[Custom] Hands of the Renewal [Alliance of the Renewal]

On the charm
I'm not sure, but with the virtue channeling thing it looks like a ess 4 charm
What if it let you recover a Virtue Channel instead of a Willpower point with a stunt, as long as the channel was used in a Performance roll ment to inspire it's targets? I really just want to be able to snap my fingers and have an essence guitar on command, but the charm should have some kind of teeth to it considering that it's not impossible to do it already with PCP.

On the hearthstone
I think an auto-success is a bit powerful for a level 1 hearthstone......generally a cap is the level of the stone in bonus die, and a success normally counts as to bonus die.....add to that the fact that it works for all virtues and it becopmes especially powerful when you consider the channeling virtues aspect of it.....there is no question of auto success or bunch of dice (spending a willpower for a success or to channel a virtue), you get both in a single go.........in comparison The Hardened Spirit Gemstone add a single die to a specific virtue with prereqs(wp6+ or conviction 3+) to make it work...


So...by that, auto success would pop it to a 2, then effecting any virtue would make it a 3
Not really attached to the stone, I just need a Level 1 Sidereal/Lunar/Solar stone to work in with the backstory I currently have and nothing is really interesting to me. I could happly settle with anything anyone wanted to suggest that didn't make light of some sort.
 
recovering virtue channels sounds a little more balanced, though it is an ability I've only seen in conjunction with fae and half-fae.


On a Stone note,


the Gem of Starlight might be useful for setting a backdrop of starlight on which to use you Phantom Conjuring Performance.


An idea might be found in a solar variant of the Memorial Iron, perhaps as a Gemstone Of Remembered Glories (By taking a moment to think on your heroic deeds of past, you may reclaim a willpower once per day) especially if you intend to channel virtues a fair bit....
 
An idea might be found in a solar variant of the Memorial Iron' date=' perhaps as a Gemstone Of Remembered Glories (By taking a moment to think on your heroic deeds of past, you may reclaim a willpower once per day) especially if you intend to channel virtues a fair bit....[/quote']
Do you thingk a solar stone that let you regain Willpower and Essence when you make a 3-dice stunt work for a level 1 manse?
 
hmm....on a three die stunt only? considering the rarety of three die stunts, I would almost say yes, but I'd still be teetering on the fence...


Also, remember, I'm not the Final-Say-Man....I'm really just tossing my two cents worth in....
 
Okay so:


The charm seems nice, though I don't really dig the "free virtue card" whether it doesn't count as a virtue use, or that it regens a temporary virtue point, though I could consent to it if it was strictly used in an action promoting that virtue (like encouraging people to duel for Valor, helping each other for Compassion, "everybody hurts" for Conviction :lol: ).


The stone seems... strange.
 
point *slaps head* was focusing on mechanic balance without associated backstory.....What's the fluff behind the stone....? What explains it's rather esoteric effect?
 
Alterations of the Charm are underlined


Glorious Air-Guitar Of The Sun


Cost: - (2m); Mins: Performance 5, Essence 3; Type: Permanent


Keywords: Obvious


Duration: One Scene


Prerequsite Charms: Phantom-Conjuring Performance


This charm expands Phantom-Conjuring Performance. The ethereal music produced by that charm expands in scope into something truly worthy of one of the Chosen of the Sun. Phantom-Conjuring Performance now can also be activated whenever the Solar uses any Charm from the Performance tree, not just its Excellencies. By spending an additional 2m when using Phantom-Conjuring Performance, the Lawgiver can create a unique golden instrument that sheds light similar to an Anima Banner at the 8-10 mote range for the rest of the scene. Similar in appearance to Glorious Solar Saber, this essence construct does not directly provide any dice benifits, but whenever the Lawgiver earns a two-dice stunt or better on a performance using the Glorious Air-Guitar Of The Sun that is designed to promote a particular Virtue, he recovers one Virtue Channel of the same Virtue.


Each Lawgiver with this charm creates only one distictive instrument and, despite the name of the charm, it can be any type of instrument - including large immoble ones. They only function for the Solar that created them, and an Exalt can learn how to create other instruments for a cost in experience equal to half the cost they initialy paid for this charm in the first place.


Upon reaching Essence 4+, a Lawgiver can activate Phantom-Conjuring Performance at any time, without needing to use any other charms to initialize it.
 
On the hearthstone, might I recommend having the auto-success be available once per day? It would be similar in power to a Memorial Iron (1 dot fire stone that recovers one wp per day). Maybe let it be added like a reroll (after comparing to successes, step 4/6 in combat) to keep in roughly on par with an extra wp.


Just an idea...
 
On that note, Would it be possible to have a Medicine Charm that lets me heal from afar? I'm thinking about Essence in yards of distance, and naturally this would have the obvious keyword. I don't know if it would be a Combo-Ok Charm, or just have it be a permanent enhancement to existing charms. I'm not familair enough with the system to judge and build Charms for my characters.


(Villians I run are a whole different matter...)
 
I can work you up one, if you like. It should be relatively easy, especially since IIRC there's already a comparable effect somewhere else within the system. Let me do some research, I'll get back to you.
 
Also, assuming I get the BP for fanfic and background, I was thinking on adding a second Manse, probably 2 or 3 dots, and maybe an Artifact version of the knife, but one that also has powers related to healing.


Note: i know she's got no Melee, but was thinking on taking some MA style that might have a knife as one of it's form weapons, possibly one that deals with knowing life. I'm well aware of the Wood Dragon Style, but not sure White Lilly can find someone who will be willing to train her in that style... and the signature weapon for that is a bow...
 
Not sure about a knife specific martial art, if it were somw sort of returning throwing knife air dragon would work, but then you have the same problem as wood dragon style (teacherwise at least).


Ooh, you could get the 2 dot greenwood blade artifact (A greenjade hilt in which a stick is inserted to make a fencing style blade which deals bashing damage except against dematerialized spirits whom it deals lethal to and gives it's wielder a mote for each lethal inflicted) then instead of inserting a long stick insert a short one to make a knife instead. To accompany this shorter blade learn the ill lily style, it's mostly geared towards poisons, but it culminates in a deeper understanding of life in general and plant life in particular....It's form weapons are staffs, sticks, and wooden swords.....(for magic weapons it only works with greenjade which is no problem....)
 
I was thinking at Ill Lilly, certainly the name would have worked well, but the toxic nature of it doesn't feel right for the character.


Am currently looking at several fan-made MA styles, or maybe the Art of Victorious Concession, the Compassion MA style, though in that case the artifact will not be a weapon.


Edit: After reading more about MA, I believe the Art of Victorious Concession will be the MA White Lilly will go along with, when she starts to learn MA Charms. Seems to go well with her disposition, and with where I'd like to take her, though I'm not sure where he'll learn this style, but i'm sure our ST can weave that in... Or maybe I'll take the first Charm of the style with my XP, or BP, if i get them.
 
Keep in mind, until you take the first charm, you can use martial arts only with martial arts weapons (as opposed to form weapons)
 
I cam across this spell while roaming the Internet. I was wondering whether this would be a balanced spell, or, if not, how it might be balanced as a Terrestial circle spell. I don't know if it's something I'd take for my character right now, but it's certainly something I'd be interested in getting soon, as it works very well with her Motivation...


Restoring the Shadowed Land


Cost: 60m, 1wp


Target: A radius (Essence)*50 yards around the caster


It is known throughout Creation and the Underworld that the Unconquered Sun is the opponent of the dead, and his power is proof against their corruption upon the world. The Five Elemental Dragons help to root Creation at the Elemental Poles, and their kindred, the elementals, are literally the stuff of the world given life. Gaia, Mother of the Dragons, is Creation's birth mother. Together, there is little that they cannot do, and less they cannot cleanse.


This spell must be cast near the edge of a shadowland. In a ritual stretching from dawn to dusk, the sorcerer calls on the Sun, the Dragons, and Gaia herself to reclaim lands tainted by the entropic, necrotic Essence of the Underworld. In this manner, the sorcerer cleanses an area out to a radius of (their Essence * 50 yards) of being a shadowland, returning it fully into Creation's grasp. The edge of the shadowland must fall within 25 yards of the spell's maximum radius (so, for example, an Essence 3 caster can be no more than 125 yards into a shadowland when they cast this spell).


This takes a powerful will and a great deal of Essence, more than most Terrestrials can muster at a time. However, either Dragon-Blooded or elementals can assist in the casting, paying one point of Willpower and providing either five motes (for Terrestrials) or ten motes (for elementals) of the cost, down to a minimum of twenty motes for the caster. Each elemental or Terrestrial Exalt involved must be of a different type. For example, an Air Aspect sorcerer casting this spell could have an Earth Aspect and Water Aspect assisting along with a wood spider and a flame duck, but could not have a hurakka lend its Essence directly. (A non-Terrestrial caster is treated as having an elemental aspect of the type related to their Caste for Celestial Exalted while mortal sorcerers take on the aspect of the direction the spell is cast in. This applies only to the sorcerer - only Terrestrial Exalted can assist but any type of Exalt can cast the spell, as can mortal sorcerers.)
 
Hmmm... It's not my call, but personally I don't like it. Most Terrestrial spells rarely are more than 15-20m in cost, and really only with the Solar Circle do you ever see spells that cost above 50. Terrestrial spells also shouldn't have effects this earth-shaking - the range of effect may be limited, but its scope (cleansing a shadowland) is still far beyond any other Terrestrial Spell, let alone one of the Celestial Circle.


This spell causes a significant issue with the history of Exalted - shadowlands have always been a persistent problem for the Terrestrials, Sidereals, and Lunars since the Usurpation because (canonically) only Solar Circle Sorcery has the power to cleanse them. The existence of this spell allows everyone else to solve a problem that previously only Solars could, effectively removing one of the problems that plagued post-Usurpation Creation. As to me one of the major themes in Exalted is the slow downfall of Creation from an age of splendor, glory, and safety as a result of the removal of the Solars, this spell makes that theme a little less dramatic and cool. It's kind of hard to believe, but that's how I see it.
 
I understand, and I also thought it strange that t has such an earth-shaking effect. I was thinking more about limiting the duration of the spell, so it is only a temporary fix to the Shadowlands, and a small area to boot, though in such a case I'd certainly like to see the cost reduced.
 
In its effect, the spell is too powerful, and the cost ridiculous for a emerald circle spell.


What I could see now would be some sort of spell recalibrating the energies of a place (it would have to be small), allowing long term geomancy to work faster to erase shadowland. You'd still need a tremendous amount of work, but the time necessary would be halved.


It could also prevent the appearance of a shadowland when cast over a "natural" potential ground (i.e. not directly generated by necromancy).


With a much more reasonable cost, and a fixed mechanism, I'd allow it.
 
Ok, i'll have to go over the rules more to try and revise this spell, so for now let's leave it. But I have been looking over the official spelsl, and could find no Terrestial spell that would fit with White Lilly's persona. She is not the type to learn just any spell, and while I know that learning Emerald Countermagic is important, this will probably have to wait just a bit. Due to her history I am looking more for spells that will either help her fight the power of shdaowlands, like the above spell, or maybe a spell designed specifically against creatures of darkness.


I've found this spell on the White-wolf wiki, but am not sure as for it's power. While it has a somewhat narrow focus, the damage it deals and the effects it creates seem a bit on the powerful side.


Wings of the Faithful


Circle: Terrestrial


Cost: 15m


Target: Creatures of darkness


Duration: Instant


After the Primordial War, the Exalts of the First Age had lesser foes to do battle with; demons and undead that arose in the aftermath of the epic struggles that had come before them. To help deal with these new, smaller menaces, the Lunar sorcerer Zaloch-Rei, developed this spell to help destroy these creatures of darkness.


Upon casting this spell, the sorcerer flares their anima banner to the totemic level, but instead of the normal manifestation, brilliant wings burst from the sorcerer's back in the colors of their anima, spreading outward and upward in a blazing display of resplendent glory. The wings immediately enfold the caster and then flex outward, sending feather of light lancing out in a 360° arc, slashing into everything within (the caster's permanent Essence x 5) yards. The caster's player rolls (Stamina + Occult), and while most creatures struck by these feathers of light are unharmed, any creatures of darkness immediately suffer a number of levels of damage equal to (the caster's permanent Essence + successes). The effects of this spell can be parried by Exalts and other Essence-wielders, but can only be dodged if the Essence-wielder is able to dodge outside of this spell's range.


This damage is considered holy and is aggravated against these creatures of darkness, who only receive half their natural soak against this attack. Mindless undead and ghosts "killed" by this spell immediately disintegrate under the sorcerous assault, and all other affected creatures who survive the assault suffer a -2 external penalty on all actions for (the caster's permanent Essence x 5) ticks. Demons "killed" by this spell explode in spectacular, although harmless, gouts of flame and flashes of light. Abyssals, Infernal Exalted and Second and Third Circle Demons may attempt a reflexive (Stamina + Resistance) roll to reduce the period of the penalty caused by the holy power of this spell.
 
Hate to say it but that one is also pretty much of celestial level.....Compared to Obsidian Butterflies, it is exceedingly powerful, both in the 360 area of effect as well as effecting none of the caster's allies (in all probability) add in the agg and it seems right out


In it's favor the area is smaller, and damage is potentially less, though I'm confused as to why it uses stamina instead of perception or dex for the initial roll.


As far as taking out hordes of undead goes.....Death Of Obsidian Butterflies could do that quite simply(and as long as they are all in one direction, kill more of them or anything else you wanted dead/unmoving).....it's not as ally friendly but few things are
 
Swiftness of the Righteous Cause


Cost: 2m; Mins: Awareness 3, Essence 1; Type: Supplemental


Keywords: Combo-OK


Duration: Instant


Prerequisite Charms: Any Awareness Excellency


As paragons and defenders of Creation, the Lawgivers are quick and decisive in response and action, no matter the circumstance. This Charm supplements a Join Battle or Join Debate roll, adding the Lawgiver's Awareness in bonus successes to its result.


I should note: the name for this Charm was taken from a Custom Charm of nearly the same effects written by Plague_of_Hats on the Exalted wiki.
 

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