Craft Charms

 

Shaping Hand Style

Cost: 2 motes

Duration: One hour

Type: Simple

Minimum Craft: 2

Minimum Essence: 1

Prerequisite Charms: None

The Terrestrial Exalted’s basic and close connection with the things of the earth gives them great facility in manipulating the rude stuff that makes up the world. The most basic trick any Exalted craftswoman learns is that tools are, to a large extent, an illusion. It is the force of will that drives the act of creation, not the material items one uses to shape things.

This Charm bears that out. While the Charm is in effect, one of the character’s hands may perform the function of any one normal tool. The character must decide what tool he wants to emulate when the Charm is activated. Whether it be a pick axe, hatchet or hammer, the Dragon-Blooded’s bare hand fulfills the function quite nicely. The character takes no damage that a normal tool would not normally endure and can perform any normal function the tool is capable of ― and can use her hand normally as well. The Exalt’s hand does not take on the appearance of the tool in question.

 

Stone-Carving Fingers Form

Cost: 1 mote per cubic foot

Duration: Instant

Type: Simple

Minimum Craft: 3

Minimum Essence: 2

Prerequisite Charms: Shaping Hand Style

This Charm is extremely popular with Earth-aspected Exalts because it forms the prerequisite for so many others. It enables the character to split stone with uncanny precision. Aside from its usefulness in siegecraft ― breaching walls and the like ― the character can make all manner of useful items out of stone.

The character must spend at least a full minute carefully striking at the stone. Most characters will use a hammer, pick or chisel, but a sword pommel or another rock will do just as well. Characters trained in martial arts might strike with their bare hands. At the end of the minute, the character strikes a final blow ― and the excess rock shatters, leaving behind the shape the character wanted.

Roll Wits + Craft. With a simple success, a character can quarry stone blocks ready for use in building or knock a doorway in a wall. With three successes, she can craft an obsidian vase, already hollowed out. With five successes, she can produce a portrait statue so realistic that a person might mistake it for the actual person, turned to stone.

The Essence cost of this Charm depends on the volume of the finished object: 1 mote of Essence per cubic foot of stone.

 

Perfect Climbing Attitude

Cost: 1 mote

Duration: One scene

Type: Simple

Minimum Craft: 3

Minimum Essence: 2

Prerequisite Charms: Stone-Carving Fingers Form

The Dragon-Blooded of Earth include some superb mountaineers and rock-climbers, many as a result of this Charm. Not only may a character using this Charm cling to a rock face like a limpet, she leaves indentations in the rock that other people can use as hand- and footholds, making the climb easier for them. The Earth-aspected Exalt literally crafts a ladder out of sheer rock surface as she climbs it.

The character can climb a sheer stone wall at a rate of 10 feet per turn, 20 feet or more per turn up a rough cliff face (or a surface where someone already made handholds in the rock). No Ability roll is needed. Those following the character up the cliff face are considered to have two automatic successes for any climbing check.

Surfaces that are worse than sheer, such as overhangs, call for multiple successes.

 

Flaw-Finding Examination

Cost: 1 mote for touch, 3 for sight

Duration: One minute

Type: Simple

Minimum Craft: 3

Minimum Essence: 1

Prerequisite Charms: None

By simply studying any crafted or created item, object or structure, a Dragon-Blooded using this Charm may determine that item’s weakest point. This knowledge can be used to locate and eliminate flaws ― or exploited to destroy the object.

To use this Charm, the character must study the object in question for at least a full minute. If the Exalt is able to handle or touch the thing being studied, the Charm costs only a single mote. Studying an object from a distance costs 3 motes.

Once the flaw has been determined, the character has two options. If the Dynast wants to try and eliminate the flaw, roll her Intelligence + Craft score and spend a point of Willpower. If the roll succeeds, the object is repaired ― this Charm can effect the most serious repairs without tools, though something badly broken may have many flaws.

If the character wants to damage the thing in question, the Flaw-Finding Examination is much simpler. The next successful physical attack the character makes on the target does double normal damage. If the Exalt is targeting something such as armor or a weapon, treat it as doubling the extra successes of a disarming attempt. If the disarming attempt succeeds, the weapon or armor is destroyed.

 

Charm Of Lesser Unmaking

Cost: 5 motes

Duration: Instant

Type: Simple

Minimum Craft: 5

Minimum Essence: 3

Prerequisite Charms: Flaw-Finding Examination

The Charm of Lesser Unmaking allows a Dynast to disassemble an object or structure without actually damaging any of its components. An item affected by this Charm is broken down into its component pieces.

For instance, if a Dragon-Blood was to use the Charm of Lesser Unmaking on a heavy wooden door bound in steel bands, the end result would be a stack of timber, some hammered steel bands and a small pile of rivets. Items disassembled in this manner are rendered useless until put back together. Enchanted items are neutralized until reconstructed, but the Charm does not permanently disrupt such enchantments.

When the Charm of Lesser Unmaking is invoked, the character’s player makes an Essence + Craft roll. The difficulty for this roll is 1 for simply constructed items (crudely made stone hatchets, huts lashed together with vines), 3 for sturdily or competently made items (a well-constructed sword, iron chains, the aforementioned door) and 5 for intricately or masterfully made items (a finely crafted piece of jewelry, a finely forged weapon). If the item in question is enchanted in any way, add 1 to the difficulty, meaning most enchanted items are difficulty 6 to disassemble. The maximum volume that a Dynast can affect with the Charm of Lesser Unmaking is equal to her Essence in cubic yards.

Unmaking will not work on any item that is made in one piece (i.e., a vase stone carving or the like). However, it will undo knots and reduce chains to their component links. Lesser unmaking is a somewhat time-consuming process. The Exalt must also remain in contact with the item for a number of turns equal to the unmaking difficulty, and it cannot be done as a combat maneuver.

 

Charm Of Greater Unmaking

Cost: 10 motes, 1 Willpower

Duration: Instant

Type: Special

Minimum Craft: 5

Minimum Essence: 4

Prerequisite Charms: Charm of Lesser Unmaking

This Charm functions much like Lesser Unmaking but with much more dramatic effects. Rather than just being taken apart, an item affected by Greater Unmaking is actually reduced back to its raw materials. Sword blades melt into hunks of raw iron. Timbers turn to freshly cut logs. Glittering gemstones return to their uncut state. Fine pottery melts to clay.

When the Charm is used, roll the character’s Essence + Craft. This roll is difficulty 1 for normal items constructed through standard methods, but difficulty 3 for exceptionally crafted or constructed things and 5 for items forged from the Five Magical Materials. The Exalt must also remain in contact with the item for a number of turns equal to the difficulty. The maximum volume that a Dynast can affect with the Charm of Greater Unmaking is equal to her Essence in cubic yards. This Charm is only effective against items made of materials in some way derived from the earth.

Items that are unmade are completely destroyed, reduced to their component materials. Whatever is unmade must be remade from scratch. The raw materials retain any inherent value, of course.

 

Diligent Engineer Discipline

Cost: 3 motes, 1 Willpower

Duration: Instant

Type: Simple

Minimum Craft: 4

Minimum Linguistics: 1

Minimum Essence: 3

Prerequisite Charms: Shaping Hand Style, Flaw-Finding Examination

Not every project can have a top-notch savant on hand to oversee it at every stage, and many of the most skilled savants are kept far too busy to personally attend to every detail of execution, even of the projects they do supervise. Through the use of this Charm, a savant may produce a detailed and comprehensive report and set of instructions that encapsulate the research and design phases of a project. This plan may then be given to the person or people actually performing the work, who will benefit from the expertise of the planning savant.

The character using Diligent Engineer Discipline, after familiarizing herself appropriately with the details of the proposed undertaking, pays for the activation of the Charm and takes the normal amount of time to prepare a plan, the player rolling her character’s Intelligence + Craft at a difficulty of 2. Anyone faithfully working from this plan can avoid a total number of difficulty penalties during the undertaking equal to the number of successes rolled by the planning savant. In addition, he cannot fail to at least achieve at least minimal success on the finished project so long as no circumstances arise that would result in difficulty penalties greater than those the Charm’s effects cancel.

 

Resplendent Artisan Mastery

Cost: 3 motes per success

Duration: Instant

Type: Supplemental

Minimum Craft: 3

Minimum Essence: 3

Prerequisite Charms: Any three Craft Charms

A Dragon-Blooded with this Charm learns to apply divine majesty to his chosen art, developing a signature style of breathtaking prowess. The character may convert specialty dice for any Craft roll into automatic successes for a cost of 3 motes per die converted. Exalted may use this Charm to benefit any Craft they have a rating in, provided they are exercising a specialty for that Craft.

 

Ramparts Of Obedient Earth

Cost: 2 motes per cubic yard

Duration: Instant

Type: Reflexive

Minimum Craft: 4

Minimum Essence: 3

Prerequisite Charms: Stone-Carving Fingers Form

The Dragon-Blood stamps hard or smites the earth with his fist, and a shockwave of Essence and force ripples across the ground from the point of impact. This shockwave can crudely shape and pack one cubic yard of soil for every mote spent, but the continuous structure must have at least one edge within a yard of its creator. Ramparts of Obedient Earth can only shape soil, but it may affect mud, sand and even hard-packed dirt liberally strewn with pebbles. The Charm has no effect on solid rock of any density.

Dragon-Blooded chiefly use this Charm on the battlefield to quickly erect cover for themselves or others, though creative applications can wreak havoc on a cavalry charge and disrupt formations of infantry.

Anyone unfortunate enough to be standing on the ground when it buckles or collapses into a sinkhole suffers no damage unless an extremely deep excavation prompts an injurious fall, but such characters suffer immediate knockdown unless their players make a successful Dexterity + Athletics roll at standard difficulty.

Outside of combat, this Charm has considerable utility for excavation work of all kinds, especially since the heavy compression of displaced earth allows for the creation of extremely stable tunnels. In general, walls of packed earth roughly a yard thick have a soak of 5L/8B and require 20 health levels to damage and 30 to destroy outright. These statistics will fluctuate wildly depending on a given structure’s thickness and architectural stability. Characters may only use this Charm once per turn.

 

Breaking The Dragon’s Heart

Cost: 5 motes, 1 Willpower, 1 health level

Duration: Instant

Type: Simple

Minimum Craft: 5

Minimum Essence: 4

Prerequisite Charms: Charm of Greater Unmaking

The Dragon-Blood holds a Hearthstone in his hand and crushes the gem in his fist. Such is the power and exacting skill of this grip that the stone shatters. Use of this Charm requires a Wits + Craft (Jewelry) roll against a difficulty of the Hearthstone’s rating + 2. A botch causes the stone to explode, inflicting dice of unsoakable aggravated damage to the Exalt equal to the difficulty of the Craft roll. If the character suffers two or more levels of damage from a botch, the explosion of Essence also costs him the hand holding the gem. On a failure, the Hearthstone remains undamaged. Success breaks the gem safely, releasing its store of Essence in a surge of power. If attuned to the Manse producing the Hearthstone, the Exalt regains a number of motes equal to the rating of the Hearthstone x 10. If this surge would bring his Essence pool above maximum, the excess motes bleed into his anima banner as if spent from his Peripheral pool. The act of shattering a Hearthstone with this Charm manifests as a deafening thunderclap and a flash of light brighter than the noonday sun.

This Charm is chiefly intended to break Hearthstones removed from settings. It cannot be used in combat or against Hearthstones still in their settings. Breaking a Hearthstone has negative effects on the geomancy of the Manse. Dragon-Blooded Dynasts who use this Charm to cannibalize family Hearthstones without an extremely good reason may not be permitted to reclaim the gems when they reform. Soldiers of Lookshy can expect even harsher sanctions from their superiors. Other outcastes may or may not suffer social ramifications for use of this Charm, depending on who owns the Manse generating the Hearthstone they destroyed.

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