Campaign:Enfolding Ice/Charms

From 1d4chan

There are some broken Charms out there; if it seems too powerful, it probably is and I'll fix it.

Generalities[edit]

  1. Charms in Scroll of the Monk, MoEP Dragon-blooded, and Dreams of the First Age are considered suspect and subject to revision; please check with me before taking any charms from these sources.
  2. Solar Hero Style comprises the nine (9) charms in Core pages 242-244. Other follow-on Charms are native Solar Martial Arts charms, not Celestial Martal Arts charms in the Solar Hero Style.

Minimal modifications[edit]

  1. Essence Disruption Attack gets the keyword Shaping so that Integrity Protecting Prana blocks it.
  2. Adamant Skin Technique's prerequisites are Iron Skin Concentration and Body Mending Meditation.
  3. Flow Like Blood is modified by adding the following text: "It also reduces the defense penalty imposed by each action the Exalt takes by one, to a minimum of zero." This brings it in line with Fivefold Bulwark Stance.
  4. Snake Strikes the Heel is modified by adding the following text: "The to-hit dice pool for this counterattack equals the Exalt's Martial Arts score plus the number of extra successes rolled on the opponent's attack, up to a maximum of twice the Exalt's (Dexterity + Martial Arts) rating."
  5. Elusive Dream Defense: you can decommit the motes at any time, resulting in the loss of the sorcerous charge on the intimacy and the associated perfect mental defense.
  6. Summoning the Loyal Bow's prerequisite is Essence Arrow Attack, matching the Abyssal mirror.
  7. Solar Flare Methodology (the Survival one in DotFA, not the Archery one in core) does not exist as written.
  8. Durability of Oak Meditation costs 1m.
  9. Foot-Trapping Counter in Lunar Hero costs 1m, and change the text "does not function against other Charms that allow a character to reflexively retreat" to read "does not function against other Charms that specifically allow a character to reflexively retreat; this does not include Athletics excellencies, but does include Leaping Dodge Method".
  10. Terrible Wolverine Onslaught has been rewritten, see here.
  11. Catching the Sun's Glance does not exist as written.
  12. Golden Courtier Misdirection has had its prerequisite changed, see here.
  13. Returning Weapon Concentration requires Thrown 2, Essence 1. Charms other than Spirit Weapons that require it as a prerequisite no longer do so. The list of Charms thus modified includes: Call the Blade, Branding Judgment Attack, Wicked Darts of Suffering. Spirit Weapons has had its prerequisite changed, leaving no Charms that require Returning Weapon Concentration.
  14. Spirit Weapons has been rewritten and its prerequisite changed, see here.
  15. Drowning-in-Blood Technique costs 4m 1wp.
  16. The Stone of Sleep does not exist as written, to be replaced.
  17. Refinement of Flowing Shadows is a Permanent charm that allows the Solar to use SSE as an action-long dodge for 8m.
  18. Flowing Body Ascension: using the action-long dodge costs 9m.
  19. Reflex Sidestep Technique and its mirror allow the application of any defense, not only Dodge-based ones.
  20. Wonder Forging Genius may be purchased once at ess 4, and the second time at ess 5. It otherwise works as described in WotLA and Oadenol's Codex.
  21. Stone Rhino's Skin costs 3m.

Complete Solar Charms[edit]

Solar Archery[edit]

  • Unerring Bolt of Justice
  • Cost: 6m, 1wp; Mins: Archery 5, Essence 3; Type: Simple (Speed 6, DV -1)
  • Keywords: Combo-OK, Obvious, Mirror (Piercing Ghost Barb; Abyssals, p122)
  • Duration: Instant
  • Prerequisite Charms: There is No Wind
The Lawgivers' weapons harm none but their intended targets, passing harmlessly through innocent bystanders and cowards' armor alike, for nothing can stand before the justice of the Sun.
This Charm negates all cover, all soak other than innate, and makes the attack unblockable except by unarmed parries. No one other than the designated target(s) will be harmed; if the attack misses, it will have no other effect.
  • Blossoming Bolt Prana
  • Cost: --; Mins: Archery 5, Essence 4; Type: Permanent
  • Keywords: None
  • Duration: Permanent
  • Prerequisite Charms: Arrow-Storm Technique
The Lawgiver's arrows fall like rain on the enemies of Creation, blackening the skies with their shafts.
This charm enhances its prerequisite. For an additional 4m when activating Arrow-Storm Technique, the Exalt raises the number of shots fired from (Essence x3) to (Essence x4). For an additional 8m when activating the charm, the limit is raised to (Essence x5). It also removes the 'Combo-Basic' keyword from Arrow-Storm Technique and replaces it with 'Combo-OK'.

Solar Martial Arts[edit]

These are native Solar Charms.
  • Shining Meteor Falls
  • Cost: 4m; Mins: Martial Arts 5, Essence 4; Type: Simple (Speed 4, DV -1)
  • Keywords: Combo-OK, Obvious
  • Duration: Instant
  • Prerequisite Charms: Crashing Wave Throw
The Solar throws one willing ally at a target character within (Martial Arts x10) yards horizontally or (Martal Arts x5) yards vertically. The ally gains the ability to make one reflexive Melee or Martial Arts attack on the target if he so chooses; if this attack hits, its raw damage is increased by the Solar's (Strength + Athletics). This increase does not count as a dice bonus from Charms for the purposes of the ally. The ally suffers action penalties to DV as normal if he attacks, but is not injured by being thrown. The Solar may not throw characters heavier than she would normally be able to throw.
  • Tiger Deflects the Dragon's Flame
  • Cost: 5m; Mins: Martial Arts 3, Essence 3; Type: Simple (Speed 5, DV -0)
  • Keywords: Combo-Basic, Obvious
  • Duration: One action
  • Prerequisite Charms: Heaven Thunder Hammer
For the duration of this Charm, the Solar is able to deflect any Elemental Bolt Attacks (see Dragon-Blooded, p133) that target her and apply the effects of each one against up to (her Essence) different targets.
At the ST's discretion this Charm may apply to Charms other than Elemental Bolt Attack.
really hard to balance this one, bleh

Solar Thrown[edit]

  • Giant-Felling Pebbles Technique
  • Cost: --; Mins: Thrown 2, Essence 2; Type: Permanent
  • Keywords: Obvious
  • Duration: Permanent
  • Prerequisite Charms: None
Solars of old brought down giants with nothing but pebbles. This Charm ensures they will never be without ammunition.
This Charm permanently enhances the Solar's capabilities. She may spend 1m as a reflexive action that does not count as Charm use to create a glowing pebble from pure Essence. The pebbles have qualities as follows:
Speed 5, Accuracy +0, Damage +0B, Range 10, Rate 3
The pebbles dissipate upon impact with any surface or if someone other than the Solar who created them tries to use one.
  • Spirit Weapons
  • Cost: 2m+; Mins: Thrown 4, Essence 3; Type: Reflexive (Step 1)
  • Keywords: Combo-OK, Obvious, Mirror (Crypt Bolt Attack; Abyssals, p. 134)
  • Duration: One scene
  • Prerequisite Charms: Giant-Felling Pebbles Technique
This Charm allows the Solar to create glowing golden Thrown weapons of any shape she desires from pure Essence. She may create up to (her Essence) weapons at one time at a cost of 2m each. These weapons have qualities as follows:
Speed 5, Accuracy +0, Damage (Essence x2)L without adding Str, Range (Thrown x10) yds, Rate 1 per hand
The Solar may at any time reflexively cause one of these weapons to return to her hand, or reflexively end the 2m commitment causing the weapon to fade away into nothingness.
Unlike its mirror, this Charm does not allow the Solar to cause lethal damage with punches.
  • Fiery Solar Chakram
  • Cost: --; Mins: Thrown 5, Essence 3; Type: Permanent
  • Keywords: Holy, Obvious, Mirror (Eyes Like Daggers Glance; Abyssals, p. 134)
  • Duration: Permanent
  • Prerequisite Charms: Spirit Weapons
This Charm improves its prerequisite, adding the Solar's primary Virtue to the Accuracy and Damage of weapons created using it. These weapons also inflict aggravated damage against Creatures of Darkness. Finally, when using Spirit Weapons, the Solar may ignite her anima or caste mark and use it to fire bolts of Solar essence into her enemies; this attack may be targeted with Charisma instead of Dexterity, has Rate 2, and is otherwise identical to an attack using Spirit Weapons.

Solar Integrity[edit]

  • Martyr's Inescapable Damnation
  • Cost: --; Mins: Integrity 5, Essence 4; Type: Permanent
  • Keywords: Mirror (Unconquered Hero's Faith; Abyssals, p. 140-141)
  • Duration: Permanent
  • Prerequisite Charms: Integrity Essence Flow
The greatest heroes of Creation are sometimes forced to make the greatest sacrifice to save it.
Learning this Charm is impossible for a Solar without the "assistance" of an Abyssal, a Deathlord, or one of the Neverborn.
A Solar Exalt with this charm may learn Abyssal Charms as if she were a member of the Eclipse Caste. In addition, she may accept a point of Limit to activate an Abyssal Mirror of a known Solar Charm. The fact that Limit gain occurs is not known to anyone in Creation.
As a final side effect, the upper soul of the Lawgiver is delivered to Oblivion on her death, though her shard returns for reassignment; no memories of this exaltation will remain on it, however.

Solar Craft[edit]

  • Words-as-Workshop Method
  • Cost: --; Mins: Craft 5, Essence 4; Type: Permanent
  • Keywords: None
  • Duration: Permanent
  • Prerequisite Charms: Craftsman Needs No Tools
This Charm modifies its prerequisite, allowing the Solar to spend an additional 8m 1wp (total 15m 2wp) as an Obvious Shaping effect when activating Craftsman Needs No Tools to allow her to function as if she had a master's workshop stocked with any common material, removing any penalties for lack of a workshop as well as the need for iron and other mundane materials.
  • Gates of Meru Invocation
  • Cost: 20m, 3wp; Mins: Craft 5, Essence 5; Type: Simple (Speed 6, DV -1)
  • Keywords: Combo-Basic, Obvious, Shaping
  • Duration: One scene
  • Prerequisite Charms: Words-as-Workshop Method
Activating this Charm causes the Solar's anima to flare iconic for the duration of the Simple action, as well as generating flickering imagery related to the iconic display in the surrounding area.
For the remainder of the scene, the Solar can roll ([minimum of Dex/Per/Int] + Craft) as a reflexive action once per tick to create a mundane object appropriate for the Craft ability rolled, of a size no larger than the Solar could hold with both hands. The difficulty of the roll is as a normal Craft action; the threshold determines the item's quality. Charms and Combos may apply to this roll as normal since it does not count as Charm use.
Created objects persist as if they were created with Wyld-Shaping Technology, fading from existence if they do not interact extensively with things of Creation.

Solar Occult[edit]

  • Spirit-Condemning Sight
  • Cost: 1m; Mins: Occult 5, Essence 4; Type: Reflexive
  • Keywords: Combo-OK, Obvious
  • Duration: Indefinite
  • Prerequisite Charms: Ghost-Eating Technique
This Charm permanently enhances the Solar's capabilities. She may reflexively commit 1m to gain the effects of Spirit-Detecting Glance; during this time her eyes glow with the color of her anima.
While this mote is committed, she may additionally use Spirit-Cutting Attack and Ghost-Eating Technique against spirits that count as Creatures of Darkness without their invocation counting as Charm use.
Finally, she may activate Ghost-Eating Technique as a reflexive action to destroy a spirit within (the Solar's Essence x 10) yards that counts as a Creature of Darkness if she can perceive its dissolution, without this activation counting as Charm use. She does not gain any motes from this activation if she did not cause the spirit's dissolution.
Any spirit within (the Solar's Essence x 20) yards of a Solar who has this Charm active is aware of its effects, as is any spirit who uses Measure the Wind to detect those who can use Ghost-Eating Technique.
Compare Oblivion Triumphant, Abyssals p164, and Sorcerer's Burning Chakra, core p222

Solar Larceny[edit]

  • Essence-Cloaking Understanding
  • Cost: --; Mins: Larceny 5, Essence 5; Type: Permanent
  • Keywords: Mirror (Ghostly Essence Methodology; follows)
  • Duration: Instant
  • Prerequisite Charms: Larceny Essence Flow
This Charm permanently enhances the Solar's capabilities. She adds an additional (Essence) successes to any opposed rolls in which another Charm contests the effects of one of the Solar's Larceny charms.
New Abyssal Charm: Ghostly Essence Methodology (Prerequisites: Larceny Essence Flow) This Charm functions identically to its mirror.
  • Tiger in the Rushes Technique
  • Cost: 1wp; Mins: Larceny 5, Essence 4; Type: Simple (Speed 5, DV -1)
  • Keywords: Mirror (Wolf in Sheep's Clothing; follows)
  • Duration: Special
  • Prerequisite Charms: Any Larceny Excellency
This Charm allows a Solar to shut down her Essence respiration, seal her mote pools, and drop her effective Essence to 1, effectively becoming a heroic mortal for as long as she desires.
The willpower cost of this Charm is not committed and the Charm stays active as long as the Solar wishes; to end this Charm, the Solar must take a Miscellaneous (Speed 5, DV -1) action.
As long as she maintains this Charm she cannot use Essence and no mundane effect can detect that she is a Solar Exalt. If a supernatural effect opposes this Charm, the Solar adds twice her Essence in successes to the contested roll.
New Abyssal Charm: Wolf in Sheep's Clothing (Prerequisites: Any Larceny Excellency) This Charm functions identically to its mirror, except that it does not add successes to the Charm opposition contested roll. Instead it allows the Abyssal to roll her base (Essence + Larceny) to allow her to avoid being treated as a Creature of Darkness for one attack. This roll is opposed by a pool appropriate to the attack used.
  • ???
  • Cost: 5m, 1wp; Mins: Larceny 5, Essence 5; Type: Simple (Speed 6, DV -1)
  • Keywords: Mirror (???; follows)
  • Duration: One day
  • Prerequisite Charms: ???
While this Charm is active, the Solar and all of her equipment appear as mundane in Essence Sight.
derp. is this whole tree better as Stealth?

Solar Socialize[edit]

  • Fluttering Golden Eyelashes
  • Cost: 3m; Mins: Socialize 3, Essence 2; Type: Reflexive (Step 1)
  • Keywords: Combo-OK, Social, Mirror (Black Eye Shadow; follows)
  • Duration: Instant
  • Prerequisite Charms: Any Socialize Excellency
This Charm functions as a defense against attempts to determine the truth or motivation of one of the Exalt's statements, functioning perfectly against mundane attempts (even if backed by an Excellency) and triggering an opposed roll against charms such as Sagacious Reading of Intent. If successful, the opposing Charm reads the statement as truthful and with a motivation of the Exalt's choosing.
New Abyssal Charm: Black Eye Shadow (Prerequisites: Any Socialize Excellency) This Charm functions identically to its mirror.
for some reason there was no basic charm for lying
  • Golden Courtier Misdirection
  • Cost: 7m; Mins: Socialize 5, Essence 4; Type: Reflexive
  • Keywords: Combo-OK, Social, Mirror (Hissing Serpent's Diversion; follows)
  • Duration: One scene
  • Prerequisite Charms: Fluttering Golden Eyelashes
See DotFA p66 for Charm text
New Abyssal Charm: Hissing Serpent's Diversion (Prerequisites: Black Eye Shadow; above) This Charm functions identically to its mirror.
just changing the prereq charm and introducing the mirror

Complete Lunar Knacks[edit]

  • (Element) Body Style
  • Prerequisites: Hearth-and-Flame Shell, Essence ???, ??? ???
A Lunar with this Knack who has gained the shape of an elemental may transform herself into a pure expression of the corresponding element.
under construction

Complete Lunar Charms[edit]

Lunar Stamina: Soak[edit]

  • Moonsilver-as-Adamant Understanding
  • Cost: 5m; Mins: Stamina 5, Essence 4; Type: Reflexive (Step 7)
  • Keywords: Combo-OK, Obvious
  • Duration: Instant
  • Prerequisite Charms: Stone Rhino's Skin, Frenzied Bear Fortification, Any Stamina Excellency
The Lunar perfectly soaks one attack, reducing its damage to zero after all other effects. This Charm has one of the Four Flaws of Invulnerability.
  • Adamantine Crystallization Methodology
  • Cost: --; Mins: Stamina 7, Essence 6; Type: Permanent
  • Keywords: None
  • Duration: Permanent
  • Prerequisite Charms: Moonsilver-as-Adamant Understanding
This Charm enhances its prerequisite. By spending an extra 5m (total 10m) when activating Moonsilver-as-Adamant Understanding, the Charm's duration becomes one action.
  • As the Mountain Itself
  • Cost: --; Mins: Stamina 6, Essence 7; Type: Permanent
  • Keywords: None
  • Duration: Permanent
  • Prerequisite Charms: Moonsilver-as-Adamant Understanding
This Charm enhances its prerequisite, giving it the Fury-OK keyword. Activating Moonsilver-as-Adamant Understanding with Relentless Lunar Fury allows the Lunar to perfectly soak one attack each tick. The character suffers a Flaw of Invulnerability for the duration of Relentless Lunar Fury.
  • ???
  • Cost: --; Mins: Stamina ???, Essence ???; Type: Permanent
  • Keywords: None
  • Duration: Permanent
  • Prerequisite Charms: Stone Rhino's Skin
This Charm enhances its prerequisite, allowing the Lunar to include soak from Charms that counts as armor, such as that given by Armor-Forming Technique, when determining her effective hardness. She still may not include soak from worn armor.
At Essence ???, the Lunar may spend an additional 3m 1wp when activating Stone Rhino's Skin to increase its duration to one scene.

Lunar Stamina: Healing[edit]

  • Halting the Scarlet Flow
  • Cost: 2m; Mins: Stamina 4, Essence 2; Type: Reflexive
  • Keywords: Combo-OK, Obvious, Gift
  • Duration: Instant
  • Prerequisite Charms: Bruise-Relief Method
just going to clarify this, it's a mess

Lunar Stamina: Medicine[edit]

  • Wound-Stanching Infusion
  • Cost: 3m per HL transferred; Mins: Stamina 4, Essence 3; Type: Simple (dramatic action)
  • Keywords: Combo-OK, Obvious, Touch
  • Duration: Instant
  • Prerequisite Charms: Scorpion and Toad Assumption
Stewards suffer so that those in their care may thrive. The Lunar cuts her palm and covers one of the target's wounds with it; the target's injuries heal as the Steward's exceptional will to live floods through his bloodstream.
This is a dramatic action requiring at least one hour in which the Lunar pays 1 or more unsoakable Lethal health levels to heal an equal number of the target's Lethal levels, with an additional cost of 3m per health level transferred. She may pay up to her Stamina in levels per hour spent healing.
  • Assuming the Scarlet Burden
  • Cost: 8m, 1wp; Mins: Stamina 6, Essence 5; Type: Simple (Speed 6, DV -1)
  • Keywords: Combo-Basic, Obvious, Touch
  • Duration: Instant
  • Prerequisite Charms: Wound-Stanching Infusion
The Lunar touches a character and causes wounds to open over her body via sheer force of will, thereby absorbing all of the target's wounds.
balance issues argh

Lunar Wits: Survival[edit]

  • ???
  • Cost: 5m; Mins: Wits 4, Essence 3; Type: Simple (dramatic action)
  • Keywords: Combo-OK
  • Duration: One hour
  • Prerequisite Charms: Predator and Prey Recognition
Lunars are consummate hunters and gatherers.
The Lunar's player rolls (Wits + Survival), with an external penalty set by the ST based on the surrounding area; each remaining success represents ...?
BLEH

Lunar Wits: Medicine[edit]

  • Health-Evaluating Sniff
  • Cost: 1m; Mins: Wits 3, Essence 1; Type: Reflexive
  • Keywords: Combo-OK
  • Duration: Instant
  • Prerequisite Charms: Any Wits Excellency
With just a sniff, a Lunar can learn whether a creature is healthy, injured, or sick.
This charm supplies knowledge of how many of the target's health levels are filled with each type of damage and how many are empty, whether the target is diseased, and how contagious and life-threatening the illness is (if any).
  • ???
  • Cost: 1m, 1wp; Mins: Wits 3, Essence 2; Type: Simple (Speed 6, DV -1)
  • Keywords: Combo-Basic, Obvious, Touch
  • Duration: One action
  • Prerequisite Charms: Any Wits Excellency
With a gentle strike to one of her patient's chakras, the Lunar links a portion of her soul with his.
This Charm may only target characters whose Incapacitated health level is filled, including those who have one or more Dying levels filled as well. It cannot target characters who are already dead.
On the tick in which this Charm is activated, the target is considered stabilized if she was not already. The target's last Incapacitated level and any Dying levels are healed when this Charm ends, and the target then acts on the same tick as the Lunar.
For the remainder of the scene, the Lunar adds the target's wound penalties to her own.
bleh, this is too weird
  • Purging the Tainted Blood
  • Cost: 3m; Mins: Wits 3, Essence 3; Type: Simple (dramatic action)
  • Keywords: Combo-OK, Obvious, Touch
  • Duration: Instant
  • Prerequisite Charms: ???
This Charm functions identically to Scorpion and Toad Assumption (Lunars p161) apart from the differing requirements.
  • Wound-Stanching Infusion
  • Cost: 3m per HL transferred; Mins: Wits 4, Essence 3; Type: Simple (dramatic action)
  • Keywords: Combo-OK, Obvious, Touch
  • Duration: Instant
  • Prerequisite Charms: Purging the Tainted Blood
This Charm functions identically to the Stamina Charm of the same name (above) apart from the differing requirements.
  • Assuming the Scarlet Burden
  • Cost: 8m, 1wp; Mins: Wits 6, Essence 5; Type: Simple (Speed 6, DV -1)
  • Keywords: Combo-Basic, Obvious, Touch
  • Duration: Instant
  • Prerequisite Charms: Wound-Stanching Infusion
The Lunar wills her flesh to open in a bleeding wound; she then douses a character with her blood, causing his wounds to heal quickly.
This Charm functions identically to the Stamina Charm of the same name (above) apart from the differing requirements.

Complete Abyssal Charms[edit]

Abyssal Ride[edit]

  • Spirit-Chained Mount Technique
  • Cost: --; Mins: Ride 5, Essence 4; Type: Permanent
  • Keywords: Mirror (Single Spirit Method; core p235)
  • Duration: Instant
  • Prerequisite Charms: Unholy Mount Warding
Evil riding a horse.

Complete Celestial Martial Arts Charms[edit]

Lunar Hero Style[edit]

  • Terrible Wolverine Onslaught
  • Cost: 5m, 1wp, 1+lhl; Mins: Martial Arts 5, Essence 4; Type: Reflexive (Step 1)
  • Keywords: Obvious, Combo-OK
  • Duration: Indefinite
  • Prerequisite Charms: Crouching Tiger Stance, Running Through the Herd
The distance covered by the character's movement actions is tripled, and she gains one success on all Dexterity actions. For each action while this Charm is active, the character must either perform three Martial Arts attacks which cannot be flurried, or one Martial Arts attack which cannot be flurried and one non-attack action which can be flurried. The character suffers no multiple-action penalties for her attacks. She does however suffer DV penalties as normal.
If the character wishes to take the non-attack action, she must roll her (Willpower) at difficulty of her Valor or the Charm ends.
On each action while this Charm is active, the character pays one unsoakable lethal level of damage. She can end the Charm at any time by decommitting the motes or refusing to pay the health level cost.
This Charm is intended to be used in conjunction with the Gift effect of Halting the Scarlet Flow.