Once you go beyond Resources5 you start getting into the territory of Wealth, specifically Wealth3 is roughly equal to Resources5.
The reason that people don't really use Wealth is that supposedly there simply isn't enough currency in Creation to justify it.
Does Wealth exist in 3E? I don't seem to remember it.

The larger issue is that, without having a clearer sense of what money can actually be spent for, it reaches peak effectiveness pretty quickly. Plus, giving PCs unlimited money can result in weirdness (I buy all the Artifacts from the Guild, hire an entire mercenary Legion, etc.)
 
It was a backer requested charm. They asked specific for, IIRC, "a weird way to get free money".
Getting free money like that does not seem like a supernatural result of human excellence, nor an outgrowth of the myth-hero complex.

This charm needs the Apocryphal keyword.
Yeah, I would've been slightly annoyed if this was what I got back with that request. I would've expected some kind of weird awesome financial shenanigans, or some kind of fantastic new market creation prana. Not, like, a Charm that seems somewhat at odds with the core themes of a Solar Bureaucrat.
 
So here's Hope's character sheet again, modified somewhat. Biggest change is I decided to go full bore into the cat thing. What single dot abilities remain are either there because I need them for Ox Body, or for character reasons. Lore and Lingusitics are from the Dowager's education, while Performance and Bureaucracy are things she has native talent in but hasn't had time to develop yet and hasn't been forced to develop by her imprisonment by and escape from the Dowager.



Any comments or critiques or any thoughts on how I could improve her sheet?
 
God-Heeling Gesture

...

Did they unironically use the terms 'use your noggin' in a charm...
 
It was a backer requested charm. They asked specific for, IIRC, "a weird way to get free money".

So the charm kinda does fit that description pretty well.
This wasn't like the fusion Charm, where there's inherently no reasonable way to do it. "Sometimes get free money because reasons in a needlessly convoluted fashion" isn't... very useful, or very Solar.
 
Weird financial shenanigans is exactly what a free money Solar charm should do.

I just got reminded of a wonderful story about mercantile shenanigans that sounds exactly like what this type of charm should be.

As I haven't interacted with 3e charms at all I promise nothing in regards for balance, but for those who are interested.

Palaces from Stones Prana
Cost: 6m
Mins: Bureaucracy 5, Essence 3
Type: Simple
Keywords: None
Duration: Special
Prerequisite Charms: Consumer-Evaluating Glance

Buying low and selling high is the maxim of any merchant. The unparalleled skill of a Solar allows her to buy for nothing and sell for the stars themselves. When this Charm is used, the character finds the perfect, worthless object to enact her mad trading scheme with. It could be the first leather band woven by an apprentice, a feather that fell from a falcon, or a very smooth stone. The nature of the object does not matter, but it must be a resource 0 purchase.

With the object in hand, she immediately makes a Wits+Bureaucracy roll at difficulty 4 to find a suitable trade. If she passes the roll, then the object is exchanged for a new item that would cost Resources 1 to purchase. The Storyteller determines the object gained.

The Solar receives a new roll every day so long as she maintains the mote commitment of this charm. Each time she may trade her current item for an item of her choice at the same resource cost by passing another difficulty 4 roll. The item she chooses cannot be a specific item owned by a specific person (a straight sword is a valid choice, Sabyl's straight sword is not.)

Alternatively, she may attempt to get a bigger and better item. This roll is against a difficulty of 4+ the current Resource value of her item and the new item is chosen by the Storyteller. The deed to a piece of property is a perfectly valid item for this charm to acquire, as are living beings in certain parts of Creation.

Once the motes are uncommitted, this charm ceases to function and she is left with the final item. If she activates the charm again, she must start over with a new stone.

Inspiration here.
 
Last edited:
...

Did he just stick Food-Gathering Exercise as a requirement for some survival charms as a 'fuck you' to the players?

Because thats honestly what his little 'hahaha ' at the bottom of Harmony with Nature Approach seems to be saying.
 
Last edited:
Food Gathering Exercise seems like a charm anyone who plans to be away from civilization for any length of time should get?

One of the charms turns you into an 'ethereal ruggard barbarian' straight off the cover of a bodice ripper (and I think ensures Solars can get Appearance 7-8 with the right charms).

The other lets you generate motes every day that can only be used for survival charms (and is accompanied by the note which states 'yes you need to get food gathering excercise if you want free motes for your pet charms'.

Neither have to do with gathering food or living in the wild exactly.

Since survival also covers pet taming, its quite possible to have survival five and have never left nexus.
 
Food Gathering Exercise seems like a charm anyone who plans to be away from civilization for any length of time should get?
The issue is that provisions are basically only an issue if the ST goes out of their way to make them one. In literally no game I have ever played has it come up, including a few that took place primarily outside of civilization. The closest we ever got was a game in the far East. One player showed the GM their 5 in Survival, and the GM said, "sure, you find enough food for the party, because you're literally one of the best scavengers in the world."
 
Last edited:
The issue is that provisions are basically only an issue if the ST goes out of their way to make them one. In literally no game I have ever played has it come up, including a few that took place primarily outside of civilization The closest we ever got was a game in the far East. One player showed the GM their 5 in Survival, and the GM said, "sure, you find enough food for the party, because you're literally one of the best scavengers in the world."

Its a charm so superfluous Hardship-Surviving Mendicant Spirit, found at the same essence level almost does its job with the same effectiveness with one line of text, plus all its other effects. Plus unlike Food Gathering, Hardship is required by many other charms in the tree if you want to be a Noble Savage.
 
The issue is that provisions are basically only an issue if the ST goes out of their way to make them one. In literally no game I have ever played has it come up, including a few that took place primarily outside of civilization The closest we ever got was a game in the far East. One player showed the GM their 5 in Survival, and the GM said, "sure, you find enough food for the party, because you're literally one of the best scavengers in the world."

Well, I got food gathering exercise on Hope's Last Gasp as an explanation for how she managed to survive after escaping the Dowager. It ensures the ability to get food, rather than leaving it to dice.

Should I have some other charm in it's place?
 
The issue is that provisions are basically only an issue if the ST goes out of their way to make them one.
I think provisions should only be a real problem if the PC/s have to gather food while on the move(maybe running from something?) or are escorting a bunch of people.

Also, people here think the Retroactive Doombot charm is dumb, right?
But what if it wasn't retroactive? You have to maintain your Doombot and keep track of it, and if you screw up it basically acts like an actual Doombot(read; out-of-character and causing people to blame you for stuff).
 
Last edited:
Well, I got food gathering exercise on Hope's Last Gasp as an explanation for how she managed to survive after escaping the Dowager. It ensures the ability to get food, rather than leaving it to dice.

Should I have some other charm in it's place?
Hardship-Surviving Mendicant Spirit

Also helps you find shelter and protects your presumably improperly dressed character from stinging plants, poisonous insects and the like.
 
Last edited:
Well, I got food gathering exercise on Hope's Last Gasp as an explanation for how she managed to survive after escaping the Dowager. It ensures the ability to get food, rather than leaving it to dice.

Should I have some other charm in it's place?
Depends on what your goal is. Your character's already got 7 dice + and excellency to throw at the problem, which means you can do it pretty much 100% consistently. Hardship-Surviving Mendicant Spirit isn't a bad charm in the same theme. Or another Melee charm.
 
Also, people here thing the Retroactive Doombot charm is dumb, right?
But what if it wasn't retroactive? You have to maintain your Doombot and keep track of it, and if you screw up it basically acts like an actual Doombot(read; out-of-character and causing people to blame you for stuff).
This would be much less bad in some senses, but still retains all the problems of being able to make Solar-grade automata.
 
Back
Top