Editing
Campaign:Enfolding Ice/Keiran
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Performance=== *'''Second Performance Excellency''' (Per 1, Ess 1) 2m: Reflexive (Step 1 Attacker, Step 2 Defender), Combo-OK, Instant. The exalt evokes this charm when making a roll based on the relevant Ability. The Exalt then spends up to (Attribute + Ability) in motes. This Charm adds one success to a roll for every two motes spent. Therefore, if a Solar had a (Dexterity + Melee) total of 8, he could purchase up to four successes with the Second Excellency. Any magical effects that hinge on the character buying dice will then react as if the character had just bought eight (Dexterity + Melee) dice. *'''Heart-Compelling Method''' (Per 4, Ess 2) 6m: Supernatural, Combo-OK, Emotion, Social, One Scene. The Solar Exalted rise above the common through their understanding of others’ desires. This Charm supplements a Performance-based roll to rouse emotion in others. It exerts unnatural mental influence on every valid target of this roll. If their MDV is less than the extra successes on the roll, this Charm inspires the desired emotion intensely for a scene. Resisting the influence costs two Willpower. *'''Husband-Seducing Demon Dance''' (Per 5, Ess 3) 10m, 1wp: Simple (Speed 6 in long ticks), Combo-OK, Emotion, Obvious, Social, Instant. The Solar gives a performance, her player rolling ([Charisma or Manipulation] + Performance) and adding her Appearance in bonus dice. This Charm exerts unnatural mental influence on all who witness it. Characters with Mental DV less than the Solar’s successes must spend two Willpower or fall instantly in love either with the Solar or something the Solar represents. This love is a form of commitment (see p. 201). Targets can break the commitment naturally but they must spend one Willpower in each scene where they deliberately attempt to shake it off. *'''Memory-Reweaving Discipline''' (Per 5, Ess 2) 10m, 1wp: Simple (Speed 5 in long ticks), Combo-OK, Illusion, Social, Instant. The Lawgivers define others’ reality. This Charm is a Performance- based social attack that encourages a specific belief—for example, overwriting the audience’s memories and convincing them that the Solar has always lived in their town. This Charm exerts unnatural mental influence on every valid target of this roll. If their MDV is less than the extra successes on the roll, this Charm inspires them to believe. It also creates an instant commitment (see p. 201) to that belief. Shaking off the illusion requires one Willpower per scene, and the effect lasts until the targets break their commitment to the false belief.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information