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Campaign:Anarchy Group Omega/Avin/Charms
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=== Air Dragon Style === '''Form Weapons:''' Fighting Chain<br/> '''Signature Weapon:''' Chakram<br/> The Immaculate may hurl two chakrams as a single attack. He must have both chakrams on his person to do so, or be using an infinite jade chakram. Both projectiles have a single attack roll and are treated by the target as a single attack, but if the attack hits, the target suffers damage for both. The Immaculate is able to make such an attack in concert with appropriate simple or supplemental Charms, but he must first spend an additional mote to make the attack apply to both chakrams.<br/> '''Armor:''' Yes<br/> '''[[Dragon|Air Dragon's]] Sight:''' ''3m; MA 2 ESS 1; Simple; Combo-Basic; One scene.'' When this Charm is active, the exalt can operate perfectly, blindfolded or in pitch darkness, as long as he is surrounded by air. He never suffers from unexpected attacks unless he is so beset with foes that he cannot avoid all the blows (When surrounded by multiple opponents). When used outside of combat, the user may add a number of dice equal to their Essence to any Awareness roll so long as the focus of his attention is within a number of yards equal to his (Essence x 10).<br/> '''Wind Dragon Speed:''' ''2m; MA 2 ESS 2; Reflexive (Step 1); Combo-OK; Instant.'' Reduce the Speed of any single Martial Arts attack by one, to a minimum of three.<br/> '''Breath Seizing Technique:''' ''4m; MA3 Ess 1; Simple; Crippling, Combo-OK; (Martial Arts) Actions.'' If the attack supplemented by this charm is successful, it inflicts no damage. Instead, roll the user's (Strength + Martial Arts + Essence) against of a difficulty of the target's Stamina. Each net success inflicts a cumulative -1 internal penalty on the target, and if penalties ever double the target's Stamina, the target is rendered unconscious. Creatures who do not need to breathe are unaffected by this charm.<br/> '''Shrouding the Body and Mind:''' ''4m; MA 3 ESS 2; Simple (Speed 5); Combo-Basic, Obvious; (Martial Arts) actions.'' Upon using this Charm, the user becomes virtually invisible for a number of actions equal to his Martial Arts rating. Those who try to attack him suffer a +2 external penalty on their attacks, and he adds to successes to any attempts to re-establish surprise.<br/> '''Air Dragon Form:''' ''5m; MA 4 ESS 2; Simple (Speed 5); Form-type; One scene.'' After activating this Form, add a number of dice equal to his Martial Arts to any ranged attack, though this bonus cannot exceed the normal dice cap on such actions. The form also increases his Dodge DV by an amount equal to half his Martial Arts rating for the scene.<br/> '''Tornado Offense Technique:''' ''3m per attack; MA 4 ESS 2; Extra Action; Combo-OK, Obvious; Instant.'' This Charm is a magical Flurry. For every three motes, the user makes an additional ranged or Martial Arts attack with his full dice pool, to a maximum number of attacks equal to his Martial Arts rating. The DV penalty for this flurry is equal to one-half the DV penalty for all attacks.<br/> '''Avenging Wind Strike:''' ''3m; MA 5 ESS 3; Supplemental; Combo-OK, Knockback, Obvious; Instant.'' For every point of raw damage the attack inflicts above the target's Stamina, the target suffers three yards of knockback. Targets may also have to check against knockdown, if the attack inflicts more damage than the target's (Stamina + Resistance) as normal. Using this Charm with a thrown weapon increases the attack's range increment by an amount equal to the martial artist's Essence in addition to the Charm's normal effects.<br/> '''Wrathful Winds Maneuver:''' ''4m; MA 5 ESS 3; Simple; Combo-Basic, Obvious; Instant.'' The user lets forth a fearsome shout that can shatter stone and eardrums alike. A gale force blast leaves his mouth in a 90-degree arc, out to a distance of (Essence x 10) feet. His player makes a (Strength + Martial Arts) roll as an attack, which can only be dodged, not parried. Players of anyone affected by the Charm roll their character's ([Dexterity or Stamina] + [Athletics or Resistance]) against a difficulty of the total successes on the martial artist's roll (Before subtracting DV). If both the Strength and Athletics of the victim are less than the user's net successes, the victim suffers knockdown and their player must roll (Wits + Resistance) at difficulty 1 to avoid immediately becoming inactive for a single action. Victims who suffer both effects are deafened for a number of actions equal to the Immaculate's Martial Arts. Deafened targets lose two dice from all actions. By spending one point of willpower, the user can focus the shout on a single target. The target cannot avoid the attack without a perfect defense, and the shout inflicts a number of health levels of lethal damage equal to the user's (Strength + Essence), which bypasses armor. In addition, add any levels of damage inflicted to the difficulty to avoid knockdown.<br/> '''Cloud-Treading Method:''' ''3m; MA 5 ESS 3; Reflexive; Combo-OK, Obvious; (Martial Arts) actions.'' This Charm doubles the user's movement rate and leaping distance for the duration, and the most flimsy surfaces can support him (paper, water, smoke trails), as long as he keeps moving. He may continue to run along impossible surfaces if he re-invokes this charm as soon as it ends.<br/> '''Thunderclap Kata:''' ''5m; MA 5 ESS 3; Simple; Combo-Basic; Instant.'' The user spreads his arms wide, then brings their hands together in a thunderous clap which can deafen and stun those who hear it. The thunderclap affects anyone within (Essence x 10) yards of the user (No attack roll required). The players of all suck characters must take a reflexive (Stamina + Resistance) roll. If one gets successes equal to or greater than the user's Essence, the target immediately becomes inactive until his next action, but suffers no further penalty. Otherwise, the violent sound also inflicts (Strength + Martial Arts) Bashing damage that ignores armor. Targets also become deaf for a number of actions equal to the user's Essence, losing two dice from all dice pools due to disorientation. Double the user's Essence for all purposes when applying this Charm's effects to a god, demon or elemental. The user does not need to be able to see or otherwise affect spirits in order for this Charm to harm them. The user is immune to their own thunderclap, and can render select persons immune to the charm's effects at a cost of one mote per person. Spirits are not eligible for this immunity.<br/> '''Lightning Strike Style:''' ''4m, 1hl; MA 5 ESS 3; Simple (Speed 4); Combo-OK, Obvious; (Martial Arts) actions.'' For the Charm's duration, the user's Martial Arts attacks reach to a distance of (Essence x 10) feet. Such attacks inflict (Strength + Essence) in lethal electrical damage. If the target is in range for a normal unarmed attack, add the attack's accuracy and damage as normal. For an additional mote, the user may use a chakram wit this charm to add its Accuracy and Damage to the attack. Add the user's Essence to the weapon's Range.<br/> '''Hurricane Combat Method:''' ''10m, 1wp + 1hl per action; MA 5 ESS 4; Reflexive; Combo-OK, Obvious; (Martial Arts) actions.'' The user becomes a small hurricane. Small objects within a number of yards equal to the user's (Essence x 3) are lifted and thrown away. For a number of actions equal to the user's Martial Arts, the user triples his movement and doubles his jumping distances. This blinding speed adds half his Martial Arts rating to his Dodge DV and halves the Speed of any Martial Arts attack he makes. Each action, the user may make a number of extra attacks (martial arts or ranged) equal to his Essence. Each extra attack uses his full dice pool and does not prevent him from taking non-attack actions or performing an unrelated flurry. He may use charms on these actions, but is still limited by charm use restrictions. The willpower and motes for this charm are paid up front, but the unsoakable bashing damage is applied when the charm ends.<br/>
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