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Campaign:SUNSHINE AND DECAY/Kris
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== Charms == ===Martial Arts=== * '''<span id="secondmartialartsexcellency">Second Martial Arts Excellency</span>''' (Martial Arts 1, Essence 1): 2m per success, Reflexive (step 1 for attacker, step 2 for defender), Combo-OK, Instant. :* This charm can be used when making a roll based on the relevant ability. Spend up to (ability + attribute) in motes, this charm adds one success to a roll for every two motes spent. Each success purchased with Essence Triumphant is the equivalent of purchasing two dice with the First Excellency or some other dice adder. * '''<span id="infinitemartialartsmastery">Infinite Martial Arts Mastery</span>''' (Martial Arts 4, Essence 3): 2m+, Simple, Speed 6. For every 2m spent, reduce the cost of the First Three Excellencies by 1m. You may reduce the cost to 0. ===Dreaming Pearl Courtesan Style=== * '''<span id="demurecarpfeint">Demure Carp Feint (Revised)</span>''' (Martial Arts 2, Essence 1): 4m, Reflexive, Combo-OK, Social, One Action. :* The Exalt is a picture of demure repose and courtly grace. A coy look shielded by a fluttering fan, or a smile hidden behind a sleeve. When using this charm, the Exalt distracts or confuses their opponents with a fan, a prop, or even just a simple wave of the hand. In Combat, this charm adds +2 or [Essence] to the character's DVs. In Social Combat, any attacker suffers a -2 external penalty for being unable to see past the subtle distraction. * '''<span id="pearlescentfiligreedefense">Pearlescent Filigree Defense (Revised)</span>''' (Martial Arts 2, Essence 1): 1m per 1L/B2 Soak, Simple(speed 4) Obvious, Combo-OK, One Scene. :* The Exalt channels Essence into their robes, making their clothing take on an iridescent sheen. Each mote spent adds one to the character's lethal soak and two to the character's bashing soak. (this bonus does not count as armor, but an addition to their natural soak.) The character cannot spend more motes than they have dots of essence. * '''<span id="lethalpaperfanattack">Lethal Paper Fan Attack (Revised)</span>''' (Martial Arts 3, Essence 1) 3m, Supplemental, Obvious, Combo-OK, Instant. :*Paper and silk become deadly weapons in the hands of a Dreaming Pearlescent Courtesan master. Innocuous props, or even their own clothing can become instruments of battle. When this charm is active, all sashes, sleeves and long hems are treated as seven-section staves, and all paper fans or similar hand-held props are treated as wind-fire wheels. This Charm replace the stats for an unarmed attack with either wind-fire wheels, or a seven-section staff. This is still considered an unarmed strike for the purposes of other Martial Arts Charms. Alternatively, this charm can enhance a properly constructed weapon. All improved attacks deal Lethal damage. Further, you may add [Essence] to one of either Damage, Accuracy or Defense, or reduce the weapon's Speed by [Essence], but to no lower than 3. If this charm is being applied to actual weapons, you may not enhance the damage, but may wield it with far greater accuracy, speed or defense. * '''<span id="DreamingPearlescentcourtesanform">Dreaming Pearlescent Courtesan Form (Revised)</span>''' (Martial Arts 4, Essence 2) 5m, Simple, Obvious, Form-Type, One-Scene. :*The Exalt may manipulate as many props or form-weapons as they have dots of Essence. They do not need to touch these props to manipulate them. To attack however, you must physically handle the weapon. While this charm is active, The Exalt adds their half their Martial Arts score, rounded up to all Presence, Performance or Socialize rolls, including those for social combat and activation of Charms * '''<span id="flurryofaugustleavesconcentration">Flurry of August Leaves Concentration (Revised)</span>''' (Martial Arts 5, Essence 2) 3m, Simple(Speed 5 dv-2) Combo-Basic, Obvious, Instant. :* The Martial Artist casts out with her fans or sashes, making them whip and slash through the air before returning to her hands.<br> If Dreaming Pearlescent Courtesan Form is active when this charm is used, the Exalt may attack with as many props as that charm is currently controlling.<br> This Charm allows the martial artist to strike a target up to (Martial Arts x5) yards away. The Exalt's Player rolls a single normal Martial Arts attack, regardless of how many weapons the character controls. Successes from the roll, penalized by the target's DV, apply to all weapons simultaneously.<br> What follows is a standard flurry of attacks, with each attack roll after the first inflicting Onslaught on the target. Each prop applies it's own damage separately.<br> Botched attacks can result in broken or lost props, if not injury to the martial artist who cast them. Also, this Charm can only be used on props that can be separated from the Exalt's body. (She can't lash out at a target 25 yards away with the hem of her ball gown, unless it's one damn long train) * '''<span id="defenseofacoysmile">Defense of a Coy Smile(Revised)</span>''' (Martial Arts 5, Essence 2) 4m, Reflexive, Combo-OK, Obvious, One Action. :* Reduce Onslaught penalties by [Essence] for One Action. * '''<span id="resplendentsashgrappletechnique">Resplendent Sash Grapple Technique (Revised)</span>''' (Martial Arts 5, Essence 2) 3m per action, Reflexive, Combo-OK, Counterattack, Obvious, Instant. :* After dodging or otherwise negating an enemy's attack, Reflexively roll [Dexterity+Martial Arts]. If the attack scores as many or more successes as the opponent did on their attack, the attacker is clinched. If the countered attacker has a weapon and the counterattack roll scores 3 successes more than their relevant weapon ability, the martial artist may chose to disarm the target instead of clinching. <br> Once the martial artist has succeeded on their (Dexterity + Martial Arts) roll, thereby successfully clinching their enemy, the Martial Artist's player attempts a resisted roll of (Dexterity + Martial Arts) against the opponent's (Strength + [Melee or Martial Arts]) to gain control of the clinch.<br> The clinch henceforth follows normal grappling rules.<br> If the Exalt has Dreaming Pearlescent Courtesan Form active, and then uses this charm, they may attempt as many of these reflexive grapples up to [Essence] times, with animated sashes or trailing robe hems. This is not based on what props are being animated with the Form Charm. If the Martial Artist grapples his opponent with an animated prop, turning the tables on the grapple in the subsequent resisted roll does not grant the opponent any control over the martial artist. Instead, they'll just be left holding a limp sash or ripped-off piece of a loose sleeve. The cost of this charm must be spent for each reflexive grapple the Exalt attempts. * '''<span id="vcpu">Vindictive Concubine's Pillowbook Understanding(Revised)</span>''' (Martial Arts 5, Essence 2) 3m, Supplemental, Combo-OK, Obvious, Social, Instant. :*Even the heaviest of superheavy plate armor has thin seams where the pieces join. Upon Activating this Charm in Combat, the Exalt negates an amount of her opponent's armor soak equal to her (Essence + Martial Arts), as her unconventional weapons capitalize on the armor's nigh invisible chinks. This effect does not affect the armor's Hardness value or negate the target's natural soak or any bonuses gained through the use of Charms. <br>This may supplement a social attack against an intimacy. It reduces the opponent MDV towards attacks on that Intimacy by (strength of Intimacy) Note, you must know the intimacy in order to target it. * '''<span id="FPFK">Fragrant Petal Fascination Kata(Revised)</span>''' (Martial Arts 5, Essence 3) 10m+1wp, Simple (Speed 6 in long ticks) Compulsion, Obvious, Indefinite. :* Roll [Charisma+Martial Arts] against the MDVs of anyone within [Essence] Yards of the Martial Artist. If the roll beats their MDVs, the characters are transfixed in place, enraptured. Even those who are in range but not entranced suffer an internal penalty equal to the Exalt's [Essence]. <br> Targets believe whatever the Exalt tells them. The Exalt can issue commands to the enraptured and expect them to be followed, regardless of their Intimacies or Motivation. (The victim safely ignores suicidal orders.) This charm does not affect characters with a higher Permanent Essence than the Martial Artist. If the Exalt halts her kata for any reason, or if the scene ends, the fascination slowly wears off. In ongoing combat, the effects linger for a number of actions equal to the Martial Artist's [Essence]. During ths waning period, the victims suffer an internal penalty to the Exalt's [Essence] to all dice pools. <br> Enraptured Victims retain vague memories of what they did under the effects of this Charm and suffer a strange melancholy afterword, imposing a -2 penalty to Conviction rolls equal to the Martial Artist's [Essence] in days. * '''<span id="SSEP">Seven-Storms Escape Prana(Revised)</span>''' (Martial Arts 5, Essence 4) 8m+1wp, Simple (Speed 6, DV-2), Obvious, Instant. :*The Exalt vanishes in a whorl of flower petals and vapor, appearing (Martial Arts x 5) yards away. * '''<span id="ItCC">Invoking the Chimera's Coils(Revised)</span>''' (Martial Arts 5, Essence 4) 15m+1wp, +1wp to end the charm Simple (Speed 6), Obvious, Varies. :* The Exalt transforms (Sorta) and gains +6L/+12B soak. Flies/swims at 45 miles per hour. Adds +3 to Damage. While using this charm, the Exalt cannot be surprised or lied to. All Actions the Exalt makes Speed 6, but they may subdivide each action up to [Essence] times. These are Full Actions for all intents and purposes, and can be flurried normally. This charm is incompatible with Extra Action Charms. This charm lasts as long as the Exalt wants, but to end it, they must spend 1 wp. For Every Additional Scene after the First, the Exalt rolls their Permanent Willpower in dice with a Cumulative +1 difficulty. If she fails this roll at any time, she disappears, forever, never to be remembered except in dreams. === Integrity === * '''<span id="secondintegrityexcellency" style="Color:rgb(255, 0, 0);">Second Integrity Excellency</span>:''' (Integrity 1, Essence 1): 2m per success, Reflexive (step 1 for attacker, step 2 for defender), Instant; Combo-OK. :* This charm can be used when making a roll based on the relevant ability. Spend up to (ability + attribute) in motes, this charm adds one success to a roll for every two motes spent. Each success purchased with Essence Triumphant is the equivalent of purchasing two dice with the First Excellency or some other dice adder. * '''<span id="faithfulkillersreprieve" style="Color:rgb(255, 0, 0);">Faithful Killer's Reprieve</span>:''' (Integrity 4, Essence 3): Permanent :* The Neverborn do not reward their thralls for a job well done. At best, they hate them less. Instead of rolling for willpower after sleeping, the abyssal may forfeit that and reduce their Resonance by 1 point. Alternatively, they may forfeit the extra benefit from a +3 stunt directly serving the Neverborn's goals to reduce their Resonance. * '''<span id="spiritmaintainingdefense" style="Color:rgb(255, 0, 0);">Blood Before Surrender</span>:''' (Integrity 4, Essence 2): 1L HL per WP, Reflexive, Instant. :* The Abyssal may pay 1L HL for every 1 WP that would be spent resisting Unnatural Mental Influence. :* Mirror of Spirit Maintaining Maneuver ===Performance=== * '''<span id="secondperformanceexcellency">Second Performance Excellency</span>:''' (Performance 1, Essence 1): 2m per success, Reflexive (step 1 for attacker, step 2 for defender), Instant; Combo-OK. :* This charm can be used when making a roll based on the relevant ability. Spend up to (ability + attribute) in motes, this charm adds one success to a roll for every two motes spent. Each success purchased with Essence Triumphant is the equivalent of purchasing two dice with the First Excellency or some other dice adder. * '''<span id="raveningmouthofperformance" style="Color:rgb(255, 0, 0);">Ravening Mouth of Performance</span>:''' (Performance 4, Essence 3): 3m, Reflexive; One scene; Combo-OK. : When this Charm is activated, the Abyssal regains 1m for every HL inflicted during the scene using the relevant ability. * '''<span id="performanceessenceflow" style="Color:rgb(255, 0, 0);">Performance Essence Flow</span>:''' (Performance 5, Essence 4): N/A, Permanent. :* This charm allows the Exalt to use the the first three Performance Excellencies as inherent powers, instead of charm use. This effect is incompatible with Infinite Mastery. * '''<span id="respectcommandingattitude" style="Color:rgb(255, 0, 0);">Morbid Fascination Style</span>:''' (Performance 3, Essence 2):10m+1wp, Simple (Speed 4 in long ticks); One Scene; Combo-OK, Compulsion, Social. :* When Abyssals Speak, few dare to interrupt. The Abyssal's Player rolls [Social Attribute + Performance] when invoking this charm. This charm exerts Unnatural Mental Influence on everyone who can see or hear the character. If the extra successes exceed a given target's MDV, that target suffers a compulsion to remain and observe the performance in terror. Those affected by this charm must spend 1 willpower to act against the performer for 5 minutes, or a total of 4wp to break away from the compulsion for the rest of the scene. :*Mirror of Respect Commanding Attitude * '''<span id="souldesiccatingstyle">Soul Desiccating Style</span>:''' (Performance 4, Essence 2): 6m, Supplemental; One scene; Combo-OK, Emotion, Social. :* This charm supplements a performance based roll to arouse Only Negative emotion in others. It exerts unnatural mental influence on every valid target of this roll. If the MDV is less than the extra successes on the roll, this charm inspires the desired emotion intensely for a scene. Resisting this effect costs 3 WP. *:Mirror of Heart-Compelling Method * '''<span id="husbandseducingdemondance">Irresistible Succubus Style</span>:''' (Performance 5, Essence 3): 10m+1wp, Simple (Speed 6 in long ticks); Instant; Combo-OK, Emotion, Obvious, Social. :* The Abyssal gives a performance, rolling [Charisma or Manipulation + Performance], adding [Appearance] in bonus dice. This Charm exerts unnatural mental influence on all who witness it. Characters with MDV less than the Solar's successes must spend two Willpower or fall instantly in Lust and Only Lust with the Abyssal. This effect ignores gender or sexual preference. In addition, the first time a deathknight makes a [Manipulation+ presence]-based social attack to seduce a character with a lower essence rating in the same scene that they gained an Intimacy of Lust towards her, the effect becomes Unnatural Mental Influence Costing 3 Willpower to resist. Note that a seduced character may still defend against attacks and spend Willpower to shrug off a successful seduction as circumstances require, but that doesn't make an Abyssal any less desirable to those inflamed with lust towards her. :*Mirror of Husband-Seducing Demon Dance * '''<span id="phantomconjuringperformance" style="Color:rgb(255, 0, 0);">Haunting Apparition Trick</span>:'''(Performance 3, Essence 3): Permanent, Obvious, Variable. :* Strange and unnatural phenomena manifest to accentuate an abyssal's arts. Examples include chill winds, blood dripping down walls, moving shadows and tongues of foxfire luminescence that burn without source. Whenever a Presence or Performance Excellency is used, the Exalt may invoke the effects of this charm. :Mirror of Phantom Conjuring Performance * '''<span id="demonwrackingglory" style="Color:rgb(255, 0, 0);">Withering Phantasmagoria</span>:'''(Performance 5, Essence 3): Variable +1wp, Simple (speed 6 in long ticks, DV-2), Combo-Basic, Illusion, Obvious, Instant (See below) :* This charm expands Haunting Apparition Tric. The maximum radius for the illusion effects extends to [Essence x 100] yards. More importantly, the Exalt may use these effects to cause physical injury to living, mortal creatures within [Essence x10] yards. The player must roll [Charisma + Performance to initiate the attack. :* Area, Continuing: The Abyssal inflicts one level of lethal damage per two motes spent each action, to a maximum of [Essence] damage. Targets can soak this damage only with Stamina or Soak-Enhancing Charms. The Abyssal's lethal performance affects everyone who's dodge MDV is less than the number of successes from the attack roll. Continuing the attack counts as the character's Charm use for Each Action. :*Mirror of Demon-Wracking Glory <!--- * '''<span id="heartcompellingmethod">Heart-Compelling Method</span>:''' (Performance 4, Essence 2): 6m, Supplemental; One scene; Combo-OK, Emotion, Social. : This charm supplements a performance based roll to arouse emotion in others. It exerts unnatural mental influence on every valid target of this roll. If the MDV is less than the extra successes on the roll, this charm inspires the desired emotion intensely for a scene. Resisting this effect costs 2 WP. * '''<span id="husbandseducingdemondance">Husband-Seducing Demon Dance</span>:''' (Performance 5, Essence 3): 10m+1wp, Simple (Speed 6 in long ticks); Instant; Combo-OK, Emotion, Obvious, Social. : The Solar gives a performance, rolling [Charisma or Manipulation + Performance], adding [Appearance] in bonus dice. This Charm exerts unnatural mental influence on all who witness it. Characters with MDV less than the Solar's successes must spend two Willpower or fall instantly in love with either the Solar or something the Solar represents. This effect does not depend on gender or sexual preference. Targets incapable of sexual attraction to the Solar suffer starry-eyed Infatuation or dedication to the Solar's cause rather than romantic desire. This love is a form of commitment (See Exalted 2nd edition, pg 201). Targets can break this commitment naturally but must spend one Willpower each scene where they deliberately attempt to shake it off. ---> ===Resistance=== * '''<span id="secondresistanceexcellency" style="Color:rgb(255, 0, 0);">Second Resistance Excellency</span>:''' (Resistance 1, Essence 1): 2m per success, Reflexive (step 1 for attacker, step 2 for defender), Instant; Combo-OK. :* This charm can be used when making a roll based on the relevant ability. Spend up to (ability + attribute) in motes, this charm adds one success to a roll for every two motes spent. Each success purchased with Essence Triumphant is the equivalent of purchasing two dice with the First Excellency or some other dice adder. * '''<span id="resistanceessenceflow" style="Color:rgb(255, 0, 0);">Resistance Essence Flow</span>:''' (Performance 5, Essence 4): N/A, Permanent. :* This charm allows the Exalt to use the the first three Resistance Excellencies as inherent powers, instead of charm use. This effect is incompatible with Infinite Mastery. * '''<span id="oxbodytechnique">Ox-Body Technique</span>:''' (Resistance 1, Essence 1): --, Stackable, Permanent. :*This charm adds one -1 and two -2 health levels. '''<span id="injuryabsorbingdiscipline">Injury-Absorbing Discipline</span>:''' (Resistance 1, Essence 1,) 10m, Combo-OK, Supplemental. :*This charm supplements a dramatic action that lasts one hour or less if the player stunts. To recover health. the character rolls [Stamina+Resistance], on a success, the exalt speeds healing by a factor of ten, or adds their successes to another character using Would-Mending Care. This charm can be used while inactive. :*Mirror of Body-Mending Meditation * '''<span id="durabilityofoakmeditation" style="Color:rgb(255, 0, 0);">Spirit Hardened Frame</span>:''' (Resistance 2, Essence 1): 3m, Reflexive (Step 7), Combo-OK, Instant. :*When used in Step 7 of combat resolution, it sets the Abyssal's hardness to 8. :*Mirror of Durability of Oak Meditation * '''<span id="spiritstrengthenstheskin" style="Color:rgb(255, 0, 0);">Death is Inconvenient</span>:''' (Resistance 2, Essence 2): 1m per post-soak damage die removed, Reflexive (Step 7), Combo-OK, Obvious, Instant. :* Even the most grievous injuries are ignored by the Abyssal Exalted. After the Raw Damage has been soaked, the Abyssal may pay 1m per pre-soak damage dice to remove it completely. :* Mirror of Spirit Strengthens the Skin *'''<span id="ironskinconcentration" style="Color:rgb(255, 0, 0);">Void Shield Prana</span>:''' (Resistance 5, Essence 3): 2m, Reflexive, (Step 7), Combo-OK, Obvious. :* Death is the defense against all that would ravage the Abyssal; The abyssal's player rolls their [Stamina+Resistance] at a difficulty equal to the attacker's Essence. On a success, the damage is ignored outright, on a failure, the Exalt gains +4A/+4L/+8B soak. :*Mirror of Iron Skin Concentration * '''<span id="woundsmeannothing" style="Color:rgb(255, 0, 0);">Wounds Mean Nothing</span>:''' (Resistance 5, Essence 3): 4m, Reflexive (Step 7), Combo-OK, Obvious, Instant. :* The Abyssa's player activates this charm immediately before damage is rolled against her, all damage appears to apply normally, seemingly wounding or even slaying the Abyssal - which is appropriately spectacular when she falls from great height or stands in the path of Solar Circle Sorcery. His injuries are a lie, however, as the Abyssal heals back all this damage in less than a second. The net result is that the Abyssal perfectly defends against all damage from the Attack. :*Mirror of Adamant Skin Technique :* Flaw of Conviction <!--- *'''Spirit Strengthens the Skin'''(Resistance 2, Essence 2, page 207): 1m per per-soak damage die removed, Reflexive(Step 7), Combo-OK, Obvious, Instant. *'''Iron Skin Concentration'''(Resistance 3, Essence 2, Page 207):2m, Reflexive(Step 7), Combo-OK, Instant. :*This charm is used after an attack hits but before damage is rolled. Roll (Stamina+Resistance) against a difficulty equal to the attacker's permanent Essence (a maximum of 6). On a success, this charm prevents all damage. On a failure, it still grants +4A/+8L/+8B soak. '''<span id="bodymendingmeditation">Body-Mending Meditation</span>:''' (Resistance 1, Essence 1,) 10m, Combo-OK, Supplemental. :*This charm supplements a dramatic action that lasts one hour or less if the player stunts. To recover health. the character rolls [Stamina+Resistance], on a success, the exalt speeds healing by a factor of ten, or adds their successes to another character using Would-Mending Care. This charm can be used while inactive. ---> ===Occult=== '''<span id="spiritdetectingglance" style="Color:rgb(255, 0, 0);">Spirit-Sensing Meditation</span>:''' (Occult 2, Essence 2,) 3m, Reflexive (Step 1) Combo-OK, One Scene. :* Allows the Abyssal to see dematerialized beings. :* Mirror of Spirit-Detecting Glance '''<span id="spiritcuttingattack" style="Color:rgb(255, 0, 0);">Corpus-Rending Blow</span>:''' (Occult 2, Essence 2,) 1m, Supplemental, Combo-OK, Obvious, Instant. :* Allows the Abyssal to hurt dematerialized beings. :* Mirror of Spirit-Cutting Attack '''<span id="ghosteatingtechnique" style="Color:rgb(255, 0, 0);">God-Slaying Torment</span>:''' (Occult 2, Essence 2,) 1m, Reflexive(Step 10), Combo-OK, Obvious, Instant. :* The Abyssal may cast a slain spirit into Oblivion. Unlike it's Solar Mirror, this Charm does not instantly consume it's target. Instead, the slain spirit lingers as a manifested but dematerialized presence for a number of ticks equal to its' Essence rating. During this time, it remains inactive, but aware enough to speak a few final words or futilely beg for help as it fades away to nothingness. :* Mirror of Ghost-Eating Technique *'''Terrestrial Circle Sorcery''' '''<span id="Deathofobisdianbutterflies" style="Color:rgb(255, 0, 0);">Death of Obsidian Butterflies</span>:''' 15m, Range: Cone 30 yards wide, 100 yards long, 10 yards high, starting at the Caster. :* When the spell is released, roll [Perception + Occult] adding [Essence] automatic successes. Everyone in the attack pattern not behind an inch or more of stone or several inches of wood is subjected to attack. Defends against this individually as if it were a hand-to-hand attack. Successes on the Per+Occult roll are set against Defender's DVs, and the butterflies deal +8L damage before soak. Pretty much everything not bolted down has a bunch of razor sharp obsidian cutting through it. '''<span id="demonofthefirstcircle" style="Color:rgb(255, 0, 0);">Demon of the First Circle</span>:''' 20+m, Target: First Circle Demon, Dramatic action that begins at sundown and ends at midnight. Motes spent are committed until the Cast Sorcery Action. :* Calls up a 1st circle demon. When summoned, both the sorcerer and demon enter a contested [Essence + Willpower] roll. For every 5m after the 20m, the demon suffers a -1 internal penalty on their [Essence+Willpower] roll. Continue rolling [Essence+Willpower] until one side accumulates 3 or more successes than the other. Until this happens the demon cannot attack or be attacked. If the Sorcerer wins, this spell exerts Unnatural Mental Influence on the demon, binding it to Servitude, either for a Year and a Day, or until a specific Task is complete. Either way, the demon returns to Malfeas when the agreement concludes. If the Demon wins, the sorcerer may make a reflexive wits+occult roll at Difficulty 3 to banish the demon, if it fails, the demon is free to attack the sorcerer. Without proper tools, the Sorcerer Suffers a -1 external penalty to bind the demon, and a -2 external penalty to banish if they fail to bind it. '''<span id="emeraldcountermagic" style="Color:rgb(255, 0, 0);">Emerald Countermagic</span>:''' 10 or 20m, Target: Caster or Emerald Sorcery Spell. :* This spell has special timing rules, the character can cast it as a Reflexive Shape Sapphire Action that takes 0 ticks. When used on herself, it costs 10m and shatters all Terrestrial Sorcery effects targeting her for One Action. For 20m, she may instead counter a spell in progress within 50 x [Essence] yards. '''<span id="invulnerableskinofbronze" style="Color:rgb(255, 0, 0);">Invulnerable Skin of Bronze</span>:''' 20m uncommitted, Target: Catster. Duration: Until the sun next crosses the horizon. (Cast in the morning, lasts till sunset, cast after sunset, lasts till dawn.) :* Sorcerer becomes a living statue of bronze, adding +6L/+12B soak and hardness, adds 2 to all unarmed attacks and the character weighs an extra 100lbs. Be careful around swamps and rivers. *'''Celestial Circle Sorcery''' '''<span id="demonofthefirstcircle" style="Color:rgb(255, 0, 0);">Demon of the Second Circle</span>:''' 30+m Target: Second Circle Demon. Dramatic action that begins at sundown and ends at midnight. Motes spent are committed until the Cast Sorcery Action. :* Works like Summon 1st circle, Can Only be cast on the night of a new moon or during Calibration. Cost to reduce the demon's Dice pool is 10m, not 5m. '''<span id="bodyarsenal" style="Color:rgb(255, 0, 0);">Incomparable Body Arsenal</span>:''' 30m, Target: Caster :* For [Essence] Hours, the Sorcerer is granted +10L/+10B Soak and Hardness, and can manifest a crapload of weapons. Their Strength and Stamina increases by 2, even above 5, and their unarmed martial arts attacks have +1 accuracy and deal Strength+8L damage clinching, or regular attacks at Strength+6L damage up to [Essence] yards away. This effect is compatible w/ martial arts charms. '''<span id="sapphirecountermagic" style="Color:rgb(255, 0, 0);">Sapphire Countermagic</span>:''' 15 or 20m :* This spell has special timing rules, the character can cast it as a Reflexive Shape Sapphire Action that takes 0 ticks. When used on herself, it costs 15m and shatters all Sapphire Sorcery effects targeting her for One Action. For 20m, she may instead counter a spell in progress within 50 x [Essence] yards. This spell can also work on Terrestrial Circle Effects '''<span id="travelwithoutdistance" style="Color:rgb(255, 0, 0);">Travel Without Distance</span>:''' 25m :* Lets the Sorcerer travel up to anywhere they've seen with their own eyes, or magic, and within [Essence x10] miles of their current position. Has safety functions. Interrupting the sorcery action at exist inflicts a -2 internal penalty on the sorcerer for [8-stamina] hours. *'''Shadowland Circle Circle Necromancy''' '''<span id="ironcountermagic" style="Color:rgb(255, 0, 0);">Iron Counter Magic</span>:''' 10 or 20m, Target: Caster or nearby Shadowlands Circle Necromancy Spell. :* This spell has special timing rules, the character can cast it as a Reflexive Shape Necromancy Action that takes 0 ticks. When used on herself, it costs 10m and shatters all Shadowland Necromancy effects targeting her for One Action. For 20m, she may instead counter a spell in progress within 50 x [Essence] yards. '''<span id="raisetheskeletalhorde" style="Color:rgb(255, 0, 0);">Raise The Skeletal Horde</span>:''' 10 or 20m, Target: Caster or nearby Shadowlands Circle Necromancy Spell. 10m+1m per zombie '''<span id="walkingwarmachine" style="Color:rgb(255, 0, 0);">Walking War Machine</span>:''' Varies '''<span id="seatofdeadlysplendors" style="Color:rgb(255, 0, 0);">Seat of Deadly Splendors</span>:''' 15m *'''Labyrinth Circle Circle Necromancy''' '''<span id="risenlegion" style="Color:rgb(255, 0, 0);">Risen Legion</span>:''' 30m, Target: Corpses within 100 yards. *: Every corpse within 100 yards bursts through the ground under the Necromancer's control, joining battle if applicable. This horde lasts until the scene ends if during the day, or until dawn if at night. '''<span id="callthegreaterservitor" style="Color:rgb(255, 0, 0);">Call the Greater Servitor</span>:''' 6m per zombie, Target: A corpse within 10 yards. *: Raises zombies with Intelligence 2 and Melee 2, and can follow moderately complex instructions. '''<span id="ivoryrazorforest" style="Color:rgb(255, 0, 0);">Ivory Razor Forest</span>:''' 25m, Target: Area :* A Forest of ivory spikes shoot up from the ground, shredding everything, structures and people if caught in the event. The forest is [Charisma+Occult x10] square yards, and can be ordered in any way the caster desires. This forest lasts for 4 days. Being caught in the forest deals 8L damage that can only be dodged if you are within Move distance of the forest edge. Climbing out is a Dexterity+Athletics Action, difficulty 3. Failure inflicts 8L damage that can't be dodged or parried. Soak works just fine. '''<span id="reapingthefallen" style="Color:rgb(255, 0, 0);">Reaping The Fallen</span>:''' 25m, Target: Caster :* For the rest of the scene, the sorcerer regains 1m for every mortal that dies within a league of her. In settings of ongoing Mass Carnage, such as a battle, the Storyteller assigns a mote value based on the lowest magnitude unit involved in battle. If two armies are fighting, one mag 7 and the other mag 8, the Necromancer gains 7m per action. ===Athletics=== * '''<span id="raitonsnimbleperch">Raiton's Nimble Perch</span>:''' (Athletics 1, Ess 2): 3m, Reflexive, Combo-OK, One Scene. :*This charm lets the character automatically succeed on any attempt to keep their balance. In addition, it lets them to keep their footing on a surface as strong and wide as a human hair. The Exalt treats the given surface as a three foot wide ledge capable of supporting a thousand pounds of weight when determining what movement and athletic actions can be taken. :*Mirror of Graceful Crane Stance '''<span id="mistoverice" style="Color:rgb(255, 0, 0);">Mist Over Ice</span>:''' (Athletics 4, Ess 2): 4m, Reflexive, Combo-OK, One Scene. :*This charm lets the character walk on water, lava, writhing maggots or the leaves of trees as if they weighed no more than mist. :*Mirror of Feather Foot-Style <!--- * '''<span id="gracefulcranestance">Graceful Crane Stance</span>:''' (Athletics 1, Ess 22): 3m, Reflexive, Combo-OK, One Scene. :*This charm lets the character automatically succeed on any attempt to keep their balance. In addition, it lets them to keep their footing on a surface as strong and wide as a human hair. The Exalt treats the given surface as a three foot wide ledge capable of supporting a thousand pounds of weight when determining what movement and athletic actions can be taken. ---> ===Dodge=== * '''<span id="shadowoverwater">Flitting Shadow Form</span>:''' (Dodge 3, Essence 1) 1m, Reflexive (Step2), Combo-OK, Instant. :*The Abyssal moves like shadows over water, with Unearthly grace and speed. This charm is used in response to an attack. It allows the Exalt to ignore all penalties that apply to her Dodge DV when resolving that attack. Her dodge DV is still 0 against an undodgable attack, but takes no further penalties. :*Mirror of Shadow Over Water * '''<span id="sevenshadowevasion">Flickering Wisp Technique</span>:''' (Dodge 4, Essence 2): 3m, Reflexive (Step 2), Combo-OK, Obvious, Instant. :*This charm is used in response to an attack that is not unexpected. This charm is a dodge that perfectly defends against the attack, even if it's undodgeable. :*Flaw of Valor: After using this defense, the Abyssal must move Away the most dangerous opponent she is aware of. :*Mirror of Seven Shadow Evasion * '''<span id="foeshamingdefense" style="Color:rgb(255, 0, 0);">Foe-Shaming Defense</span>:''' (Dodge 3, Essence 2) 1m, Reflexive (Step 9), Combo-OK, Counterattack, Instant. :*The Abyssal toys with an enemy by sidestepping their attacks. This Charm offers a special unblockable "Counterattack" To melee or Martial Arts based attacks using a pool of the deathknight's [Dexterity+Dodge+Essence]. If this 'attack' hits, the opponent takes no damage but is automatically stunned or prone, (Abyssal's Choice), without a roll. This breaks flurries. :*Mirror of Leaping Dodge Method <!--- * '''<span id="shadowoverwater">Shadow Over Water</span>:''' (Dodge 3, Essence 1) 1m, Reflexive(step2), Combo-OK, Instant. :*The chosen moves like shadows over water, with perfect grace and speed. This charm is used in response to an attack. It allows the Exalt to ignore all penalties that apply to her Dodge DV when resolving that attack. Her dodge DV is still 0 against an undodgable attack, but takes no further penalties. * '''<span id="sevenshadowevasion">Seven Shadow Evasion</span>:''' (Dodge 4, Essence 2): 3m, Reflexive(Step 2), Combo-OK, Obvious, Instant. :*This charm is used in response to an attack that is not unexpected. This charm is a dodge that perfectly defends against the attack, even if it's undodgeable. :*Flaw of Valor: After using this defense, the Abyssal must move Away the most dangerous opponent she is aware of. ---> ===Socialize=== * '''<span id="secondsocializeexcellency">Second Socialize Excellency</span>:''' (Socialize 1, Essence 1) 2m per success; Reflexive (step 1 for attacker, step 2 for defender); Instant; Combo-OK. :* This charm can be used when making a roll based on the relevant ability. Spend up to (ability + attribute) in motes, this charm adds one success to a roll for every two motes spent. Each success purchased with Essence Triumphant is the equivalent of purchasing two dice with the First Excellency or some other dice adder. * '''<span id="masteryofsmallmanners">Exquisite Etiquette Style</span>:''' (Socialize 2, Essence 1, pg): 1m, Reflexive (step 1 for attacker, step 2 for defender), Combo-OK, Until Next Action. :* Abyssals are horrid monsters full of lies and cruelty, but that is no excuse for bad manners.. This charm makes her responses to social situations so natural and appropriate that in social combat, she treats all enemy groups as one point of Magnitude smaller than they are, (To a minimum of 0.) It also increases her effective Appearance by one dot. When in doubt, other characters will be more apt to do small favors and provide hospitality than not. Finally, this Charm ensures that the character understands the basic motivations of everyone present in the scene, as if her player had rolled three success on a mundane Investigation roll to estimate each person's motives. :*Mirror of Mastery of Small Manners <!--- * '''<span id="secondsocializeexcellency">Second Socialize Excellency</span>:''' (Socialize 1, Essence 1) 2m per success; Reflexive (step 1 for attacker, step 2 for defender); Instant; Combo-OK. :* This charm can be used when making a roll based on the relevant ability. Spend up to (ability + attribute) in motes, this charm adds one success to a roll for every two motes spent. Each success purchased with Essence Triumphant is the equivalent of purchasing two dice with the First Excellency or some other dice adder. * '''<span id="wiseeyedcourtiersmethod">Wise-Eyed Courtier's Method</span>:''' (Socialize 3, Essence 2, pg): 3m+1wp, Simple(6 long ticks), Combo-OK, Illusion, Instant. :* The Solar Reshapes beliefs of a society. This charm is a socialize-based attack to make a social group of magnitude 1+, (such as a court, kingdom, or secret society) believe something. The Exalt must have spent several hours within the last year encouraging the desired belief within this group before using the charm.<br> The player rolls [Charisma/Manipulation + Socialize] at difficulty 1. Subtract an External Penalty equal to the group leader's MDV plus half the Magnitude Rating of the group he represents. If the character succeeds, the group accepts the belief. The The targeted group must spend 6 loyalty to break free from the influence forever, or one loyalty to break for a single scene. * '''<span id="masteryofsmallmanners">Mastery Of Small Manners</span>:''' (Socialize 2, Essence 1, pg): 1m, Reflexive (step 1 for attacker, step 2 for defender), Combo-OK, Until Next Action. :* The Solar attunes herself to the patterns of human interaction. This charm makes her responses to social situations so natural and appropriate that in social combat, she treats all enemy groups as one point of Magnitude smaller than they are, (To a minimum of 0.) It also increases her effective Appearance by one dot. When in doubt, other characters will be more apt to do small favors and provide hospitality than not. Finally, this Charm ensures that the character understands the basic motivations of everyone present in the scene, as if her player had rolled three success on a mundane Investigation roll to estimate each person's motives. --->
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