- Location
- Gladstone, OR
Solar Disruption Technique
Cost: 3m
Minimums: Melee 4, Essence 2
Type: Reflexive (Step 1)
Keywords: Combo-OK, Obvious
Duration: One Scene
Prerequisites: Blade-Stilling Glare - Or - Majestic Radiant Presence
The Solar's awesome presence increases the speed of all hostile actions directed against her by one tick. This includes the results of a Join Battle roll. This effect can adjust a character's first actions to tick 7 or later. If that character has failed a Valor roll previously in the scene, they add two to the speed of all actions made against the Solar. No combination of any effect can increase an Action's Speed to greater than 7 ticks.
AN:
Why does this charm have optional prerequisites in two different abilities? That was my compromise on what I believe is both a logical progression of Blade-Stilling Glare and Majestic Radiant Presence. MRP is actually arguably better than this Charm, simply because it has UMI keywords, but at the same time, I actually think Exalted needs more 'step back' Charms in its trees. Not speedbumps, but ones that have higher ability or lower Essence requirements, instead of a super-surge towards Maximum.
Speedbumps are a product of how the tree is laid out, as much as how good it is as a Charm.
As for what this Charm does, I wanted to create a Join-Battle fixer that wasn't just "I roll better than you." I also am admittedly exercising some of the 'hindsight' system mastery with regard to the tick system. Normally most effects that influence action speed or ticks, are hard-capped by the 'Stop at tick 6'. That's a byproduct of the tick system being intended to 'cycle'. There's never supposed to be a Tick 7, just 0-6, and you cycle around round by round.
I added the 'If Valor' clause both as a nod to one of MRP's modes, and the various flavors of Dawn Anima. It also enocurages players to try and do more MAKE PEOPLE ROLL VALOR actions. I also added the 'Max Speed 7' clause to prevent too much action econonmy advantage.
On paper, Exalted actually probably SHOULD have more tick variance in action speeds, instead of everything being Speed 5 on average. Also- there should be more 'Non-Attack But Meaningful Actions' like Defend Other or Blockade Movement.
Master Swordsman's Eye
Cost: 1m
Minimums: Melee 3, Essence 2
Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisites: None
The Bronze Tiger knows blades better than men know their wives and trees know their branches.
When the Solar activates this Charm, she targets any purpose-built weapon she can see rolls [Perception + Melee]. The difficulty of this roll is 1 for mundane weapons, and 2 for magical weapons, be they enchanted or artifact.
Success informs the Solar the weapon's history- notable battles it was used in, what foes it vanquished and so on. It also tells the Solar who holds the weapons loyalty- likely the person using it, as well as the names and brief impressions of its last three owners.
The Solar intuitively understands the weapons's traits, and can recognize if someone is does or does not satisfy the minimum means to wield the weapon. The Solar also immediately recognizes the weapon's Resources Cost, workmanship, or its Artifact Rating, but not any of its specific powers.
If the Solar uses this Charm on an artifact weapon that is not attuned and is not committed to another character, she may attune to it for the remainder of the scene with a Speed 7 Miscellaneous Action.
AN: This charm exists to remind everyone that [Ability] includes scholarly uses as well as anything else. It's a gateway charm that leads to others. Now, this Charm only offers minimal mechanical information, but it's a great roleplaying effect.
Battle Conversation Technique
Cost: 1m
Minimums: Melee 4, Essence 2
Type: Reflexive (Step 1 or Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequsites: Hungry Tiger Technique, Dipping Swallow Defense
The Solar speaks to their foes through combat, and the weapons listen.
This Charm supplements a close-combat attack or parry- it has no effect on natural or ranged weapons. Once per action, the Solar applies her attack successes to the MDV of her opponent's weapon as a social attack, or any points of Parry DV remaining after defending against an attack.
This social attack counts as one scene spent eroding the loyalty a weapon has for its owner as a form of Natural Mental Influence. After this Charm has been used, The weapon's owner counts the first attack past the Solar's DV or successful Parry per action as one scene spent towards rebuilding a weapon's damaged loyalty.
If the Solar manages to completely win a weapon's loyalty, they negate all penalties when attempting to disarm their opponent, and can reflexively attune to a loyal artifact weapon.
The least gods of artifacts consider this attunement gauche, but will allow it if the Solar treats their weapon with respect- immediately slaying the former owner for example would immediately forge an unbreakable commitment against the Solar for their brutality- even if attuned normally afterwords. Treating the weapon well however, can secure the weapon's true loyalty.
AN: Yet More weapon information and loyalty effects! (I admit the name is kinda dry.)
Implicity- this charm lets you steal attuned artifacts- but AFTER several actions worth of 'My blade talks to your blade.' It also points out that KILLING DUDES with their stolen gear is Not A Good Idea.
Solar Armory Authority
Cost: -
Minimums: Melee 5, Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequsites: Summoning the Loyal Steel
The Solar's loyalty is sacrosanct, and so is that of their arms.
When this charm is purchased, the Solar selects a close-combat weapon that is loyal to them. This Charm then automatically forges a commitment to that weapon, describing their total ownership.
This reciprocal loyalty allows the Solar remain attuned to the weapon indefinitely, even if it has left their care. Further, they know the weapon's bearing with perfect accuracy, and where they had it last. Note that other characters may attune to the weapon despite this Charm's effects.
Social influence that targets either the Solar or the weapon with intent to separate them is seen as an Unacceptable Order. Environmental or Mundane attempts to disarm the Solar fail automatically as a perfect effect, and any magical attempt to disarm her take an external penalty equal to her [Conviction.]
The Solar may purchase this charm up to two times, and may update their commitments once per story.
AN: This is primarily a defensive charm- and it cribs heavily from Righteous Lion Defense. The idea to start building up a theme of 'ownership loyalty'- The Solar isn't loyal to the sword because it's a good sword- the Solar is loyal because the sword is THEIRS.
Note that the disarm penalty applies to things like 'Don't take weapons in to see the king'. And if you do manage to get past the guard with this charm, are you SURE you want to deal with the consequences?
Cost: 3m
Minimums: Melee 4, Essence 2
Type: Reflexive (Step 1)
Keywords: Combo-OK, Obvious
Duration: One Scene
Prerequisites: Blade-Stilling Glare - Or - Majestic Radiant Presence
The Solar's awesome presence increases the speed of all hostile actions directed against her by one tick. This includes the results of a Join Battle roll. This effect can adjust a character's first actions to tick 7 or later. If that character has failed a Valor roll previously in the scene, they add two to the speed of all actions made against the Solar. No combination of any effect can increase an Action's Speed to greater than 7 ticks.
AN:
Why does this charm have optional prerequisites in two different abilities? That was my compromise on what I believe is both a logical progression of Blade-Stilling Glare and Majestic Radiant Presence. MRP is actually arguably better than this Charm, simply because it has UMI keywords, but at the same time, I actually think Exalted needs more 'step back' Charms in its trees. Not speedbumps, but ones that have higher ability or lower Essence requirements, instead of a super-surge towards Maximum.
Speedbumps are a product of how the tree is laid out, as much as how good it is as a Charm.
As for what this Charm does, I wanted to create a Join-Battle fixer that wasn't just "I roll better than you." I also am admittedly exercising some of the 'hindsight' system mastery with regard to the tick system. Normally most effects that influence action speed or ticks, are hard-capped by the 'Stop at tick 6'. That's a byproduct of the tick system being intended to 'cycle'. There's never supposed to be a Tick 7, just 0-6, and you cycle around round by round.
I added the 'If Valor' clause both as a nod to one of MRP's modes, and the various flavors of Dawn Anima. It also enocurages players to try and do more MAKE PEOPLE ROLL VALOR actions. I also added the 'Max Speed 7' clause to prevent too much action econonmy advantage.
On paper, Exalted actually probably SHOULD have more tick variance in action speeds, instead of everything being Speed 5 on average. Also- there should be more 'Non-Attack But Meaningful Actions' like Defend Other or Blockade Movement.
Master Swordsman's Eye
Cost: 1m
Minimums: Melee 3, Essence 2
Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisites: None
The Bronze Tiger knows blades better than men know their wives and trees know their branches.
When the Solar activates this Charm, she targets any purpose-built weapon she can see rolls [Perception + Melee]. The difficulty of this roll is 1 for mundane weapons, and 2 for magical weapons, be they enchanted or artifact.
Success informs the Solar the weapon's history- notable battles it was used in, what foes it vanquished and so on. It also tells the Solar who holds the weapons loyalty- likely the person using it, as well as the names and brief impressions of its last three owners.
The Solar intuitively understands the weapons's traits, and can recognize if someone is does or does not satisfy the minimum means to wield the weapon. The Solar also immediately recognizes the weapon's Resources Cost, workmanship, or its Artifact Rating, but not any of its specific powers.
If the Solar uses this Charm on an artifact weapon that is not attuned and is not committed to another character, she may attune to it for the remainder of the scene with a Speed 7 Miscellaneous Action.
AN: This charm exists to remind everyone that [Ability] includes scholarly uses as well as anything else. It's a gateway charm that leads to others. Now, this Charm only offers minimal mechanical information, but it's a great roleplaying effect.
Battle Conversation Technique
Cost: 1m
Minimums: Melee 4, Essence 2
Type: Reflexive (Step 1 or Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequsites: Hungry Tiger Technique, Dipping Swallow Defense
The Solar speaks to their foes through combat, and the weapons listen.
This Charm supplements a close-combat attack or parry- it has no effect on natural or ranged weapons. Once per action, the Solar applies her attack successes to the MDV of her opponent's weapon as a social attack, or any points of Parry DV remaining after defending against an attack.
This social attack counts as one scene spent eroding the loyalty a weapon has for its owner as a form of Natural Mental Influence. After this Charm has been used, The weapon's owner counts the first attack past the Solar's DV or successful Parry per action as one scene spent towards rebuilding a weapon's damaged loyalty.
If the Solar manages to completely win a weapon's loyalty, they negate all penalties when attempting to disarm their opponent, and can reflexively attune to a loyal artifact weapon.
The least gods of artifacts consider this attunement gauche, but will allow it if the Solar treats their weapon with respect- immediately slaying the former owner for example would immediately forge an unbreakable commitment against the Solar for their brutality- even if attuned normally afterwords. Treating the weapon well however, can secure the weapon's true loyalty.
AN: Yet More weapon information and loyalty effects! (I admit the name is kinda dry.)
Implicity- this charm lets you steal attuned artifacts- but AFTER several actions worth of 'My blade talks to your blade.' It also points out that KILLING DUDES with their stolen gear is Not A Good Idea.
Solar Armory Authority
Cost: -
Minimums: Melee 5, Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequsites: Summoning the Loyal Steel
The Solar's loyalty is sacrosanct, and so is that of their arms.
When this charm is purchased, the Solar selects a close-combat weapon that is loyal to them. This Charm then automatically forges a commitment to that weapon, describing their total ownership.
This reciprocal loyalty allows the Solar remain attuned to the weapon indefinitely, even if it has left their care. Further, they know the weapon's bearing with perfect accuracy, and where they had it last. Note that other characters may attune to the weapon despite this Charm's effects.
Social influence that targets either the Solar or the weapon with intent to separate them is seen as an Unacceptable Order. Environmental or Mundane attempts to disarm the Solar fail automatically as a perfect effect, and any magical attempt to disarm her take an external penalty equal to her [Conviction.]
The Solar may purchase this charm up to two times, and may update their commitments once per story.
AN: This is primarily a defensive charm- and it cribs heavily from Righteous Lion Defense. The idea to start building up a theme of 'ownership loyalty'- The Solar isn't loyal to the sword because it's a good sword- the Solar is loyal because the sword is THEIRS.
Note that the disarm penalty applies to things like 'Don't take weapons in to see the king'. And if you do manage to get past the guard with this charm, are you SURE you want to deal with the consequences?