Wyld Technology CharmsOctober 22, 2010
There is a Charm Solars have called Wyld-Shaping Technique. Without going into the specific mechanics here (buy the core book), it shapes the Wyld. Using this Charm, Solars can make damned near anything, and there is an upgrade Charm that lets them do MORE damned near anything.
However, while going over this Charm, my roommate happened to mention to me that the Charm(s) do not permit Solars to create new species of monster. Loving monsters as I do, I immediately felt the need to rectify this oversight. Behold!
Mins: Lore 5, Essence 5
Prerequisite Charms: Wyld Cauldron Technology
This Charm functions as a permanent upgrade to Wyld-Shaping Technique, expanding the types of beings that can be created. When the Solar uses Wyld-Shaping Technique to create people, he is not limited to mortals. The Solar must spend one success to make an individual a non-extra before spending additional successes to imbue the creature with the traits as detailed below. This Charm is incapable of creating Exalted, Exaltations, Half-Castes, or ghosts. Already extant individuals cannot be made into enlightened individuals through this Charm; it can only be used to create wholly new individuals from the Wyld.
If the Exalt spends one success when creating a non-extra, he can craft a being with the traits of a citizen (see Exalted pp. 278-279) or an animal comparable in utility to a horse. With two successes, he can create a being with the traits of an elite soldier or small but dangerous combat animal. Three successes make the new creature comparable to an enlightened mortal or large dangerous animal, such as a claw strider or great cat, but its Essence cannot exceed 2. Four successes spent can even duplicate God-Blooded, granting the benefits of Essence 3, or a huge beast, such as a tyrant lizard or yeddim. For each additional success spent, he can grant the being one spirit Charm for which it meets the prerequisites, or ten bonus points to be spent on Attributes, Abilities, Willpower, or Virtues.
No trait can exceed that of the Charm user, and the Charm cannot create Half-Caste. The Charm cannot exceed normal limitations on a being’s traits, though as these beings are often behemoths by nature, their normal limitations may vary wildly from Storyteller to Storyteller.
Stirring the Primordial Cauldron
Mins: Lore 7, Essence 7
Prerequisite Charms: Wyld-Mastery Meditation, Soul-Enlightening Beneficence
This Charm is a permanent upgrade to its prerequisite, allowing the Solar to spend five successes to create gods, elementals, or Primordial races, such as Darkbrood or Dragon Kings. He may also create Half-Caste appropriate to his Essence (usually limiting the user to Solar Half-Caste), though they come into being without knowledge of Charms and must learn them organically. All the other restrictions on Wyld-Mastery Meditation apply.