Second Edition
Second Edition
Moderator: BrilliantRain
General Hacks
Celestial Charm Usage: For Solar, Lunar, Sidereal, Abyssal and Infernal Exalted, the use of Reflexive Charms does not count towards the character's Charm per action limit. She may still only use one Simple, Supplemental or Extra Action Charm without a Combo.
Terrestrial Charm Usage: For Dragon-Blooded, the use of Reflexive and Supplemental Charms does not count towards the character's Charm per action limit. She may still only use one Simple or Extra Action Charm without a Combo.
Ox-Body Technique: All Exalted automatically have as many copies of this Charm as their Permanent Essence. It may not be purchased any other way. Infernal Exalted receive Hardened Devil Body instead.
Stunting: A character may stunt once per flurry of actions, in which case the stunt bonus applies to every action in that flurry, and she receives the stunt reward if any single action in that flurry succeeds. She may stunt defense once in response to an enemy's flurry of actions, in which case the stunt bonus applies against every action in that flurry, and she receives the stunt reward if any single defense in that flurry succeeds.
Specific Hacks: Solar Exalted
Replacement: While using this hack, all published Solar General Charms are deleted and replaced with the Charms detailed below. Any Solar Charm that requires an Excellency now requires Solar Essence Overwhelming. Any Solar Charm that requires two Excellencies now only requires Solar Essence Overwhelming.
Solar Excellence: All Solar General Charms are automatically learned when their prerequisites are met, requiring no expenditure of experience points. This means all Solar Exalted automatically gain the Charms Solar Essence Overwhelming and Solar Essence Triumphant at character creation, and these Charms do not count against the character's starting allotment of Charm slots.
Solar Essence Overwhelming
Cost: 1m per die; Mins: Essence 1; Type: Reflexive (Step 1 attacker or Step 2 defender)
Keywords: Combo-OK
Duration: Instant
Prerequisites: None
Solars with this Charm are known for their moments of brilliance. The Exalt's player can invoke this Charm when making a roll based on any Ability they have at a rating above 0. This Charm then adds one die to that roll for each mote spent, up to a maximum of (Attribute + Ability) extra dice. Characters can also use this Charm to enhance unrolled uses of any Ability. When enhancing static values, every two dice purchased with this Charm raises the static value by one. Static values may not be increased by more than half the relevant (Attribute + Ability). Refer to the Charms and Pools sidebar in Exalted, page 185.
Solar Essence Triumphant
Cost: None; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Instant
Prerequisites: Solar Essence Overwhelming
Solars with this Charm are known for their unwavering perfection. This Charm improves Solar Essence Overwhelming, allowing the Solar's player to trade dice purchased with Solar Essence Overwhelming for automatic successes, at the ratio of two purchased dice for one automatic success. She may not convert dice other than those purchased through Solar Essence Overwhelming.
Solar Essence Resurgent
Cost: 1wp; Mins: Essence 3; Type: Reflexive (Step 3 attacker or Step 6 defender)
Keywords: Combo-OK
Duration: Instant
Prerequisites: Solar Essence Triumphant
Solars with this Charm deny failure. This Charm allows the Exalt to spend one Willpower after making a roll. She may then make the roll again, using the new result if she prefers it. When used to enhance static values, this Charm increases the effective (Attribute + Ability) rating by (Ability).
Infinite Solar Mastery
Cost: 2m+, 1wp; Mins: Essence 3; Type: Simple
Keywords: Combo-OK
Duration: Scene
Prerequisites: Solar Essence Overwhelming
The Solar Exalted are infinite wells of talent. Every two motes committed to this Charm reduces the mote cost of Solar Essence Overwhelming by one mote, to a minimum of 0. The discount applies to any given roll as a whole, rather than individual invocations of Solar Essence Overwhelming. At Essence 3, the maximum discount this Charm can provide is equal to the character's Permanent Essence in motes. At Essence 4 and above, this limit is removed.
Perfected Essence Flow
Cost: None; Mins: Essence 4; Type: Permanent
Keywords: None
Duration: Instant
Prerequisites: Infinite Essence Mastery
The Essence of the Solar Exalted flows through them and brings their intentions and actions into perfect harmony. Purchasing this Charm allows the Solar to invoke Solar Essence Overwhelming and Infinite Solar Mastery as anima abilities rather than Charms. As such, they are explicitly immune to effects which disrupt Charms, and may be used in situations where Charms may not normally be activated. In addition, the Duration of Infinite Solar Mastery is extended to Indefinite. The discount provided by Infinite Solar Mastery explicitly continues to apply to Solar Essence Overwhelming.
Specific Hacks: Abyssal Exalted
Duplication: Follow all rules for the Solar Exalted hack above, except as noted below. Replace all instances of the word Solar with the word Abyssal, and the word Perfected with Necrotic. In addition, the following Charm is added to the list of available General Charms.
Ravening Mouth of Oblivion
Cost: 3m; Mins: Any Ability 4, Essence 3; Type: Reflexive
Keywords: Combo-OK
Duration: Scene
Prerequisites: Abyssal Essence Overwhelming
Touched by the endless hunger of Oblivion, Abyssal Exalted can learn to extend their animas through their mastery of Abilities, drinking Essence from the suffering they inflict. Whenever the deathknight takes an action or activates a Charm from any Ability they have rated at 4 dots or above, she regains one mote for every level of damage the action or Charm inflicts to sentient beings as if she had bitten the victims directly. Indirect damage to that target also awards motes, such as health levels paid as part of the costs of defensive Charms. Abyssals cannot use this Charm to feed through the effects of spells or from ongoing damage after the initial application. The Abyssal can never gain more than 20 motes during a single one of her actions from any combination of Charms including Ravening Mouth of Oblivion.
Specific Hacks: Lunar Exalted
Duplication: Follow all rules for the Solar Exalted hack above, except as noted below. Replace all instances of the word Solar with the word Lunar. Replace all instances of the value (Attribute + Ability) with (Attribute), and any instances of the value (Ability) with (Attribute). Lunars are also exempt from the rule requiring Abilities to be greater than 0 for Essence Overwhelming. In addition, remove the Charms Infinite Mastery and Essence Flow, and add the Charms below to the list of available General Charms.
Instinctive Lunar Unity
Cost: 2m+, 1wp; Mins: Essence 3; Type: Simple
Keywords: Combo-OK
Duration: Scene
Prerequisites: Lunar Essence Overwhelming
Lunar Exalted find ways to become perfectly in touch with their natures. Every two motes spent when activating this Charm reduces the mote cost of Lunar Essence Overwhelming by one mote, to a minimum of 0. The discount applies to any given roll as a whole, rather than individual invocations of Solar Essence Overwhelming. The maximum discount this Charm can provide is equal to the character's Permanent Essence.
Flawless Lunar Focus
Cost: None; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Lunar Essence Overwhelming
Lunars are naturally instinctive creatures. Purchasing this Charm, the character becomes able to tap into a more specific instinctive mastery over the relevant Attribute. Purchase of this Charm allows the purchase of Attribute Specialties and provides one free, which must be from one of the Lunar's Caste or Favoured Attributes. Rules for Attribute Specialties are detailed on page 142 of Manual of Exalted Power: Lunars.
Specific Hacks: Infernal Exalted
Infernal Excellence: All Infernal General Charms of their favoured Yozis are automatically learned when their prerequisites are met, requiring no expenditure of experience points. This means all Infernal Exalted automatically gain the Charms [Yozi] Essence Overwhelming and [Yozi] Essence Triumphant at character creation for two Yozis, and these Charms do not count against the character's starting allotment of Charm slots. In addition, the Yozi Excellencies no longer impose an XP surcharge when the Infernal raises her Permanent Essence.
Specific Hacks: Dragon-Blooded
Duplication: Follow all rules for the Solar Exalted hack above, except as noted below. Replace all instances of the word Solar with the word Terrestrial. Replace all instances of the value (Attribute + Ability) with (Ability + Specialty). Reduce the cost of Terrestrial Essence Overwhelming to 1 mote per 2 dice. In addition, remove the Charms Essence Triumphant, Infinite Mastery and Essence Flow, and add the Charm below to the list of available General Charms.
Elemental Reinforcement
Cost: 1m per 2 dice + 1m per subject, 1wp; Mins: Essence 3; Type: Simple
Keywords: Touch
Duration: One scene
Prerequisites: Terrestrial Essence Overwhelming
The greatest strength of the Dragon-Blooded is their capacity for teamwork. This Charm allows the Dragon-Blooded to grant her allies a portion of her own strength, if only temporarily. A Dragon-Blood with this Charm can improve the Ability ratings of up to her Essence in allies up to her own ratings for brief periods of time.
The Dragon-Blood must spend one mote for every ally to be augmented and one mote for every two dice that are added to each person’s rating in relevant Abilities. The Charm has two limitations. First, no ally’s Ability ratings can be raised above the Ability ratings of the Exalt who invokes this Charm. Second, no ally’s Ability ratings can be increased to more than twice its normal rating. Therefore, the ally must have at least one dot in the Ability for this Charm to affect him at all. All allies to be affected must hold hands at the time of the Charm’s activation.
Specific Hacks: Sidereal Exalted
Duplication: Follow all rules for the Solar Exalted hack above, except as noted below. Replace all instances of the word Solar with the word Sidereal. Replace all instances of the value (Attribute + Ability) or (Ability) with (Essence + Internal Penalty). In addition, remove the Charms Essence Triumphant, Essence Resurgent, Infinite Mastery and Essence Flow, and add the Charms below to the list of available General Charms.
Dice Adder Cap: The dice-adder cap for Sidereal Charms is explicitly (Essence + applicable Internal Penalty).
Sidereal Essence Overwhelming
Cost: 1m per die; Mins: Essence 1; Type: Reflexive (Step 1 attacker or Step 2 defender)
Keywords: Combo-OK
Duration: Instant
Prerequisites: None
Sidereals with this Charm are known for their moments of brilliance. The Exalt's player can invoke this Charm when making a roll based on any Ability they have at a rating above 0. This Charm then adds one die to that roll for each mote spent, up to a maximum of (Essence + applicable Internal Penalty) extra dice. Characters can also use this Charm to enhance unrolled uses of any Ability. When enhancing static values, every two dice purchased with this Charm raises the static value by one. Static values may not be increased by more than half the relevant (Essence + applicable Internal Penalty).
Sidereal Essence Auspicious
Cost: (2m per TN reduction); Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Instant
Prerequisites: Sidereal Essence Overwhelming
Sidereals with this Charm are known for phenomenal luck. This Charm upgrades Sidereal Essence Overwhelming, allowing the Sidereal to spend motes altering the target number of her rolls as a separate function of the Charm. Every two motes spent on this function reduces the target number by 1. When used on a static value such as DV, this Charm increases that value by 1 for every 10 dice in the static pool calculation at TN 6, 1 for every 5 dice at TN 5 and 1 for every 3 dice at TN 4. This increase is still subject to the limitation on Charms adding to static values (see Exalted, page 185).
Target numbers may not be reduced below 4. Attempting to do so forces an auspicious success, converting all dice in the pool to automatic successes or setting a static value to its maximum Charm-aided value, at the cost of 1 Willpower. Altering target numbers does not count towards the dice-adder limit.
Propitious Sidereal Alignment
Cost: 2m+, 1wp; Mins: Essence 3; Type: Simple
Keywords: Combo-OK, Obvious
Duration: Scene
Prerequisites: Sidereal Essence Auspicious
By tuning her anima to resonate with the Loom of Fate, a Sidereal can use her Essence with greater efficiency. Every two motes committed to this Charm reduces the mote cost of Sidereal Essence Overwhelming by one mote, to a minimum of 0. The discount applies to any given roll as a whole, rather than individual invocations of Sidereal Essence Overwhelming. At Essence 3, the maximum discount is equal to the character's Permanent Essence. At Essence 4, this limit is removed.






Jon Chung wrote:There aren't nine separate versions of the Charm anymore, after all, only one




Jon Chung wrote:Lunars get other ways to boost themselves. With their ability to monkey with Dexterity (and other attributes) and with Claws of the Silver Moon giving them the highest accuracy uberdamage piercing weapon in the game, their Excellency discount should be the worst of the three Celestial Exalted.

Dinosaur wrote:Using Dexterity Excellencies to add to both CotSM and the attack pool edges close to, if it already isn't, two activations of the same Charm for the same instant.





Jon Chung wrote:I'm not even referring to that trick, which, while technically legal, is the sort of thing GMs shut down if they understand the system. The simple fact that you get +7 Accuracy on CotSM for having Dex 6 DBT and the Acc += Dex function on CotSM is enough to keep Lunars competitive. Or superior. See comparison below.
Ess 2 Solar with Grand Goremaul and 1W2B: +13 base pool, +3 weapon, +1 1W2B. Total 17.
Ess 2 Lunar with CotSM in DBT with RLF: +14 base pool, +3 weapon, +(2) RLF. Total 19.
Ess 3 Solar with Grand Goremaul with Infinite (3) and 1W2B: +13 base pool, +3 weapon, +1 1W2B, +3 excellency. Total 20.
Ess 3 Lunar with CotSM (Dex) in DBT with RLF and Instinctive (3): +14 base pool, +7 weapon, +3 excellency, +(2) RLF. Total 26.
Ess 4 Solar with Grand Goremaul with Infinite (10) and 1W2B: +13 base pool, +3 weapon, +1 1W2B, +10 excellency. Total 27.
Ess 4 Lunar with CotSM (Dex) in DBT with RLF and Instinctive (4): +14 base pool, +7 weapon, +4 excellency, +(2) RLF. Total 27.
Lunars are better at accuracy until Essence 4, when Solars catch up. They don't need an uncapped Instinctive Unity.
edit: If the Solar's using a +10 Accuracy/+10 Defense pair of Glorious Solar Sabres, then this changes, but that's dodgy on the same level as doubledipping Attribute Excellency efficiency through Claws of the Silver Moon.

Dinosaur wrote:I would say that it had more to do with Celestial thematics than the above myself, but just as long as it's not the Excellency blitz. That said, I don't think that CotSM should dominate the discussion, because it's not actually a guaranteed purchase due to pesky little concepts getting in the way of things.


Laundreu wrote:Does your hack preclude purchasing Ox-Bodies, or could I have a theoretical Stamina 5, Essence 5 Lunar with a health-level spread of one -0, two -1s, forty-two -2s, one -4, one Incapacitated, and twenty-five Dying levels?


Jon Chung wrote:
I tend to balance crunch with the assumption that characters are constructed on system-optimal lines, since my usual gaming group does this with gleeful abandon.
Anyway, CotSM is unavoidable in discussions of power much like Infinite Mastery or Seven Shadow Evasion is - it allows me to assume a certain upper limit to operate around. Generally, I don't see an issue with people building under the upper limit for thematic purposes (like not taking DBT, for example), but I do actively want to prevent people going over it.
Also, note that comparing Lunars and Sidereals directly is currently impossible due to the fact that Sidereals do not have a decent 2E Charmset. Lunars have a relatively bad Excellency improvement because they have an effective way to get around that little problem through keying Accuracy off their already excellent Dexterity and through Relentless Lunar Fury (an Ess4 Lunar with a sword is only three dice behind an Ess4 Solar with a sword, for example, due to having that bonus success and one point higher Dexterity). I can't assume Sidereals have similar tricks, therefore, I use a pseudo-Solar template.
A couple of the ideas I was tossing around before deciding to clone Infinite Solar Mastery was shifting it to (Essence + highest College) limit at Essence 4 or (Essence x2), but since that would only degrade their maximum discounted pool by 1 or 2 dice, I decided not to bother, especially since most of the benefit comes from the TN reduction and Sidereals have a severe problem with their tiny mote pools.

Jon Chung wrote:Might be easier to say "You automatically possess as many copies of this Charm as you qualify for", since everything else works that way, I might as well go for mechanical symmetry! Hmm. Yeah, done.





NateDojo wrote:Damage absorption certainly does matter, as others have said. It can make you three times more resilient! Well, for Sidereals not so much. I think their Stellar Resilience (just made that up) only adds one -0. Maybe one -0, one -1 would be more fair.
NateDojo wrote:Regardless, I suppose if your group is set on powergaming then these additions would help a lot, but I think that you might just consider starting them at an advanced age. With the trend that this system sets, I think you might get bored with the game rather quickly.
The reason being an Excellency provides a huge advantage to a Celestial (or even Terrestrial) over their mortal counterparts. That huge advantage only costs a few experience points, which have to go somewhere. Earning and purchasing things should give you a mild sense of accomplishment.
I guess what I'm saying is that you might consider tweaking the age-experience table rather than how Charms are earned/bought.

Dinosaur wrote:Have you accounted for the possible use of Sidereal Shell Games in the Sidereal Charms, then?
Nizkateth wrote:I'm a bit concerned that this might make Resistance (for ability-based exalts) a bit too useful, especially when favored. For 5bp, get +15 health levels as a solar. For a lunar, just spend 4 of your attribute dots at chargen and have +20 health levels.
I was a bit more in favor of the [Essence] Ox-Bodies automatically for free myself. Just chiming in a concern.

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