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- ** Except for [[Art]]s (Sorcery, Necromancy, Martial Arts, etc), [[Charm]]s are extremely basic, simple things. Even Heavenly Guardi # Universal Charms - Talents and such3 KB (458 words) - 18:47, 6 May 2006
- * '''Specialty:''' 2 xp per. Celestial Exalted may not take specialties.Other characters may have a number of spec === Arts Charms ===6 KB (920 words) - 02:25, 31 July 2006
- ...against large groups. Rather than focus on enhancing the abilities of the Martial Artist (though it does do that to some extent), its true focus is its abili ==List of Charms==2 KB (271 words) - 14:37, 9 October 2007
- ..., i'll argue with for hours, days, weeks. Anyway, here's my currently done charms along with little comments after each. So, you know my thoughts on why and Prerequisite Charms: Seven Shadows Evasion7 KB (1,196 words) - 20:12, 4 October 2007
- ** [[/HalfCaste|Half Caste]] - When the Celestial Exalted try to have normal kids. === [[/Celestial|Celestials]] ===10 KB (1,386 words) - 13:09, 28 July 2006
- Players are initially permitted one Main Character (a Celestial Exalted) per Chronicle. Characters may not begin with Sidereal Martial Arts, Solar Circle Sorcery or Void Circle Necromancy.5 KB (806 words) - 23:26, 14 August 2007
- It works like so - each person who creates a Celestial for the campaign (currently, only Solars) begins with no backgrounds. Inst * '''Charms:''' Begin with twenty. Every caste and favored ability must have at least8 KB (1,314 words) - 05:27, 14 February 2007
- ...amage and defense of their unarmed attacks and weapons allowed by the form charms style. The user may also choose whether to do inflict lethal or bashing dam |Charms=18 KB (2,091 words) - 22:59, 16 October 2007