I am new to story telling in general and also to exalted. When I first purposed the idea of running a game I knew more then my players having been in a few games. Now they can do laps around me.. There has been a bunch of talks about custom charms. I was told by an experienced ST that he did not allow them at all, that it was too much hassle. I am worried that since I do not know the game as well something could be missed or that I am giving players more then I should. How much is too much when it comes to custom charms and players? This was the first batch that I was sent:
Note: this is for a lunar character with wings
Soaring Wind Prana (essence 2)
2m per multiplier, Reflexive, Scene
For every 2 motes committed, increase the base speed of the user by their martial arts score, but only for calculating flying speed. If the flying speed is determined independently of move speed, this charm instead increases the flying speed by the user's essence + martial arts per 3m. You may only commit your essence in motes to this charm.
Diving Scythe Manuver (req: soaring wind)
5m 1wp, simple, instant
You dive at least 10 yards downward, then stop and slash, launching a blade of air. this blade travels essencex5 yards, and is unblockable. If it is dodged, it damages the terrain below the target if there is range left. This can cause instability.
Twisting winds assault (req: soaring wind)
2m, Supplemental, instant
This attack enhances an attack, permitting it to hit all enemies in a radius of essence. Check accuracy with one roll and compare result to each individual's DV. This can be used in a flurry, so onslaught penalties apply.
Soaring Eagle Form (req: diving scythe, twisting winds)
5m, simple, scene
This form replaces your dodge and parry DVs with a value equal to (Dex+Martial arts or dodge+specialty + weapon defense + essence)/2. Any boost that effects one affects the other. In addition, the user is unaffected by being surrounded, including the unexpected attacks resulting fromthat condition. This form only gives benefits while the user is flying. Finally, the user can also ignore manuverabiliy restrictions, being able to the the higher of their ascending or horizontal speeds when moving in the air, unless diving.
Twisting Cyclone Technique (req: Slicing wind form, essence 3)
-(6m, 1wp), Permanent, Permanent
This charm enhances twisting winds assault, permitting a brutal finishing move. After a flurry of two or more attacks enhanced with twisting winds assault, you may pay six motes and a willpower to suck the blood of the wounds inflicted, dealing unsoakable lethal health levels of damage equal to the number of times the charm was invoked, inflicted upon anyone who took lethal health levels that round from a use of twisting winds assault. Finally, whenever a flurry of attacks is supplemented by twisting winds assault entirely, the user may invoke the charm an additional two times, as if the weapon's rate was two higher.
Slicing Zephyr Technique (req: Slicing wind form)
6m, supplemental, one tick
This charm supplements a flying dash action, allowing you to make a single attack that is applied to all enemies you pass by in the action. You may move in ways that are not a straight line, and the DV penalty for the dash action is ignored. You still gain a DV penalty from the attack, and you cannot hurt the same target more then once per three ticks with this charm. You may pay the motes again on each tick to make another attack. You do not refresh your DVs until you stop dashing and do something else.
Heaven Diving Movement (req: Slicing wind form, essence 3)
4m, simple, until dashing ends
This charm allows you to align your essence with Yu-Shan, permitting for a scant few seconds incredible speed for an ascent. For the 6 ticks of this charm, you may use your diving speed when flying upward. This charm is explicitly allowed to end in a use of Diving Scythe Manuver, despite having otherwise used a charm. You may interrupt the charm at any point of movement in order to use it, but it ends Heaven Diving Movement and then applies the speed of Diving Scythe Manuver to your place in the tick wheel. For every fifty yards of ascent, apply a bonus success to the attack roll of Diving Scythe Manuver, each of which counts as a single die for purposes of dice caps. A mote surcharge equal to 2m per success can be applied to a conventional use of Diving Scythe Manuver once this charm is learned, but you must still travel the required distance.
Lightning Striking Temper(req: Heaven Diving movement, Slicing Zephyr Technique, Twisting Cyclone Technique)
-, permanent, instant
This charm grants an overdrive pool of 15 motes, which are accumulated when you successfully dodge or parry an attack. For melee attacks, you gain a single mote, and for ranged, two. When you use Slicing Zephyr technique with motes from this pool, the attack becomes unblockable and gains (essence) attack successes. You must spend a willpower point in addition to it's normal cost to gain this benefit, and it counts as a normal charm use (unlike a normal activation of this charm with overdrive motes)
Earth-Spurning attitude: (req: Lightning Striking Temper, essence 4)
6m 1wp, Simple, scene
This powerful charm allows the user to perfectly avoid any attack, so long as it originates from a source that is on the ground, unless it is both unblockable and undodgeable, but unexpected attacks are still defended against. Jumping will not help users or ranged attacks, but will help melee ones. This charm instantly ends if the user gets in contact with earth at least as large as the user (especially the ground), and thrown chunks of that size cannot be defended from by this charm, although other charms may be used to avoid it. (possibly: stone, dirt and earth cannot be defended by this charm at all)
I would like to know what others think about them please.
Note: this is for a lunar character with wings
Soaring Wind Prana (essence 2)
2m per multiplier, Reflexive, Scene
For every 2 motes committed, increase the base speed of the user by their martial arts score, but only for calculating flying speed. If the flying speed is determined independently of move speed, this charm instead increases the flying speed by the user's essence + martial arts per 3m. You may only commit your essence in motes to this charm.
Diving Scythe Manuver (req: soaring wind)
5m 1wp, simple, instant
You dive at least 10 yards downward, then stop and slash, launching a blade of air. this blade travels essencex5 yards, and is unblockable. If it is dodged, it damages the terrain below the target if there is range left. This can cause instability.
Twisting winds assault (req: soaring wind)
2m, Supplemental, instant
This attack enhances an attack, permitting it to hit all enemies in a radius of essence. Check accuracy with one roll and compare result to each individual's DV. This can be used in a flurry, so onslaught penalties apply.
Soaring Eagle Form (req: diving scythe, twisting winds)
5m, simple, scene
This form replaces your dodge and parry DVs with a value equal to (Dex+Martial arts or dodge+specialty + weapon defense + essence)/2. Any boost that effects one affects the other. In addition, the user is unaffected by being surrounded, including the unexpected attacks resulting fromthat condition. This form only gives benefits while the user is flying. Finally, the user can also ignore manuverabiliy restrictions, being able to the the higher of their ascending or horizontal speeds when moving in the air, unless diving.
Twisting Cyclone Technique (req: Slicing wind form, essence 3)
-(6m, 1wp), Permanent, Permanent
This charm enhances twisting winds assault, permitting a brutal finishing move. After a flurry of two or more attacks enhanced with twisting winds assault, you may pay six motes and a willpower to suck the blood of the wounds inflicted, dealing unsoakable lethal health levels of damage equal to the number of times the charm was invoked, inflicted upon anyone who took lethal health levels that round from a use of twisting winds assault. Finally, whenever a flurry of attacks is supplemented by twisting winds assault entirely, the user may invoke the charm an additional two times, as if the weapon's rate was two higher.
Slicing Zephyr Technique (req: Slicing wind form)
6m, supplemental, one tick
This charm supplements a flying dash action, allowing you to make a single attack that is applied to all enemies you pass by in the action. You may move in ways that are not a straight line, and the DV penalty for the dash action is ignored. You still gain a DV penalty from the attack, and you cannot hurt the same target more then once per three ticks with this charm. You may pay the motes again on each tick to make another attack. You do not refresh your DVs until you stop dashing and do something else.
Heaven Diving Movement (req: Slicing wind form, essence 3)
4m, simple, until dashing ends
This charm allows you to align your essence with Yu-Shan, permitting for a scant few seconds incredible speed for an ascent. For the 6 ticks of this charm, you may use your diving speed when flying upward. This charm is explicitly allowed to end in a use of Diving Scythe Manuver, despite having otherwise used a charm. You may interrupt the charm at any point of movement in order to use it, but it ends Heaven Diving Movement and then applies the speed of Diving Scythe Manuver to your place in the tick wheel. For every fifty yards of ascent, apply a bonus success to the attack roll of Diving Scythe Manuver, each of which counts as a single die for purposes of dice caps. A mote surcharge equal to 2m per success can be applied to a conventional use of Diving Scythe Manuver once this charm is learned, but you must still travel the required distance.
Lightning Striking Temper(req: Heaven Diving movement, Slicing Zephyr Technique, Twisting Cyclone Technique)
-, permanent, instant
This charm grants an overdrive pool of 15 motes, which are accumulated when you successfully dodge or parry an attack. For melee attacks, you gain a single mote, and for ranged, two. When you use Slicing Zephyr technique with motes from this pool, the attack becomes unblockable and gains (essence) attack successes. You must spend a willpower point in addition to it's normal cost to gain this benefit, and it counts as a normal charm use (unlike a normal activation of this charm with overdrive motes)
Earth-Spurning attitude: (req: Lightning Striking Temper, essence 4)
6m 1wp, Simple, scene
This powerful charm allows the user to perfectly avoid any attack, so long as it originates from a source that is on the ground, unless it is both unblockable and undodgeable, but unexpected attacks are still defended against. Jumping will not help users or ranged attacks, but will help melee ones. This charm instantly ends if the user gets in contact with earth at least as large as the user (especially the ground), and thrown chunks of that size cannot be defended from by this charm, although other charms may be used to avoid it. (possibly: stone, dirt and earth cannot be defended by this charm at all)
I would like to know what others think about them please.