Flaw-Finding Examination

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Cost: 8m; Mins: Perception 4, Essence 2; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Any Perception Excellency

So-named out of respect for Pasiap's Children's skill with a similar Charm, this Charm allows Stewards to see the flaws in their constructions and correct them—or destroy them. Flaw-Finding Examination supplements either a Craft roll to repair the item or an attempt to destroy it. The player reflexively rolls (Perception + relevant Craft skill). Each success on that roll reduces the time necessary to repair the object by one hour, to a minimum of one hour. If the character attempts to destroy the target, each success adds two dice to damage after the character hits it or one to the character's rating on the feats of strength chart.

Flaw-Finding Examination (Terrestrial Exalted Charm)

Cost: 1m for touch or 3m for sight, plus 1wp to repair; Mins: Craft 3, Essence 2; Type: Simple (Dramatic Action)
Keywords: Combo-OK, Leader, War
Duration: One minute
Prerequisite Charms: None

The Dragon-Blood may attempt to find the weak spot in some object. If the Dragon-Blood wishes to eliminate the flaws in an object, his player must roll (Intelligence + Craft) and spend one Willpower point. With a single success, damaged items are repaired instantly, although some things might be so damaged that this Charm must be used multiple times. If the Dragon-Blood wishes to strike at the item's weak point, any damage inflicted on his next successful physical attack against the object is doubled. If used against armor or a weapon, treat this as a disarming attempt, with a success destroying the item.

Using this Charm requires the Dragon-Blood to spend at least one minute examining the item to be affected. It costs one mote if he can physically touch or handle the item or three motes if he must study it from a distance. This Charm is explicitly allowed to be made a part of a Combo with other Abilities.

Latest Errata: The activation roll uses the character's highest Craft ability. Fixing objects is a Shaping effect, and the Charm can only repair non-magical inanimate objects by default. Broken structures must be repaired by mending each component object. Repairing a damaged simple artifact requires Essence 3+ and each use counts as (Essence rating) successes toward the task. Repairing or maintaining magitech or other exotic craft products further requires at least a dot of the appropriate Craft. If a special character uses this Charm to study flaws, she can communicate her findings to her leader or a fellow officer to enhance the next attack against the target made by the unit or character, respectively. If a character or unit has multiple applications of this Charm advising it on how to destroy an object, the formula for damage increase is (raw damage x 2) + (total Essence of advisors past first).