Giygas
Cutest Sawk i could find. Lucario is a nice extra.
Okay, i think i procastinated enough.
Behold! Warmly awaited by no one, seeked by nobody! A Giygas production! The first thing to fix in a charmset!(Something completely unbetaed and probably full of grammatical errors, otherwise i crash into my own mind and stop doing anything.)
Ambiguities and GM fiat in the 3ED charms!(Featuring Ambiguities and GM fiat in the 3ED charms, and nothng else. Otherwise i am going to rant)
Let's start with: Archery!
Wise Way Arrow: Pretty normal charm. It has a simple but clear effect(You can hit better peoples in cover), and one requiring just a smidgen of GM interventation.(If the enemy is in full cover but perceivable, you can use this charm after an Aim action to hit it. However the GM need to etablish if there is any way of hitting the target.)
Verdict: Acceptable level of GM Fiat.
Sight Without Eyes: Pretty normal charm, with a simple effect(Sight based penalties doesn't affect anymore the archery attack of the exalted). However, it has a Essence 3 Archery 5 upgrade that could use a bit of clarification(The Exalted can now see throught cover. Given that the charm nullifies Sight based Penalities, a crafty player could argue that it would mean that a target in cover could be hitten without penalties.)
Verdict: requires misreading the charm or a crafty player/dull GM to abuse the second effect. Acceptable.
Blood Without Balance: Nothing to see here. Charm written pretty unambigously.
Force Without Fire: same as above.
Trance of Unesitating speed: Could use a bit more tecnical jargon(Telling the player to use the rule of double ten on the damage roll, instead of telling her to add another succes if a ten is rolled), and putting a fairly important part earlier(This charm can be used without Aiming, which is otherwise the only way to attack with archery, but it is only written at the end of the charm), but nothing disastrous.
Verdict: Charm Written pretty unambigously. Could use a rewrite of some things, but it doesn't damage the charm by a lot.
Phantom Arrow Tecnique: The main use of the Charm(Spending a mote to use a bow without arrows) is pretty unambigous. The two secondary effects are not: The first of the two "Numbs" an intimancy to give additional non charm dices to the roll. The second makes the physical or Phantom Arrow created arrow undestructible and unpullable from the target. SImply put, the second effect has no mechanical use, being here only to be cool. Meanwhile, the first effect doesn't givesany rules to get back the numbed intimancy, nor if it still usable with social rolls.
Verdict: the primary effect is written pretty unambigously. Of the other twos, the first has no rules on the effect of the numbed intimancy, nor hard rules on how regain it. The second is just here to be cool, having absolutely no mechanical effect.
Fiery Arrow attack: The first effect causes flammable materials struck by the arrow to immediately be set on fire, but treat the fire as a natural one after that. The second makes the arrow inflict more damage, and if enough damage is inflicted the target is set on fire. Problem: there are no rules on how to extiungish the fire.
Verdict: the poor target burned to death, incapable of stop burning.
There is No Wind: the first two effects are written well(Non sight penalties to archery actions are nullified, and the precision of the attack always is equiparable to the close range). It does however add a part without clarification, saying that the charm may be used on extreme long range with the right awareness charms, without telling us which ones are useful.
Verdict: The first two effects are written well, the tertiary one doesn't tell anything useful.
Accurancy Without Distance: the primary effect is concise.(You can complete an Aim action immediately and the Aim dices becomes automatic successes, as long as you are going to make a decisive attack.) The secondary repurchase effect is hard to understand: after a reread, it should allow the solar to use the same charm to make a single withering attack on a crashed opponent once, allowing also to roll anyway the damage even if the target shouldn't have been hit.
Verdict: the secondary repurchase effect should be written more clearly.
Arrow Storm Tecnique: Need to be written more clearly. It should allow for the solar to make a second attack, attacking a group as distant as medium range from her original target.
Need clarification.
Flashing Vengance Draw: a join battle enhancer. Written pretty unambigously.
Hunter's swift answer: Permit to attack an enemy the exalted ran away from(using the disengage action) even if the exalted attacked another time during her turn. Written pretty unambigously.
Immaculate Golden Bow: creates an arcery weapon for he exalted, has a secondary effect capable of creating heavy cover. May be repurchased to create custom evocations for the immaginary bow, but there are no guidelines for them, except that they should fit the player character.
Dazzling Flare arrow: a power up of Fiery arrow attack(It needs to be used with it). Add one additional success if the attack roll roll at least a ten, and add an additionaly dice to the damage roll for every ten rolled in the attack roll. Additionally forces everyone using shadows to hide to reroll their stealth attempt with a penalty.
Verdict: Written pretty unambigously. (Comments on the utility has been excised)
Seven Omen Shot: charm written in a confusing manner. The effect is "pretty simple"(you can extend your aim action to three turns, converting the aim die in successes, and any extra succes on the attack roll is added to the raw damage. The charm may be used with accurancy without distance, but it has simply the effect of shaving a turn and a success from extended the aim action), the way it is written jumps all around and isn't that understandable.
Revolving Bow Discipline: written pretty unambigously.
Finishing Snipe: it isn't really clear if the crashed opponent must be the target of the attack that is granted by the charm(it doesn't seem so). Otherwise written well.
Rain of feathered death: this charm explain how does it works. Nothing to say here.
Shadow-Seeking arrow: pretty simple but effective charm. nothing to see here.
Searing Fire INterdiction: charm that creates a gambit that can blast the turn order of an opponent. Has five repurchases, two of which won't be seen in normal play,being essence 6. Otherwise written competently.
Solar Spike: Written unambigously.[Muffled curses about the way it is reset has been redacted or lack of relevancy.]
Heart-Eating inceneration: power up of Solar Spike. Written competently.
Heavens Crash Down: written competently. Quite niche otherwise.
Streaming Arrow Stance: written competently. Simple and ?neat?
Whispered Prayer of Justice: .... Why. [Not so muffled curses have been redacted]. Written Competently. Underwhelming effect for a essence five charm. [Not so muffled curses have been redacted]
And archery has ended. And here is nearing midnight. I will continue this tomorrow.
Critiques? Advices? Praises?
Behold! Warmly awaited by no one, seeked by nobody! A Giygas production! The first thing to fix in a charmset!(Something completely unbetaed and probably full of grammatical errors, otherwise i crash into my own mind and stop doing anything.)
Ambiguities and GM fiat in the 3ED charms!(Featuring Ambiguities and GM fiat in the 3ED charms, and nothng else. Otherwise i am going to rant)
Let's start with: Archery!
Wise Way Arrow: Pretty normal charm. It has a simple but clear effect(You can hit better peoples in cover), and one requiring just a smidgen of GM interventation.(If the enemy is in full cover but perceivable, you can use this charm after an Aim action to hit it. However the GM need to etablish if there is any way of hitting the target.)
Verdict: Acceptable level of GM Fiat.
Sight Without Eyes: Pretty normal charm, with a simple effect(Sight based penalties doesn't affect anymore the archery attack of the exalted). However, it has a Essence 3 Archery 5 upgrade that could use a bit of clarification(The Exalted can now see throught cover. Given that the charm nullifies Sight based Penalities, a crafty player could argue that it would mean that a target in cover could be hitten without penalties.)
Verdict: requires misreading the charm or a crafty player/dull GM to abuse the second effect. Acceptable.
Blood Without Balance: Nothing to see here. Charm written pretty unambigously.
Force Without Fire: same as above.
Trance of Unesitating speed: Could use a bit more tecnical jargon(Telling the player to use the rule of double ten on the damage roll, instead of telling her to add another succes if a ten is rolled), and putting a fairly important part earlier(This charm can be used without Aiming, which is otherwise the only way to attack with archery, but it is only written at the end of the charm), but nothing disastrous.
Verdict: Charm Written pretty unambigously. Could use a rewrite of some things, but it doesn't damage the charm by a lot.
Phantom Arrow Tecnique: The main use of the Charm(Spending a mote to use a bow without arrows) is pretty unambigous. The two secondary effects are not: The first of the two "Numbs" an intimancy to give additional non charm dices to the roll. The second makes the physical or Phantom Arrow created arrow undestructible and unpullable from the target. SImply put, the second effect has no mechanical use, being here only to be cool. Meanwhile, the first effect doesn't givesany rules to get back the numbed intimancy, nor if it still usable with social rolls.
Verdict: the primary effect is written pretty unambigously. Of the other twos, the first has no rules on the effect of the numbed intimancy, nor hard rules on how regain it. The second is just here to be cool, having absolutely no mechanical effect.
Fiery Arrow attack: The first effect causes flammable materials struck by the arrow to immediately be set on fire, but treat the fire as a natural one after that. The second makes the arrow inflict more damage, and if enough damage is inflicted the target is set on fire. Problem: there are no rules on how to extiungish the fire.
Verdict: the poor target burned to death, incapable of stop burning.
There is No Wind: the first two effects are written well(Non sight penalties to archery actions are nullified, and the precision of the attack always is equiparable to the close range). It does however add a part without clarification, saying that the charm may be used on extreme long range with the right awareness charms, without telling us which ones are useful.
Verdict: The first two effects are written well, the tertiary one doesn't tell anything useful.
Accurancy Without Distance: the primary effect is concise.(You can complete an Aim action immediately and the Aim dices becomes automatic successes, as long as you are going to make a decisive attack.) The secondary repurchase effect is hard to understand: after a reread, it should allow the solar to use the same charm to make a single withering attack on a crashed opponent once, allowing also to roll anyway the damage even if the target shouldn't have been hit.
Verdict: the secondary repurchase effect should be written more clearly.
Arrow Storm Tecnique: Need to be written more clearly. It should allow for the solar to make a second attack, attacking a group as distant as medium range from her original target.
Need clarification.
Flashing Vengance Draw: a join battle enhancer. Written pretty unambigously.
Hunter's swift answer: Permit to attack an enemy the exalted ran away from(using the disengage action) even if the exalted attacked another time during her turn. Written pretty unambigously.
Immaculate Golden Bow: creates an arcery weapon for he exalted, has a secondary effect capable of creating heavy cover. May be repurchased to create custom evocations for the immaginary bow, but there are no guidelines for them, except that they should fit the player character.
Dazzling Flare arrow: a power up of Fiery arrow attack(It needs to be used with it). Add one additional success if the attack roll roll at least a ten, and add an additionaly dice to the damage roll for every ten rolled in the attack roll. Additionally forces everyone using shadows to hide to reroll their stealth attempt with a penalty.
Verdict: Written pretty unambigously. (Comments on the utility has been excised)
Seven Omen Shot: charm written in a confusing manner. The effect is "pretty simple"(you can extend your aim action to three turns, converting the aim die in successes, and any extra succes on the attack roll is added to the raw damage. The charm may be used with accurancy without distance, but it has simply the effect of shaving a turn and a success from extended the aim action), the way it is written jumps all around and isn't that understandable.
Revolving Bow Discipline: written pretty unambigously.
Finishing Snipe: it isn't really clear if the crashed opponent must be the target of the attack that is granted by the charm(it doesn't seem so). Otherwise written well.
Rain of feathered death: this charm explain how does it works. Nothing to say here.
Shadow-Seeking arrow: pretty simple but effective charm. nothing to see here.
Searing Fire INterdiction: charm that creates a gambit that can blast the turn order of an opponent. Has five repurchases, two of which won't be seen in normal play,being essence 6. Otherwise written competently.
Solar Spike: Written unambigously.[Muffled curses about the way it is reset has been redacted or lack of relevancy.]
Heart-Eating inceneration: power up of Solar Spike. Written competently.
Heavens Crash Down: written competently. Quite niche otherwise.
Streaming Arrow Stance: written competently. Simple and ?neat?
Whispered Prayer of Justice: .... Why. [Not so muffled curses have been redacted]. Written Competently. Underwhelming effect for a essence five charm. [Not so muffled curses have been redacted]
And archery has ended. And here is nearing midnight. I will continue this tomorrow.
Critiques? Advices? Praises?