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First Edition Crunch

December 21, 2011

The First Edition of Exalted suffered from a number of mechanical problems, not least of which being it wasn’t Second Edition.  However, in the transition, there were a number of interesting mechanical bitz that got left on the cutting room floor.  I have taken it upon myself to update those items below.  None of these are original works, and are all updated from White Wolf’s First Edition Exalted supplements.

 

Hook Daiklaves of Dual Prowess (Artifact 3)

These hooked swords are always found and used in pairs.  Their hilts and sheathes are jet black, but their blades can be made of any of the Magical Materials.  While each blade is, individually, a potent weapon, when wielded together, they make the wielder significantly less vulnerable in combat.  They function as Hook Daiklaves (Scroll of the Monk, p. 159), and suffer no off-hand penalty for wielding them paired.  Additionally, they reduce the standard DV penalties for taking attack- or defense-based actions by one, to a minimum of zero.  Therefore, a character who made a single attack would suffer no DV penalty, while a character who made a flurry of three attacks would suffer only a -2 DV penalty instead of the usual -3.  Each daiklave has a setting for a Hearthstone.

Spider Grippers (Artifact 3)

This item consists of a set of boots, gloves, elbow pads, and kneepads that allow a character to cling to walls and other surfaces like a spider.  The character can take Move or Dash actions at normal speed on vertical or inverted surfaces, and can move up even perfectly smooth surfaces such as the glass First Age buildings of Chiaroscuro without a roll.  They also permit a character to move on or jump onto slender or slick surfaces without risk of falling.  While using this item, the character can fight without penalty while climbing.  The Spider Grippers require a commitment of three motes to function.

 

Fish-Swimming Technique

Cost: 3 motes; Mins: Athletics 2, Essence 1; Type: Reflexive

Keywords: Combo-OK

Duration: One scene

Prerequisite Charms: None

This Charm ensures the Exalt perfectly succeeds on any Athletics roll to swim.  He swims at his normal Move speed and, while he cannot breathe water or hold his breath any longer than normal, will never drown as long as he has access to at least pockets of air, no matter how rough his environment might be.

Swift Water Prana

Cost: 6 motes; Mins: Athletics 4, Essence 2; Type: Reflexive

Keywords: Combo-OK, Obvious

Duration: Indefinite

Prerequisite Charms: Fish-Swimming Technique

The Exalt can swim at double her Move speed and can hold her breath for (Stamina x 10) minutes.  Each success on a reflexive (Stamina + Resistance) roll increases this duration by another ten minutes.

Death-Revealing Method

Cost: 3 motes; Mins: Investigation 4, Essence 2; Type: Simple

Keywords: Combo-OK

Duration: Instant

Prerequisite Charms: Crafty Observation Method

By touching a weapon, the character can instantly determine the appearance of the person who was last killed by it, as well as the appearance of the wielder (if any).  Similarly, if used on a corpse (or even a fragment of bone or hair), the character can get an image of the person while she was alive and will know both her name and exactly how she died.

Impassable Portal Technique

Cost: 3 motes; Mins: Larceny 4, Essence 2; Type: Simple

Keywords: Combo-OK

Duration: (Essence) hours

Prerequisite Charms: Lock-Opening Touch

Sometimes, closing a door can be as important as opening one.  The Solar activates this Charm when closing a door and makes a reflexive (Wits + Larceny) roll.  For the duration of the Charm, that door cannot be opened by mundane means, unless the opener can succeed at a (Dexterity + Larceny) roll with an external penalty of the Solar’s successes.  This functions even if the door in question does not have a lock, though if it does, even the key will not open it.  If a perfect effect, such as Lock-Opening Touch, contests this, the Solar adds his Essence in automatic successes to the subsequent (Wits + Larceny) roll-off.

Dual-Slaying Stance

Cost: 1 mote; Mins: Melee 3, Essence 2; Type: Reflexive

Keywords: Combo-OK

Duration: One tick

Prerequisite Charms: Any Melee Excellency

Activating this Charm negates one point of multiple action penalties.  At Essence 4, its Duration automatically upgrades to One Action.  At Essence 5, it no longer counts as Charm activation.

Sun-and-Moon Method

Cost: None; Mins: Melee 4, Essence 3; Type: Permanent

Keywords: Martial-ready

Duration: Permanent

Prerequisite Charms: Dual-Slaying Stance

This Charm permanently reduces the defense penalty caused by the Solar taking an Attack action by one when using the Melee Ability.

Martial-ready: Martial Arts

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2 comments

  1. Hmmm.

    I assume that the swimming Charms are Solar Charms. They’re okay, though not exactly thrilling. Resistance-based Solars might be kind of annoyed to find that Athletics folks are better at breath-holding.

    Dual-Slaying (Posture) and Sun-and-Moon Method can both be found in Glories…

    But Death-Revealing Method and Impassable Portal Technique are pretty neat. Not sure why the latter comes to a roll-off, though, since it’s not really a perfect effect–a roll can solve the problem just fine.


    • Most of those are pretty much direct ports from First Edition, with updated mechanics. I’ll have to go back to Glories and see what I can salvage, if anything. Thank you!



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