugging her robes just off of it, and the skin writhes. Something white projects, a handle. And then a blade, sharp as glass.

    The Lunar whips the bone blade from her shoulder, a spray of blood flicking from it, and points it at her target.


    A Lunar with this charm can grow their bones into items and weapons, at cost of essence and health. Although they are nowhere near as badly injured as they appear, it is highly painful and even fatal, if they try to create something they cannot.
    This charm costs two motes and deals one lethal level of damage for each dot of resources created, with a minimum cost of one lethal level of damage. Living creatures cannot be created, and neither can liquids or anything edible. You cannot create any item larger than your own body.
    At essence Five, you can ignore the size limitation.

    For example, if this charm is used to create one item worth two dots of resources, and three items of one dot, it will cost them ten motes and deal them five levels of damage.
    They may not create more dots of resources then their essence with a single use of this charm.

    In addition, any Exalted with both this charm and a charm that allows them to store items elsewhere may remove any item made of his bones that he stored elsewhere as if only just creating it. This has no in-game effect, but could be used as part of a stunt to intimidate.
    (It also means that you can create items in advance, and dramatically form them from your bones when needed without suffering damage in combat.)

    From Agony, Artifice
    Cost: (4m, 2ahl) per dot of artifact, 1wp, Mins: Stamina 4, Essence 4
    Type: Permanent
    Keywords: None
    Prerequisite Charms: From Pain, Progress

    ”A lunar without moonsilver is like a hunt without prey.” sneered the elder Lunar. The younger merely reached for his shoulder, and the bone he formed from out of it glittered like that most famous of materials.

    This charm permanently enhances its prerequisite. The Lunar may now use From Pain, Progress to create artifacts. However, doing so costs four motes and two aggravated health levels of damage for each dot of artifact background the artefact would be worth. In addition, a point of willpower must be paid. This point is committed, and cannot be regained for as long as the artifact exists. The artifact can be destroyed by the user holding it and concentrating on reabsorbing it, as a simple action with Speed 6, DV -1.

    Only artifacts with an artifact rating of half the user’s essence can be created, and they can only be made of moonsilver. Artifacts that do not normally exist made purely of moonsilver cannot be made this way.
    These items are actually bone infused with lunar essence, but function exactly as moonsilver.

    These items last as long as the user desires, but only if used by their creator. If anyone else attunes to an artifact created in this way, it lasts only a number of hours equal to their essence.

    All artifacts created by a single Lunar must have a total artifact rating of equal to or less than that Lunar's essence. To create more after this limit, they must reabsorb one of the other artifacts.

    With the aid of other Exalts, this charm may be used to create other magical materials. Any exalted can contribute a four mote surcharge to this charm by touching the user, and then this charm may create the appropriate magical material for their exalt type.

    (Note that creating artifacts in this way artificially increases your backgrounds, and your Storyteller may charge you experience for doing so.)

    From Essence, Endurance
    Cost: -, Mins: Stamina 5, Essence 4
    Type: Permanent
    Keywords: None
    Prerequisite Charms: From Pain, Progress, From Agony, Artifice

    As the Lunar forges weapons from her own body, her wounds close, as if she had never had them.

    This charm permanently enhances its prerequisites. The user may reduce the lethal health levels of damage dealt to him by From Pain, Progress to bashing health levels.
    With a second purchase of this charm which requires essence five, they also reduce the aggravated damage from From Agony, Artifice to lethal damage.

    Charisma
    Lost Champion’s Judgement
    Cost: 5m, Mins: Charisma 5, Essence 4
    Type: Supplemental
    Keywords: Obvious, Combo-OK, Holy
    Duration: Instant
    Prerequisites: Outworld Forsaking Stance

    Creation is besieged by enemies outside and within, and it is the duty of the Solars to stop them. But the Solars are gone, their numbers somehow reduced to a trickle, and the Lunars alone stand between Creation and the fae, the demons, and the undead. The holy light of the sun may not come easily to them, but the children of Lunar are not easily swayed.

    An attack supplemented with this charm is surrounded by silver and gold light, and creatures of darkness cannot stand before it.
    This attack is unblockable-the power of the sun and the moon is not something easily stopped. Against Creatures of Darkness, the attack is also undodgeable, and, if the Lunar has a higher essence than the target, adds the difference to the attacks accuracy and damage.

    ((I got told that holy ALWAYS does Agg. I'll admit, every holy charm does do Agg, but it's not in the keyword. Can I make a holy charm that doesn't?))

    Dedication Transcends Death
    Cost: -, Mins: Charisma 3, Essence 2
    Type: Permanent
    Keywords: None
    Duration: Permanent
    Prerequisites: None

    No love story is greater than that of a Lunar and her mate, and no tragedy more complete than one dying without the other. But they move on, and the bond that ties their shards together inevitably draws the grieving champion to her new mate. But sometimes they don’t. Some Lunars find their mate, though dead, still exists, still has influence on the world. And for those that truly love their mates, death will not stop their bond.
    A Lunar with this charm may treat the ghost of their former mate as if they were still their Solar Mate. This means that certain charms will apply, the effects of Solar Bond apply, and the dice from the Solar Bond background may be used to aid them. These dice come from the same pool as any used to aid the new owner of their mate’s shard.
    As a final effect, purchasing this charm adds one die to the Lunar’s Solar Bond pool.

    Realm of Moonlit Mists
    Cost: - (20m, 3wp), Mins: Charisma 5, Essence 5
    Type: Permanent
    Keywords: None
    Duration: Permanent
    Prerequisites: Boundary-Marking Meditation

    The lands of the Lunar are hard to find-fog keeps the ground blocked, storms lash those that approach from the air, and hazards await those who try to find their way in.

    This charm enhances its prerequisite. By paying twenty motes and three willpower while in a territory they own, the Lunar may close it off from the outside world as a dramatic action. It becomes impossible to locate without prior knowledge of its location. Extras cannot find their way in without guidance, even if they leave and try to return. Heroic Mortals may rememeber the path with a payment of two willpower, and Exalted and other beings pay only a single willpower.
    This charm may be removed by invoking it a second time, with the same cost.

    This charm bears two significant weaknesses: The sun and the stars. A Solar may enter this location if he knows his Lunar mate is within, and the reverse is also true. Studying the weaves of fate reveal the destiny of the land intact, if blurred by the essence engulfing the area.

    Only the Moon
    Cost: -, Mins: Charisma 8, Essence 8
    Type: Permanent
    Keywords: None
    Duration: Permanent
    Prerequisites: Realm of Moonlit Mists

    Made by a paranoid Lunar shortly after the Usurpation, this charm removes the weaknesses of it's prerequisite. For the purposes of astrology and sidereal charms, the territory and any native inhabitants are considered to be outside fate. In addition, Lunars and their Solar Mates are bound by the same rules as any other Exalts.

    As a side effect, the sun does not shine on this land, nor do the stars. The light of day reaches it, but the sun never seems to cross the sky, and night is a pure expanse of emptiness, only broken by an over-large moon.

    Wits
    Silver Projection Arena
    Cost: 20m, 1wp Mins: Wits 7, Essence 7
    Type: Simple
    Keywords: None
    Duration: Instant
    Prerequisites: Limitless Argent Protectorate

    The realms of the Lunar, forged in elsewhere are rarely more than hideaways, or in some cases a place to heal, or find comfort. With this charm, they can be used to create a battlefield, an ambush, or somehow forge an advantage for it's user.
    The user selects a single target within Esencex5 yards. They must succeed on a Wits+Essence roll with a difficulty equal to the user's essence, or be dragged into one of the Lunar's elsewhere dens, which he immediately follows to. It may be one enhanced by other charms he knows. Any other beings within a single move action of the target may follow him in.

    Knacks
    Myriad Spirit Understanding
    Mins: Essence 4
    Prerequisites: Deadly Beastman Transformation

    Luna is famed for her adaptability, and her chosen are no different. While a spirit shape is an intensely personal thing, a person’s experiences change who they are, and what they can be.
    Taking this knack allows you to choose a single animal that could be available to a starting Lunar. If you have any knacks that specifically enhance the range of possible starting shapes, you may choose a shape that comes under those forms.
    Add this shape to your heart’s blood library, if it is not already there. You may treat this form as a true form for all circumstances. In addition, you may design a second warform based off of this spirit shape.

    You may purchase this knack a second time at Essence 6. At this point, you may choose any one form in your Heart’s Blood library, even if it is not a valid starting shape, rather than a valid starting shape that you may not necessarily already have.
    This knack may be purchased a third time at Essence 8, and a fourth time at Essence 10.

    Champion's Might Violation
    Mins: Wits 6, Essence 6
    Prerequisites: Ten Thousand Heroes Face

    The Lunars were never meant to mimic the other exalted. Not their mates, the kings, the Solars. Not their soldiers, the Dragonbloods. Not their advisors. And were Luna to see them, they would not be made to mimic the young primordials, or the Abyssals, not the Alchemicals.
    But Luna of all knows that her chosen are difficult to restrict.

    This knack makes Exalted types valid choices when learning Essential Mirror Form. Using the charms from another Exalted type always carries a 2m surcharge, and native charms can never be used or learnt.

    This knack may be used with Soul's Taste Technique to permanantly access other charms. A Lunar may not learn a charm unless he exceeds it's essence requirement by at least five, and he must meet all other prerequisites. Finally, he pays double the normal cost to learn foreign charms.

    (Lolno you can't learn them. What? You're Essence Ten, and an Essence 2 Eclipse can do it? Lolstillno.)


    Sidereal
    >None; One Joke Below<

    Alchemical
    Included in here, non-heretical pregnancy, and Nova's elsewhere charms!
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    Appearance
    Elsewhere Avatar Module
    Cost: - (1m)(5m) Mins: Appearance 7, Essence 7
    Type: Permanent
    Keywords: Internal, Obvious, Colossus
    Duration: Permanent (Indefinite)
    Prerequisites: Remote Drone-Body Guidance

    With this charm, a colossus is capable of folding their body up partly into elsewhere, reducing their size and abilities to that of their drone body. Activating this charm costs five motes and is reflexive. Deactivating it is a miscellaneous action.
    This charm does not function for municipal alchemicals.

    This charm is obvious when changing between forms, but otherwise undetectable.

    Submodules
    Municipal Guardian Returning (Avatar Launching Silo, Appearance 8, Essence 8, (Municipal))
    With this submodule, a Municipal alchemical can fold their city-form elsewhere and return to their colossus self. However, they CANNOT then use the normal form of this charm to return to humanoid size. This charm will not function while there is anyone within their city form, unless their colossus form has some way of storing them. (Such as Integrated Mobile Sanctum, which interacts specially, allowing them to remain in the elsewhere-city.)
    Agent of the Metropolis (Municipal Guardian Returning, Appearance 9, Essence 9, (Municipal))
    With this submodule, a Municipal alchemical may use its parent charm twice to enter their humanoid form.

    ((The (1m) is the commitment. The (5m) is the cost to activate.))

    Fertility Imitation Factory
    Cost: (1m), Mins: Appearance 3, Essence 3
    Type: Permanent
    Keywords: Internal
    Duration: Permanent
    Prerequisite Charms: Integrated Artifact Transmogrifier

    Using complex essence based genesis crafting systems, a hidden system within the exalts body infuses artificial cells with life. Using the exalt’s core, human genetics, deriving them from a mixture of their previous incarnations, they cause them to be able to father or carry children. In addition, they are treated as if they had the Selective Conception merit.
    This charm may not be removed if the user becomes pregnant without killing the child. After the fifth month, it cannot be removed at all until the pregnancy ends.
    A child born of an Alchemical will be a normal (albeit likely heroic) mortal, and will probably be watched closely by many different groups.

    Submodules
    Essence Infused Ancestry (Essence 4)
    With this submodule, any children born will be half-castes. Autocthonia is likely to see them as divine blessings, while ‘normal’ mortals would consider them freaks, much like the cybernetic exalted themselves.

    Designed by a single Alchemical with excessive memories of her life, this submodule was the reason the charm was eventually okayed. While the granting of superhuman bodies to those not already tried and tested is a risk, it is one that was decided to be worth it. The powerful children of the alchemicals are capable of many of the tremendous deeds of their parents.

    ((This submodule changes the face of Autochthonia, unless developed very recently-a possibility, as the powerful children would be massively useful in a war on creation.))


    Dragonblood
    A charm allowing new hero styles! Plus an expansion charm for Fire Dragon. Now you can change the colour of your anima! Blue fire... COUGHAzulaCOUGH.
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    Archery
    Study in Relentless Arrows
    Cost: -; Mins: Archery 5, Essence 3
    Type: Permanent
    Keywords: Merged (Thrown)
    Duration: Permanent
    Prerequisite Charms: First Archery Excellency, Persistent Hornet Attack

    This charm grants the Martial-Ready (Archery) keyword to Persistent Hornet Attack, as well as its prerequisite Loyal Weapon. As a special benefit, the Dragonblooded may choose to delay a Loyal Weapon effect, having it return at some point later. If they do not draw it back to them immediately, they must use a speed 3 miscellaneous action and an additional mote to do so. They may commit three motes on using the charm to allow the link to remain indefinitely, but otherwise, the charm is lost if not used by the end of the scene.

    Martial Arts
    Essential Elemental Hero Synchronization
    Cost: -; Mins: Martial Arts 5, Essence 4
    Type: Permanent
    Keywords: Native
    Duration: Permanent
    Prerequisite Charms: One Completed non-Sidereal Martial Art Style With An Elemental Aspect That Matches Your Own

    To the things a Terrestrial dedicates himself to, he attains unmatched harmony. When he dedicates himself to the sword, his blade is an extension of his arm. When he dedicates himself to leadership, his forces are as his own flesh. And when he dedicates himself to a Martial Art, it and his Essence are one and the same.

    By taking this charm, a Terrestrial replaces Terrestrial Hero Style with another martial art that he has mastered, that shares his Aspect, as his Hero Style. He may henceforth create expansion charms to that style and learn expansion charms invented by other Terrestrials with the same hero style.

    ((In my canon, or one of them, the Immaculate Styles have a different origin as the DB hero styles. But this charm allows the expansions for them to exist in a vacuum. Xefas made it, credit to him.))

    Totemic Flame Pride
    Cost: -, Mins: Martial Arts 5, Essence 5
    Type: Permanent
    Keywords: Obvious
    Duration: Permanent
    Prerequisite Charms: Consuming Might of the Fire Dragon, Essential Elemental Hero Synchronisation

    This charm channels the user’s own spirit into their flames, enhancing them and altering their nature. Whenever the user forms fire from essence, whether the Anima flux of a Fire aspect, the Fire Aspect’s specific anima affect, or an elemental technique, the flames produced burn a colour specific to the user, or to his emotions, or in some way different from that of normal flames.

    Mechanically, the effects are as follows: Their anima flux, if a Fire Aspect, deals an additional die of damage each interval. Secondly, they may activate their aspect ability for free when they first reach the 16+ motes stage-or, if not a fire aspect, they gain the ability to activate the Fire aspect anima while at this stage. They add their essence to the damage of any damage dealing elemental charms they use that express Fire. Finally, they may activate Fire Dragon Form without needing to roll.

    ((This charm is a Dragonblooded charm, and not a generic CMA charm. In my settings, I intend to make the Dragon styles essentially Hero styles for their aspects, making these charms allowable. But they ought to work anyway. There would be four more, if I knew what to do with the others.))

    Performance
    Swaying Song Evasion
    Cost: -, Mins: Performance 5, Essence 3
    Type: Permanent
    Keywords: Obvious
    Duration: Permanent
    Prerequisite Charms: Vibrating Strings Defense

    This charm upgrades its prerequisite, allowing the dragonblooded to replace the Dodge in his Dodge DV with performance, plus applicable specialties, rather than modifying his Parry DV. This could rely upon disrupting the targets aim with a loud thrum, or on simply dancing away from the blow.


    Generic
    Alternate Enlightening charms. I made them while bored, they're not really important, but... in fluff, they were made by a Dragonblood who planned to raze the Realm and rebuild from the ashes.
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    Martial Arts
    Flaring Life Awareness
    Cost: 6m; Mins: Martial Arts 3, Essence 3
    Type: Reflexive (Step 2)
    Keywords: Combo-OK, Obvious
    Duration: One scene
    Prerequisite Charms: None

    The martial artist practicing this Charm senses the essence of life around her. Nothing that lives is beyond her notice. To an observer, the martial artist appears to walk more lightly on
    her feet, and their eyes glow with a telltale warm light.
    For the duration of the Charm, the martial artist is automatically aware of all living beings (including immaterial ones) within a number of yards equal to his Essence, multiplied by five.
    This Charm does not grant the ability to see immaterial spirits or dematerialized elementals in the vicinity, although the martial artist can detect their location equally well.

    Flaring Essence Understanding
    Cost: 4m, 1wp; Mins: Martial Arts 4, Essence 3
    Type: Supplemental
    Keywords: Combo-OK, Enlightening
    Duration: Instant
    Prerequisite Charms: Flaring Life Awareness

    With the theoretical understand of essence comes the practical application. Just as sensing life allows you to find it, releasing life-essence in its purest form allows you to end it.
    An attack supplemented by this charm adds additional successes to its damage roll equal to the martial artist’s essence. You may choose to deal less successes than this, but must add at least a number equal to half your Essence.
    Finally, an attack enhanced with this charm has a limited effect upon immaterial beings. Although the attack itself is not capable of harming spirits unless allowed to by another charm, the additional successes added by this charm are applied to a spirit that would be struck by this charm.


    Spells/Protocols
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    Protocols
    The Maker's Offensive Repurposing
    Cost: 10m
    Minimum Clarity: 3

    This protocol harnesses scrap metal as a powerful weapon to bombard or lacerate the weaver's foes. By combining it with defensive protocols, it can cause fearsome damage.
    This protocol can have enhanced effects if used while The Maker’s Basic or Advanced Defense Array is active, although it then immediately ends the Defense Array protocol underlaying it. A single target within 20xEssence yards is attacked with an attack dealing 10B or 5L damage. Targets within Essence yards of them take 5B damage. Unless a perfect defense is used, this attack hits automatically.
    If the basic array is used to enhance the protocol, it instead deals 20B or 15L, dealing 10B or 5L to those nearby.
    If used with the Advanced version, it deals the same damage (20B/15L and 10B/5L), but doubles it's area of effect range. (Harming all foes within 2Essence yards)


    Joke
    Because why not? HOPEFULLY still playable, but... well. Ask your ST very nicely. :P
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    Sidereal
    Groan Inducing Dramatics
    Cost: -, Mins: Performance 1, Essence 1, Type: Permanant
    Keywords: None
    Duration: Permanent
    Prerequisites: None

    The Sidereals are masters of fate, impeccable ninjas, and can rewrite reality on a whim. Sometimes they abuse this privilige.
    This charm may be used only when making a bad joke or speaking melodramaticall, and wearing sunglasses. The sunglasses are suddenly in your hand-and inexpliably ALWAYS WERE, allowing you to put them on as a climax.
    Far less importantly, it adds a single bonus die to all performance, presence, or other social rolls based on comedy or melodrama.

    At Essence 2, this charm can be used in reverse, allowing you to inexplicably have them be on your head when they weren't, but ALWAYS WERE, so you can repeatedly take them off dramatically without the bother of putting them on again.
    As a minor note, this adds a second die, and both are now automatic successes.


    Artifacts
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    Guardian Shield (●●●)
    A Guardian Shield is a wide shield made of a single magical material, with a handle of blue jade. Although it looks unremarkable (as any artifact can, that is), upon attunement, it can show tremendous power. Attuning to a Guardian Shield costs six motes. Apart from the following power, it functions identically to a Thunderbolt Shield.

    A character with a Guardian Shield on their person may reflexively spend two motes to make it rise into the air, defending them as if it has a will of its own. For the rest of the scene, they may gain the advantages of the Guardian Shield without needing to use a hand bearing it.
    Last edited by Lix Lorn; 2013-03-26 at 01:52 PM.
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: Lix Lorn's Random Charms [Exalted: 3.5]

    First off, yes there is precedent for Holy Charms that do stuff other than AGG Damage.

    Next I don't like your Alchemical Charm names. Thy're stupid.

    Instantaneous Armament Internalization seem to be a little week for an Ability 5 Essence 4 Charm but that's just my take.

    Finally, while I fully approve any homebrew that brings Dragon-Bloods more in line with Avatar: The Last Airbender, making the Immaculate Dragon Styles works as Hero styles is just stupid. We already have a Hero Style for them make it an expansion to that, and make it Elemental or something so it's all one Charm that does different things depending on your Aspect.

    Edit: Looking Back that may have come off as overly critical. Over all I thought you did a very good job. I especially like the Head aplpody Escher art Craft Charm and the Archery counterattack.
    Last edited by Sanguine; 2011-04-26 at 05:49 PM.
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    Default Re: Lix Lorn's Random Charms [Exalted: 3.5]

    Quote Originally Posted by Sanguine View Post
    Edit: Looking Back that may have come off as overly critical. Over all I thought you did a very good job. I especially like the Head aplpody Escher art Craft Charm and the Archery counterattack.
    First off, your edit makes me smile, cause I WAS going to be all sharp at you. DXD

    First off, yes there is precedent for Holy Charms that do stuff other than AGG Damage.
    I have been told so, this pleases me.

    Next I don't like your Alchemical Charm names. Thy're stupid.
    They're not great, no... any suggestions?

    Instantaneous Armament Internalization seem to be a little week for an Ability 5 Essence 4 Charm but that's just my take.
    I disagree. If I want a quiver of arrows and a bow now, it takes me 12 ticks to make them. With this charm, it can take far fewer-or NONE, if you have the solar thrown charm.

    Finally, while I fully approve any homebrew that brings Dragon-Bloods more in line with Avatar: The Last Airbender, making the Immaculate Dragon Styles works as Hero styles is just stupid. We already have a Hero Style for them make it an expansion to that, and make it Elemental or something so it's all one Charm that does different things depending on your Aspect.
    I disagree. First of all, I dislike the Terrestrial Hero style. Secondly, I think that the five Aspects are way too different to all be one same theme. I think that a hero style each is much cooler.

    Now, the Elemental idea is a good one, but then I'd need all five effects before I could post it.

    Joke charm adding in several minutes.
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: Lix Lorn's Random Charms [Exalted: 3.5]

    Immediate Solar Vengeance
    Alright, I think.

    Instantaneous Armament Internalisation
    See last comment.

    Impenetrable Blessed Armour
    Probably too good for paranoia combat. This lets you construct a 2/7 filter with just one PD.

    Even if it's not too good, you need to specify that AST with this perfectly parries the attack. If it perfectly soaks exactly like the normal Charm does, it's in the wrong attack step, and the attack will hit you.

    EDIT: On thinking about it, this is okay.

    Glorious Solar (Object)
    Perfect gear instantly for a single mote? Yes please.

    Anyway, that's good, but the real problem is that this Charm lets you make firedust, yasal crystals (and other non-m.m. Artifacts), and all other such stuff. Hell, even hearthstones.

    Great Weapon Wielding Internalisation
    This Charm does nothing. Excessive size doesn't affect your ability to wield a weapon.

    Mighty Weapons of the God-Kings
    In "With successive purchases", the word "purchases" needs to be replaced by "activations".

    And it's way too weak for a Solar charm. At the very least, the wp cost needs to go.

    Broken Creation’s Horror
    Okay, methinks.

    Lost Champion’s Judgement
    Too weak for a Celestial. A minor benefit if you're stronger them does not a Lunar Charm make.

    Elsewhere Avatar Module
    Seems alright. Really the logical conclusion to a couple of Alchie Charms.

    Fertility Imitation Factory
    You've already heard my thoughts on how incredibly impractical this is, and how the Eight Nations would never let an Alchemical use it.

    Totemic Flame Pride
    Expansion Charms to a non-Hero style are a big no-no, and making the five Dragon styles Hero styles kind of misses the whole point of DBs mastering CMAs.

    And this Charm basically emulates and is better then Transcendent Gaian Harmony (Fire), an Essence 6, Breeding 5 Charm.

    Flaring Life Awareness
    Alright, but...

    Flaring Essence Understanding
    ...why would you ever take these over the superior regular Enlightenment Charms?

    Also, I would like to say that I nitpick because I care. Really. I'm afraid of coming off too harsh here. So yeah.
    Last edited by Mr.Bookworm; 2011-04-26 at 06:40 PM.
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    Default Re: Lix Lorn's Random Charms [Exalted: 3.5]

    Quote Originally Posted by Lix Lorn View Post
    First off, your edit makes me smile, cause I WAS going to be all sharp at you. DXD
    Glad I made it then. I hate it when I come off as overly critical.


    Quote Originally Posted by Lix Lorn View Post
    They're not great, no... any suggestions?
    Unfortunately no. Though there were some very good ones given in the GED thread if I recall for the baby making charm.

    Quote Originally Posted by Lix Lorn View Post
    I disagree. If I want a quiver of arrows and a bow now, it takes me 12 ticks to make them. With this charm, it can take far fewer-or NONE, if you have the solar thrown charm.
    Actually 11 ticks. Anyway I wouldn't make it cost an extra willpower as each Charm costs a wp on it's own and 3 seems overkill to me. Now that I actually look and see that Inexhaustible Bolts of Solar Fire has the same Ability and Essence requirements I can't really advocate lowering them but they both seem like Essence 3 Charms to me. Needs Errata damn it.


    Quote Originally Posted by Lix Lorn View Post
    I disagree. First of all, I dislike the Terrestrial Hero style. Secondly, I think that the five Aspects are way too different to all be one same theme. I think that a hero style each is much cooler.
    While I don't disagree with the concept of different Hero Style for each Aspect they shouldn't be Celestial Martial Arts and they definitely shouldn't be the Immaculate Dragon Styles.

    Quote Originally Posted by Lix Lorn View Post
    Now, the Elemental idea is a good one, but then I'd need all five effects before I could post it.
    There is that.
    Last edited by Sanguine; 2011-04-26 at 06:52 PM.
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    Default Re: Lix Lorn's Random Charms [Exalted: 3.5]

    Quote Originally Posted by Mr.Bookworm View Post
    Alright, I think.

    See last comment.

    Probably too good for paranoia combat. This lets you construct a 2/7 filter with just one PD.

    Even if it's not too good, you need to specify that AST with this perfectly parries the attack. If it perfectly soaks exactly like the normal Charm does, it's in the wrong attack step, and the attack will hit you.

    EDIT: On thinking about it, this is okay.
    Thankyou.

    Perfect gear instantly for a single mote? Yes please.

    Anyway, that's good, but the real problem is that this Charm lets you make firedust, yasal crystals (and other non-m.m. Artifacts), and all other such stuff. Hell, even hearthstones.
    Hmm. Motes equal to resource cost? And ban artifacts rather than MMs?

    This Charm does nothing. Excessive size doesn't affect your ability to wield a weapon.
    Does sometimes-such as Large Essence cannons, and warstrider weapons according to Kyeudo's fix.

    In "With successive purchases", the word "purchases" needs to be replaced by "activations".
    It doesn't, but I need to reword it-you pick an ability on buying it.

    And it's way too weak for a Solar charm. At the very least, the wp cost needs to go.
    Okay. Lower ability scores too, maybe.

    Okay, methinks.
    Yay.

    Too weak for a Celestial. A minor benefit if you're stronger them does not a Lunar Charm make.
    Will buff significantly.

    Seems alright. Really the logical conclusion to a couple of Alchie Charms.
    Thanks.

    You've already heard my thoughts on how incredibly impractical this is, and how the Eight Nations would never let an Alchemical use it.
    You did make one good point, I may add a submodule, but I do think the benefits of the Half-Alchies would help them.

    Expansion Charms to a non-Hero style are a big no-no, and making the five Dragon styles Hero styles kind of misses the whole point of DBs mastering CMAs.
    CMAs are something greater than them. Hero styles are the essence within you. The essence within them comes from the elemental dragons. My solution is obvious.

    And this Charm basically emulates and is better then Transcendent Gaian Harmony (Fire), an Essence 6, Breeding 5 Charm.
    A better point, but not really. This requires the entirety of Fire Dragon Style, which gives you the anima anyway, as well as removing the fire-surcharge.

    Alright, but...

    ...why would you ever take these over the superior regular Enlightenment Charms?
    Because you prefer a +damage charm that always helps to one that only helps against spirits? I'm not sure, might buff slightly.

    Also, I would like to say that I nitpick because I care. Really. I'm afraid of coming off too harsh here. So yeah.
    It's okay, my intelligence excellency is putting my anima at totemic right now, I feel so hyped no criticism will burn me.

    Edit:
    Quote Originally Posted by Sanguine View Post
    Unfortunately no. Though there were some very good ones given in the GED thread if I recall for the baby making charm.
    Point! Will check next time I'm there.

    Actually 11 ticks. Anyway I wouldn't make it cost an extra willpower as each Charm costs a wp on it's own and 3 seems overkill to me. Now that I actually look and see that Inexhaustible Bolts of Solar Fire has the same Ability and Essence requirements I can't really advocate lowering them but they both seem like Essence 3 Charms to me. Needs Errata damn it.
    Still not sure, worried that the timesaving might be just too strong to allow at all.

    While I don't disagree with the concept of different Hero Style for each Aspect they shouldn't be Celestial Martial Arts and they definitely shouldn't be the Immaculate Dragon Styles.
    I still disagree. They shouldn't be the Immaculate Dragon styles if they remain Immaculate in fluff, yes, but my setting will change that part. And my CMA comment to Bookworm applies.
    Last edited by Lix Lorn; 2011-04-26 at 06:59 PM.
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: Lix Lorn's Random Charms [Exalted: 3.5]

    Re: Changing Hero Styles, what about something like this?

    Essential Elemental Hero Synchronization
    Cost: -; Mins: Martial Arts 5, Essence 4; Type: Permanent
    Keywords: Native
    Duration: Permanent
    Prerequisite Charms: One Completed Martial Art Style With An Elemental Aspect That Matches Your Own

    To the things a Terrestrial dedicates himself to, he attains unmatched harmony. When he dedicates himself to the sword, his blade is an extension of his arm. When he dedicates himself to leadership, his forces are as his own flesh. And when he dedicates himself to a Martial Art, it and his Essence are one and the same.

    By taking this charm, a Terrestrial replaces Terrestrial Hero Style with another martial art that he has mastered, that shares his Aspect, as his Hero Style. He may henceforth create expansion charms to that style and learn expansion charms invented by other Terrestrials with the same hero style.

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    Default Re: Lix Lorn's Random Charms [Exalted: 3.5]

    Quote Originally Posted by Lix Lorn View Post
    Hmm. Motes equal to resource cost? And ban artifacts rather than MMs?
    That would probably be a good idea.


    Quote Originally Posted by Lix Lorn View Post
    Still not sure, worried that the timesaving might be just too strong to allow at all.
    See now the ability to pull a bow made out of your own Essence instantaneously with a full quiver of arrows isn't that overpowering. The bow is only slightly better then a Powerbow which I could already draw normally and without costing me 3 wp, a boatload of motes, and a Charm activation. Sure my Golden Bow's Overdrive motes are nice but they just don't make up for that; especially as it doesn't give a pool on it's own.

    Quote Originally Posted by Lix Lorn View Post
    I still disagree. They shouldn't be the Immaculate Dragon styles if they remain Immaculate in fluff, yes, but my setting will change that part. And my CMA comment to Bookworm applies.
    Well I can't really argue with that as I don't know how you are changing the setting. For all I know you are playing Avatar with the Exalted rules.

    Edit: @Xefas I like that Charm. It seems a good way to go about it.
    Last edited by Sanguine; 2011-04-26 at 07:37 PM.
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    Default Re: Lix Lorn's Random Charms [Exalted: 3.5]

    Quote Originally Posted by Sanguine View Post
    Well I can't really argue with that as I don't know how you are changing the setting. For all I know you are playing Avatar with the Exalted rules.
    Which is a terrible idea.

    I mean, there's no way you're getting around Wood Bending without a deluge of **** jokes.

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    Default Re: Lix Lorn's Random Charms [Exalted: 3.5]

    Quote Originally Posted by Xefas View Post
    Re: Changing Hero Styles, what about something like this?

    Essential Elemental Hero Synchronization
    Cost: -; Mins: Martial Arts 5, Essence 4; Type: Permanent
    Keywords: Native
    Duration: Permanent
    Prerequisite Charms: One Completed Martial Art Style With An Elemental Aspect That Matches Your Own

    To the things a Terrestrial dedicates himself to, he attains unmatched harmony. When he dedicates himself to the sword, his blade is an extension of his arm. When he dedicates himself to leadership, his forces are as his own flesh. And when he dedicates himself to a Martial Art, it and his Essence are one and the same.

    By taking this charm, a Terrestrial replaces Terrestrial Hero Style with another martial art that he has mastered, that shares his Aspect, as his Hero Style. He may henceforth create expansion charms to that style and learn expansion charms invented by other Terrestrials with the same hero style.
    Ooh! I like it! Do you mind if I steal that pretty muchword for word? I'll note that you made it.

    Quote Originally Posted by Sanguine View Post
    See now the ability to pull a bow made out of your own Essence instantaneously with a full quiver of arrows isn't that overpowering. The bow is only slightly better then a Powerbow which I could already draw normally and without costing me 3 wp, a boatload of motes, and a Charm activation. Sure my Golden Bow's Overdrive motes are nice but they just don't make up for that; especially as it doesn't give a pool on it's own.
    ...puts it in perspective. Removing extra WP cost.

    Well I can't really argue with that as I don't know how you are changing the setting. For all I know you are playing Avatar with the Exalted rules.
    DBs are both stronger and weaker, and the Immaculate styles were made/discovered in the Primordial war, as the ultimate martial expression of their natural elemental essence.

    Also, Dragonblooded are literally the descendants of the dragons.

    Also! Still need a name for the alchie babbies charm.
    Last edited by Lix Lorn; 2011-04-26 at 07:52 PM.
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: Lix Lorn's Random Charms [Exalted: 3.5]

    Quote Originally Posted by Lix Lorn View Post
    Ooh! I like it! Do you mind if I steal that pretty muchword for word? I'll note that you made it.
    Sure.

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    Default Re: Lix Lorn's Random Charms [Exalted: 3.5]

    Quote Originally Posted by Lix Lorn View Post
    Ooh! I like it! Do you mind if I steal that pretty muchword for word? I'll note that you made it.


    ...puts it in perspective. Removing extra WP cost.


    DBs are both stronger and weaker, and the Immaculate styles were made/discovered in the Primordial war, as the ultimate martial expression of their natural elemental essence.

    Also, Dragonblooded are literally the descendants of the dragons.
    Now I've just gotta ask this. Do God-Blooded just not exist or are the Dragons not Gaia's Third Circle Devas or what? Cause having them as literal descendants causes some consistency problems if you don't change some other things as well.
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    Default Re: Lix Lorn's Random Charms [Exalted: 3.5]

    God blooded do exist, but primordials are NOT gods. Plus, Autochthon had a hand-a large hand-in the creation of the self-producing exaltation bound to the first children.
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: Lix Lorn's Random Charms [Exalted: 3.5]

    Quote Originally Posted by Lix Lorn View Post
    God blooded do exist, but primordials are NOT gods. Plus, Autochthon had a hand-a large hand-in the creation of the self-producing exaltation bound to the first children.
    Yes Primordials are not gods, that is something I am very adamant about, but the Elemental Dragons are not Primordials either. They are Devas. Who are near functionally identical to Demons, who do produce God-Blooded offspring. Now obviously Deva-Blooded would be different from Demon-Blooded in significant ways but then I have lots of problems with Demon-Blooded anyway.

    Also the Pureblood Lintha may or may not be Breeding N/A God-Bloods. Though not all Primordial children seem to follow that path.

    Edit: Anyway, I think that's enough derailing of this thread. If you would like to continue this discussion please pm me.
    Last edited by Sanguine; 2011-04-26 at 08:12 PM.
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    Default Re: Lix Lorn's Random Charms [Exalted: 3.5]

    I'm not sure what the problem is. Lix's version of events doesn't really change anything. In canon, Gaia had her dragons catalyze a bunch of Exaltations and put them in mortals. In her version, it looks like Gaia had her dragons catalyze a bunch of Exaltations and put them in mortals that were also the dragon's kids.

    And?

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    Default Re: Lix Lorn's Random Charms [Exalted: 3.5]

    Quote Originally Posted by Xefas View Post
    I'm not sure what the problem is. Lix's version of events doesn't really change anything. In canon, Gaia had her dragons catalyze a bunch of Exaltations and put them in mortals. In her version, it looks like Gaia had her dragons catalyze a bunch of Exaltations and put them in mortals that were also the dragon's kids.

    And?
    I actually don't have a problem with it. I was just curious. And then I was explaining about Devas and God-Bloods. Anyway back to discussing the Charms people.
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    Default Re: Lix Lorn's Random Charms [Exalted: 3.5]

    Quote Originally Posted by Lix Lorn View Post
    ...

    Craft
    Glorious Solar (Object)
    Cost: 1m, Mins: Craft 4, Essence 3
    Type: Simple (Speed 3, DV -1)
    Keywords: Obvious
    Duration: Indefinite
    Prerequisite Charms: Craftsman Needs No Tools

    With a few short words, and perhaps a gentle gesture, the solar forms an object glowing with gold from nought but essence.
    With a single use of this charm, the Solar chooses a single item, and rolls a pool of Craft+Intelligence. If the successes would be enough to craft this item, given time and materials, it is created instantly, either in the Solar’s hands or up to (Essence) yards away. Multiple objects may be created with a single use of this charm, but each item after the first adds its cost to the difficulty.
    (Treat a cost of (-) as 0.5)

    If the Solar’s Craft+Intelligence pool is three times or more the difficulty of the object’s creation, the roll succeeds automatically.

    This charm may not create items made of the magical materials. No, not even then.

    The items created this way may be made permanant. At a cost of one willpower, items with total dots of resource cost equal to no more than the solar's essence become real, and the committted motes are freed.

    ((Obviously inspired by the Desk on KoC.))

    ...


    Thanks for doing this. Now to PM my ST about using it...
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    Default Re: Lix Lorn's Random Charms [Exalted: 3.5]

    Glad to help!
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: Lix Lorn's Random Charms [Exalted: 3.5]

    Something I just realized on Glorious Solar (Object)...

    It's not Combo-OK. Was this intentional?

    Among other things, it means you can't use your Craft Excellencies to ensure success. If you're using it in combat (seeing how you listed a Speed and DV penalty), that means you can't perfect someone else's attack while you're busy making Glorious Solar Toast (because hey, cooking is under Craft: Water).

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    Default Re: Lix Lorn's Random Charms [Exalted: 3.5]

    ...both of those are utterly silly things that make no real sense. Yet, I'm all for the silly, and they shouldn't break the game. Why not.
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: Lix Lorn's Random Charms [Exalted: 3.5]

    I feel this is pretty much obligatory at this point.

    (Not now son...)
    Last edited by Xefas; 2011-04-27 at 02:44 PM.

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    Default Re: Lix Lorn's Random Charms [Exalted: 3.5]

    One new Lunar charm, three lunar charms from an old thread I had, and a knack!
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: Lix Lorn's Random Charms [Exalted: 3.5]

    I like the Stamina Charms though I feel they should be Indefinite rather than Instant. I also think they should be Reflexive not simple though to make up for the fact that you are committing mote to make these things. Also it allows me to pull a boneklaive out of my shoulder and immediately attack or defend with it. Though my one complaint is the names don't really sound like Lunar Charms. More like Malfeas ones.

    Love the Knack. Though there are some rumors that Form Lock may be disappearing when we get Lunar Errata so it's value may go down. Of course as far as I know they are just rumors based off of the slightly ambiguous teasings of a Hamster.

    I'm not sure about the Ghost-Bond Charm. Seems To be rather niche and it's setting ground I'm not entirely comfortable with. And I've gotta ask the question. Why does the love need magic backing it up? Can't they love their Mate's ghost regardless of a Bond? I think that would be a much better love story gorramit.
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    Default Re: Lix Lorn's Random Charms [Exalted: 3.5]

    Quote Originally Posted by Sanguine View Post
    I like the Stamina Charms though I feel they should be Indefinite rather than Instant. I also think they should be Reflexive not simple though to make up for the fact that you are committing mote to make these things. Also it allows me to pull a boneklaive out of my shoulder and immediately attack or defend with it. Though my one complaint is the names don't really sound like Lunar Charms. More like Malfeas ones.

    Love the Knack. Though there are some rumors that Form Lock may be disappearing when we get Lunar Errata so it's value may go down. Of course as far as I know they are just rumors based off of the slightly ambiguous teasings of a Hamster.

    I'm not sure about the Ghost-Bond Charm. Seems To be rather niche and it's setting ground I'm not entirely comfortable with. And I've gotta ask the question. Why does the love need magic backing it up? Can't they love their Mate's ghost regardless of a Bond? I think that would be a much better love story gorramit.
    I think I'm going to keep the bone charms as are, for now. I don't want you to have to commit three dozen motes for minor items.
    Also, by combining it with Many Pockets Meditiation, you can do that. That's why that paragraph exists.
    And that's a good point, but names are awkward. Plus, I didn't know about Malfeas when I made them.

    Maybe so; but I'm sure the discount to use them and the alternate warforms will be useful.

    It doesn't need the love. They can keep their intimacy. But if they CHOOSE to take this charm, they have their love AND the magic that controlled it. What's a greater sign of love than choosing to give up control?
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: Lix Lorn's Random Charms [Exalted: 3.5]

    Quote Originally Posted by Lix Lorn View Post
    I think I'm going to keep the bone charms as are, for now. I don't want you to have to commit three dozen motes for minor items.
    I guess you have a point about that. Still instant seems off to me.

    Quote Originally Posted by Lix Lorn View Post
    Also, by combining it with Many Pockets Meditiation, you can do that. That's why that paragraph exists.
    Actually no I can't. Withdrawing an Item from Elsewhere with Many Pockets Meditation is a Miscellaneous Action not a Reflexive. Of course it's not a huge deal as there is that Ink Monkeys bone Charm to defend myself with. But still the lower dice pool and DV penalty if I want to attack in the same turn I make my weapon hurts. Of course everyone else has to go through the same thing with drawing a weapon but still they didn't have to pay a bunch of motes to set the whole thing up.

    Quote Originally Posted by Lix Lorn View Post
    And that's a good point, but names are awkward.
    True, true.

    Quote Originally Posted by Lix Lorn View Post
    It doesn't need the love. They can keep their intimacy. But if they CHOOSE to take this charm, they have their love AND the magic that controlled it. What's a greater sign of love than choosing to give up control?
    That's not a sign of love, it may be a sign of trust but it it is not a sign of love. Please do not conflate the two.
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    Default Re: Lix Lorn's Random Charms [Exalted: 3.5]

    Quote Originally Posted by Sanguine View Post
    I guess you have a point about that. Still instant seems off to me.
    Eh.
    Actually no I can't. Withdrawing an Item from Elsewhere with Many Pockets Meditation is a Miscellaneous Action not a Reflexive. Of course it's not a huge deal as there is that Ink Monkeys bone Charm to defend myself with. But still the lower dice pool and DV penalty if I want to attack in the same turn I make my weapon hurts. Of course everyone else has to go through the same thing with drawing a weapon but still they didn't have to pay a bunch of motes to set the whole thing up.
    But you can do it without anyone else knowing you're carrying a weapon.

    That's not a sign of love, it may be a sign of trust but it it is not a sign of love. Please do not conflate the two.
    Can't have love without trust.
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: Lix Lorn's Random Charms [Exalted: 3.5]

    Quote Originally Posted by Lix Lorn View Post
    But you can do it without anyone else knowing you're carrying a weapon.
    True enough I suppose. But it requires me to purchase another Charm in a completely different tree. What if my Lunar has low Wits. What then? Am I just screwed? Are normal weapons just better then my bone weapons if I'm playing a low wits character. After all summoning a weapon normally rather then drawing it from Elsewhere will most likely increase an attacks Speed.

    This discussion has just made me realize some problems with keeping it Instant. At the very least the Artifact version. If you combine(not combo) it with Halting the Scarlet Flow and that upgrade that reduces the damage to Lethal as well as the Intelligence Charm that allows Lunars to make 5 dot Moonsilver Artifacts a Lunar can just sit around making artifacts and healing yourself. Doing this a Lunar,not even an Elder but just any one with enough XP to hit Essence 5 and get the necessary Charms, could pump out 5 dot Artifacts faster than a Factory Cathedral.

    Now they would only be permanent if they were used by the Lunar in question. But well then he just makes them for himself or for missions. Still crazy since he pumps them out in six seconds at no resources other than a handful of motes.

    Quote Originally Posted by Lix Lorn View Post
    Can't have love without trust.
    You're conflating again. This time love with a healthy relationship.
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    Default Re: Lix Lorn's Random Charms [Exalted: 3.5]

    Quote Originally Posted by Lix Lorn View Post
    Can't have love without trust.
    Of course you can. I love my dad to death, but I'd never trust him to make decisions for me. Far too focused on making me like him. No thank you.

    And the Ghost-Bond charm doesn't even make any sense. The bond between Solars and Lunars come from the exaltations, not the people. If your Solar mate dies, you have no connection to the ghost because the exaltation has left them. You're stuck trying to find your mates newest incarnation.
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    Default Re: Lix Lorn's Random Charms [Exalted: 3.5]

    Quote Originally Posted by Sanguine View Post
    True enough I suppose. But it requires me to purchase another Charm in a completely different tree. What if my Lunar has low Wits. What then? Am I just screwed? Are normal weapons just better then my bone weapons if I'm playing a low wits character. After all summoning a weapon normally rather then drawing it from Elsewhere will most likely increase an attacks Speed.
    Then you could just keep it in a scabbard. (shrug)

    This discussion has just made me realize some problems with keeping it Instant. At the very least the Artifact version. If you combine(not combo) it with Halting the Scarlet Flow and that upgrade that reduces the damage to Lethal as well as the Intelligence Charm that allows Lunars to make 5 dot Moonsilver Artifacts a Lunar can just sit around making artifacts and healing yourself. Doing this a Lunar,not even an Elder but just any one with enough XP to hit Essence 5 and get the necessary Charms, could pump out 5 dot Artifacts faster than a Factory Cathedral.
    No they can't.
    However, doing so costs four motes and two aggravated health levels of damage for each dot of artifact background the artefact would be worth. In addition, a point of willpower must be paid. This point is committed, and cannot be regained for as long as the artifact exists.
    You're conflating again. This time love with a healthy relationship.
    ...I think I'm okay with that.

    Quote Originally Posted by Primal Fury View Post
    Of course you can. I love my dad to death, but I'd never trust him to make decisions for me. Far too focused on making me like him. No thank you.
    I was assuming romantic love, and the healthy kind.

    And the Ghost-Bond charm doesn't even make any sense. The bond between Solars and Lunars come from the exaltations, not the people. If your Solar mate dies, you have no connection to the ghost because the exaltation has left them. You're stuck trying to find your mates newest incarnation.
    You're missing the point. If your Solar mate dies, and he wasn't Desus, you're a pretty big jerk if you immediately stop caring about them. Why not try to protect them anyway?
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: Lix Lorn's Random Charms [Exalted: 3.5]

    Quote Originally Posted by Lix Lorn View Post
    I was assuming romantic love, and the healthy kind.
    Same principle. If my girlfriend/wife/whatever constantly makes bad decisions, I'm not going to trust her with important things.

    Quote Originally Posted by Lix Lorn View Post
    You're missing the point. If your Solar mate dies, and he wasn't Desus, you're a pretty big jerk if you immediately stop caring about them. Why not try to protect them anyway?
    Perhaps I misspoke. You have no magical connection to the ghost of your former mate. You can still retain intimacies, you just don't get any benefits from Solar Bond because they are no longer your Solar Mate.
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