Charms for Exalted Modern

Jutlander

New Member
A thread on the White Wolf forums made me think of some work I did way back and I thought that this was an appropiate time to share it with you lot.


Based on, inspired by, and, in some cases, directly ripped off from Exalted First Edition, here are Charms for Modern Exalted:


Firearms


The use of revolvers, automatics, assault rifles, submachine guns, shotguns, LAW rockets (though said LAW rockets will likely require an Intelligence + Science roll to arm), flintlock pistols and most other weapons where you point your weapon at the target and pull the trigger.


Their ability to inflict great damage at a distance, their intimidation value plus their often easy concealment make firearms a frightfully common weapon in many different groups.


Jump the Gun


Cost: 3 motes


Duration: Instant


Type: Reflexive


Minimum Firearms: 3


Minimum Potential: 1


Prerequisite Charms: None


The character readies and shoots his gun before his opponent even has a chance to react. Using one or more guns that must be within reach or in hand at the beginning of the turn, the character automatically wins initiative over a single opponent. Characters cannot split their dice pools on the turn they use Jump the Gun. A character using Jump the Gun in competition with an opponent using Jump the Gun or a similar power such as Aggressive Charge roll for initiative normally.


Loose Trigger Finger Response


Cost: 3 motes


Duration: Instant


Type: Reflexive


Minimum Firearms: 4


Minimum Potential: 1


Prerequisite Charms: Jump the Gun


Sometimes there is no other solution than fighting gunfire with gunfire. A character mastering this technique may immediately make an attack at his full Dexterity + Firearms pool against anyone executing a ranged attack against him. The attack is made after the roll to hit the counterattacking character but before damage is determined.


Loose Trigger Response is not an action and does not subtract from the character’s dice pools or affect his action that turn. A character can make as many Loose Trigger Finger Responses in a turn as he can afford to pay for, but a character can not use Loose Trigger Finger Response in response to Loose Trigger Finger Response or any other counterattack Charm.


Rapid Reload


Cost: 1 mote


Duration: Instant


Type: Reflexive


Minimum Firearms: 3


Minimum Potential: 1


Prerequisite Charms: Jump the Gun


Every second spent reloading a gun is a second that could potentially result in your death so it would better not be a lot of seconds. A character using this Charm does not have to split his dice pool to reload and shoot in the same turn. This Charm works only with firearms that has a clip or a magazine, ruling out most shotguns and any revolver not employing a speed loader.


Son of a Gun


Cost: 1 mote per die


Duration: Instant


Type: Supplemental


Minimum Firearms: 1


Minimum Potential: 1


Prerequisite Charms: None


For a character using this Charm firing a gun comes as natural as walking. For each mote of Potential spent on this Charm, the player may add one die to a single Firearms attack roll but cannot more than double his character’s regular Dexterity + Firearms pool.


Popping Caps


Cost: Varies


Duration: Instant


Type: Extra Action


Minimum Firearms: 3


Minimum Potential: 1


Prerequisite Charms: Jump the Gun, Son of a Gun


The character flows with soft and unhesitating grace through the motions of firing his weapon. Before the character takes his first action for the turn, the player must declare how many attacks the character will make this turn. Each extra attack costs a number of motes of Potential equal to twice the total number of attacks the character has made so far, including the attack the character is buying.


For example: Snoop Puppy is surrounded by yakuza thugs and needs to act now, regardless of cost. He uses Popping Caps to make three extra attacks (for a total of four attacks that turn). The cost is 18 motes of Potential; 4 motes for the first extra attack, 6 motes for the second extra attack, and 8 for the third extra attack. The cost of the Charm must be paid before Snoop Puppy makes his first attack.


The player must decide how many attacks the character will make and pay for them all before he makes any attack rolls. Obviously, a character cannot attack more times than he has ammunition.


Hip Shooting


Cost: 8 motes, 1 Willpower


Duration: Instant


Type: Extra Action


Minimum Firearms: 5


Minimum Potential: 2


Prerequisite Charms: Popping Caps


Shooting from the hip, the character unleashes a hail of bullets upon a group of enemies. So long as the character hits (he need not do damage) with an attack, he may make another attack immediately thereafter. Each attack must be at a different target, and the character cannot make more attacks than he has ammunition. This Charm ends when the character misses or has hit every possible target once.


Hail of Bullets


Cost: 8 motes, 1 Willpower


Duration: Instant


Type: Extra Action


Minimum Firearms: 5


Minimum Potential: 2


Prerequisite Charms: Popping Caps


Sometimes one bullet is just not enough to take down an opponent. A character using this Charm may empty his entire clip before his opponent has a chance to respond. So long as the character hits his intended target, he make another attack at his full Firearms dice pool. The character must concentrate all his attacks on one target. This Charm ends when the character exhausts his ammunition or when he has done damage a number of times equal to his Firearms score.


Marksman


Cost: 2 motes


Duration: Instant


Type: Supplemental


Minimum Firearms: 4


Minimum Potential: 1


Prerequisite Charms: Son of a Gun


Range is not an issue for an experienced gunfighter. When using this Charm the character has no penalties for range as long as the target is within the maximum range of the weapon.


Sniper’s Precision


Cost: 1 mote, 1 Willpower


Duration: Instant


Type: Supplemental


Minimum Firearms: 5


Minimum Potential: 1


Prerequisite Charms: Marksman


At this level of mastery it appears as if the gunman just points his weapon and pulls the trigger hitting the most impossible targets without any real effort. The character may make a Firearms attack out to the maximum range of his weapon with absolute certainty that his projectile will hit. The player rolls to attack as normal, but if he rolls insufficient successes for his character to hit the target, he still hits it doing the guns base damage. This Charm can also be used to hit small objects, to disarm opponents, to cut cords and ropes and for other trick shots. It is especially priced for people aiming for the fuel tanks of vehicles. It does not, however, allow the character to negate their target’s armor via a called shot to the eye, throat or what have you.


Knockdown Shot


Cost: 4 motes


Duration: Instant


Type: Simple


Minimum Firearms: 3


Minimum Potential: 2


Prerequisite Charms: Son of a Gun


A character using this Charm blows his opponents to the ground with his well-aimed shots. The player rolls Dexterity + Firearms and subtracts one success from the attack roll. The attack does the weapon’s base damage + 2 and the target must succeed at a Reflexive Stamina + Athletics check at difficulty 3 or suffer knockdown. Even if the target succeeds in this roll, the character is unbalanced and at a -2 dice penalty on all his actions for the next turn.


Gunslinger


Cost: 1 mote


Duration: Instant


Type: Supplemental


Minimum Firearms: 2


Minimum Potential: 1


Prerequisite Charms: None


Having two guns is twice as good as having just one gun. The logic is that simple. This Charm reduces multiple action penalties by 2 for attacks performed by a character wielding two guns and completely eliminates the penalty for using a weapon in the character’s off hand.


Twin Thunderclaps


Cost: 2 motes


Duration: Instant


Type: Extra Action


Minimum Firearms: 3


Minimum Potential: 2


Prerequisite Charms: Gunslinger


A character with this Charm wields his two guns with an unparalleled sense of harmony. He fires each gun once without penalties for off-hand use or multiple actions. A character cannot split his dice pool in a turn using this Charm.


Two Smoking Guns


Cost: 3 motes


Duration: One Scene


Type: Reflexive


Minimum Firearms: 4


Minimum Potential: 2


Prerequisite Charms: Twin Thunderclaps


Fighting with two guns at the same time has become pure routine for a character with this Charm. He can now fight an entire scene without any penalties for wielding two weapons. He gains a free attack with his sidearm so that every turn he may use both weapons to make an attack each without penalty. Additionally, he may split his dice pool normally.


Blaze of Glory


Cost: 5 motes, 1 Willpower


Duration: One Scene


Type: Simple


Minimum Firearms: 5


Minimum Potential: 3


Prerequisite Charms: Loose Trigger Finger Response, Two Smoking Guns


Enfolded in smoke and muzzle fire the character dances through combat shooting in every direction indiscriminately. As long as he is wielding a gun in every hand the character is an incredibly deadly opponent.


Whenever the character is attacked with a ranged or hand-to-hand attack, he may reflexively counterattack with one of his two weapons without any penalty.


This counterattack is a “normalâ€
 
You might want to take a look at my Modernis Setting in the Submissions section.  A fairly complete alternate setting, complete with gods, guns, and glory.


It might also be noted that the nice folks at WW have a couple of copies.
 
This is a bit different in that it is not as much Exalted Modern as it is me using the Exalted rules to play action movie styled games.


The characters are mortals and not Exalted and their powers are somewhat plausible (e.g. no flying cars or essence bolts). Their powers are incredible rather than impossible.
 
I assume that the Potential trait mentioned in the charms is Essence? Have you done something with this or is it just the name that is different?
 
Jutlander said:
This is a bit different in that it is not as much Exalted Modern as it is me using the Exalted rules to play action movie styled games.
The characters are mortals and not Exalted and their powers are somewhat plausible (e.g. no flying cars or essence bolts). Their powers are incredible rather than impossible.
... meaning that you could just chuck the entire Charms portion, make heroic mortals, and play freeform powers, by just using the stunting rules... (no, I didn't really read through the Charms above. Lazy lazy Solfi! :) But from the quoted comment, it sounds like that could work).
 

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