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== Core Charms == *'''Integrity-Protecting Prana:''' p199 *'''Chaos-Repelling Pattern:''' p216 *'''Reflex Sidestep Technique:''' p227 *'''Third Dodge Excellency:''' *'''First Martial Arts Excellency:''' *'''Infinite Mastery of Martial Arts:''' *'''2nd Integrity Excellency:''' 2m for +1 DV, reflexive. *'''First Performance Excellency:''' 1m for 1 die, reflexive. *'''Righteous Avenger's Aspect:''' 5m, reflexive, overdrive. For a Solar, defeat is only a marker in the chapters of existence, rather than the end of the book. Upon learning this Charm, the Exalt gains an Overdrive pool with a capacity of ten motes. Initially empty, he may fill it when confronting an opponent who has defeated the Solar in his present incarnation or any of his past lives. Defeat in this context means physical combat; defeating the Solar in social combat does not qualify, nor does beating him at Gateway or other contests. This Charm does not grant the Exalt special knowledge of defeats that occurred in past lives—the Solar must come by this information by any valid means of doing so. The Lawgiver gains (Essence + 2) offensive motes upon activation, and one additional mote each time his DV refreshes for the rest of the scene. The Solar may only activate this Charm once per scene, and only in battle against one who has defeated him. If the fight concludes with the Exalt’s victory, he has avenged himself, and can no longer activate this Charm against his vanquished opponent. Otherwise, the Solar may continue to assume Righteous Avenger’s Aspect until he has avenged himself. At Essence 3+, the Solar may activate this Charm on behalf of a person or group of people he has a positive Intimacy toward. In this case, the Solar needs only evidence of physical harm to activate this Charm. Seeing a man strike his wife would be sufficient to channel the Lawgiver’s wrath into Overdrive, as would watching his personally-trained horsemen scathed by a hail of arrows from a deathknight’s bow. This Charm requires that the Solar is aware he faces an opponent who has defeated him or wronged the subject of one of his positive Intimacies. The Solar’s opponent must actually have done so—the Charm will not function if the Lawgiver is mistaken, or if he is not aware of what his opponent has done. <br/> *'''Essence-Gathering Temper:''' Permanent, overdrive. The more terrible the enemies and adversities they face, the greater the power of a Solar’s spirit. This Charm grants the character an additional ten-mote peripheral Essence pool in accordance with the Overdrive Keyword. Whenever the Lawgiver is injured, she gains motes which are used to refill this pool: one mote for being struck by an attack without taking damage, two motes per point of bashing damage, or three motes per point of lethal or aggravated damage suffered. Essence-Gathering Temper will only provide motes when the Solar is injured against her will; she may no more order a bound demon to assault her in order to obtain motes than she may gain them from stabbing herself. Health lost in order to pay the activation cost of a Charm likewise never produces motes. At Essence 3+ the Solar may also refill her Overdrive pool when she perceives her allies being injured, at the same rate as though she were taking damage herself. In order to gain motes in this fashion, the Solar must directly perceive the character being injured at the moment the injury occurs, and must have a positive Intimacy toward that individual (the character’s Lunar mate also always qualifies). Finally, the injuries may not be self-inflicted, as outlined above, and may not be inflicted by the Solar herself. <br/> *'''Willpower-Enhancing Spirit:''' Permanent. Whenever damaged by an attack, roll 1 die per health level lost. Regain one willpower, plus one per success.<br/> *'''Ox-Body Technique x6:''' +6 -1 health levels and +12 -2 health levels, total of 25 health levels.<br/> *'''Immanent Solar Glory x6:''' +60 peripheral essence that can't be used to attune artifacts and can only be regained by Essence-recovery charms.<br/> *'''Inner Fire Unleashed:''' Permanent. Essence permeates every fiber of the Solar’s being. Lawgivers with this Charm have learned to focus that Essence upon their vital centers, imbuing their very cells with limitless energy. Whenever a Solar with this Charm heals damaged health levels, she recovers two motes per level. After twenty motes have been restored in this fashion in the course of a scene, the Solar only gains one mote per health level healed. When twenty more motes have been paid out in this manner within the same scene, the Solar only gains one mote per two health levels restored. This healing may only occur as a result of rest or of Solar Charms which heal damage. Though this Charm is permanent, it is perpetuated and substantiated by regular meditation upon inner forces turning outward. It is a sacred power which relies upon the Lawgiver’s utmost care for her own well-being. This power fails the Solar if she inflicts harm upon herself or allows others to harm her: injuries from attacks thrown without killing intent will not yield motes when healed.<br/> *'''Soul Fire Resurgence:''' Permanent. Once per action, the player of a character with this Charm may pay one Willpower to roll (Valor) dice, healing a number of health levels equal to the successes on the roll.<br/> *'''Invincible Ego Shield:''' 5m1wp, one scene, reflexive. Upon activating Invincible Ego Shield, the character substitutes his Dodge MDV for his Dodge DV to defend against a physical attack (meaning his maximum DV bonus recalculates from his Willpower and Integrity ratings). All current bonuses and penalties that apply to either his Dodge DV or Dodge MDV apply to the DV generated by this Charm. If the Solar dodges the attack, he appears to have exerted no effort to do so as if the attacker just missed.<br/> *'''Lightspeed Body Dynamics:''' Permanent. Whenever successfully evading an attack by applying Dodge DV, he gains (attacker's Essence/2, round up) motes in step 10, so long as he does not use a charm with a Flaw of Invulnerability to defend.<br/> *'''Panoptic Fusion Discipline:''' 4m, one scene, reflexive. The Solar’s supernal senses expand and his mind speeds up to process a thousand myriad details in a split second. Opponents attempting to strike a Lawgiver using this Charm appear to be moving in slow motion. All of the character’s attacks are enhanced as though he had just spent three ticks accumulating dice with an Aim action (as a result, the character may not normally benefit from a true Aim action while this Charm is active), and his DVs are raised by 1 against all physical attacks of which he is aware. None of these bonuses count as dice added by a Charm.<br/> *'''Reed in the Wind:''' Permanent. Whenever using Dodge DV to defend, apply half of the attacker's Essence as a bonus to your Dodge DV. Counts as a charm bonus.<br/> *'''Shadow Over Water:''' 1m, reflexive, step 2. Ignores all penalties to DVs for purposes of one attack.<br/> *'''Seven Shadow Evasion:''' 3m, reflexive, step 2. A dodge that perfectly defends against an attack -- even if it is undodgeable. <br/> *'''Flow Like Blood:''' 5m1wp, one scene, simple. Essence permeates the Lawbringer's being. She moves with an impossible fluid grace. For the remainder of the scene, this Charm negates the onslaught and coordinated attack penalties that others' attacks impose on the Exalt's DV.<br/> *'''Durability of Oak Meditation:''' Ignore this.<br/> *'''Iron Skin Concentration:''' 2m reflexive, activate before damage is rolled. Roll Stamina+Resist against a difficulty of the attacker's essence, max 6. On a success, prevents all damage from the attack; on a failure, still adds +4A/+8L/+8B soak.<br/> *'''Adamant Skin Technique:''' 4m reflexive, activate before damage is rolled. Perfectly reduces damage to 0 from an attack.<br/> *'''Ruin-Abasing Shrug:''' 5m reflexive, activate AFTER damage is rolled. Perfectly reduce damage to (Limit/2, min 0) from an attack. If reducing damage to 0, it has a Flaw of Invulnerability.<br/> *'''Majestic Radiant Presence:''' 7m, reflexive, one scene. The Solar burns with the incandescent radiance of the Unconquered Sun. This Charm intimidates others, negating any physical or social attack made against the Solar unless the attacker's player succeeds on a reflexive resistance roll. The Solar's player chooses when purchasing this charm whether a difficulty 1 Valor roll or a difficulty 2 Willpower roll is the appropriate form of resistance. The attacker need only succeed only once per action, no matter how many attacks she makes during a flurry. This Charm's effects are a form of unnatural mental influence, and characters can spend 3 Willpower to resist the effects of Majestic Radiant Presence for a scene.<br/> *'''Husband-Seducing Demon Dance:''' 10m1wp, Simple (speed 6 in long ticks). Give a performance, 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 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 core, p.201). Targets can break the commitment naturally but they must spend one Willpower per scene where they deliberately attempt to shake it off.<br/> *'''Respect Commanding Attitude:''' 5m, simple (speed 4 in long ticks), one scene. Others listen when the Lawgivers speak. In ancient days, they commanded the attention of Primordials, beasts and gods. This Charm involves a performance or oration, and the Solar's player rolls (an appropriate Social Attribute + Performance) when invoking Respect Commanding Attitude. 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 stay in the Exalt's company and respectfully observe the performance. Resisting this compulsion for five minutes costs one Willpower, up to a maximum of three Willpower per scene, and such resistance allows the target to leave, heckle, or even forcibly silence the character.<br/> *'''Phantom-Conjuring Performance:''' Permanent. Essence enhances the Solar's arts. This Charm allows the Solar to create ghostly images, Essence flares, ethereal music and strange sensory effects when using a Performance Excellency or Presence Excellency. These effects do not seem entirely real, they remain within (Essence x10) yards of the solar, and they cannot be used to confuse or deceive others without a stunt. This Charm has no cost, but the Solar need not use the effects.</br> *'''Heart-Compelling Method:''' 6m, supplemental, one scene. 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.<br/> *'''Face the Light:''' 5m1wp, reflexive, one scene. Upon activating this Charm, the Exalt's player rolls (Charisma + Performance), adding the character's Essence in bonus successes. For the rest of the scene, everyone with a Dodge MDV lower than the successes rolled suffers an unnatural compulsion to remain whenever they attempt to leave or avoid any combat, mass combat or social combat in which the lawgiver visibly participates. Falling back to make ranged attacks is not retreating. Resisting this compulsion for the rest of the scene costs three Willpower. Like moths to the flame, afflicted Fair Folk cannot resist. Conversely, afflicted individuals compelled to flee by a botched Morale check or some other fear-based effect must spend Willpower to escape if they have it available, but otherwise collapse in helpless terror for the duration of the effect.<br/> *'''Horizon-to-Horizon Performance Method:''' 15m 1wp, reflexive, one action. By the authority of the Unconquered Sun, his Chosen may command the very heavens to become a vessel for their glory. This Charm may be activated only under the open sky, during the day. The clouds above shuffle themselves into the precise likeness of the Law giver, lit by the sun's that they glow from within. The Solar’s words boom out over the countryside, inescapable. For the duration of the Charm, any Performance-based social attacks (or simple informative declarations) made by the Solar are transmitted to everyone within (Essence x 20) miles in every direction. Because the Solar cannot see or hear through his heavenly manifestation, social counterattacks that require the target to actually be present may not be invoked in response to this Charm. A second purchase of this Charm at Performance 7+, Essence 7+ expands its range to (Essence x 50) miles. A third and final purchase at Performance 9+, Essence 9+ expands the range to (Essence x 100) miles. *'''Righteous Devil:''' All 12 charms. *'''Silver-Voiced Nightingale:''' All 12 charms.
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