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Campaign:Golby's Beautiful Placeholder/Aldajaal
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== Charms == '''First (Melee) Excellency: Essence Overwhelming''' 1m/Die, (Ability) 1, Essence 1; Reflexive (Step 1 for Attacker, Step 2 for defender), Combo OK, Instant. +1 Die to relevant roll using said ability (Melee) per mote of essence spent. '''Ox-Body Technique x2''' --, Resistance 1, Essence 1; Permanent, Stackable, Permanent. Add either: A) 1 -0 health level. B) Two -1 health levels. C) One -1 health level and two -2 health levels. (Options A and C were purchased.) '''Shadow Over Water''' 1m, Dodge 3, Essence 1; Reflexive (Step 2), Combo-OK, Instant. Allows Exalt to ignore all penalties to Dodge DV when resolving that attack. Dodge DV is 0 vs. undodgeable attacks, but does not suffer any further penalties '''Seven Shadow Evasion''' 3m, Dodge 4, Essence 2; Reflexive (Step 2), Combo-OK, Obvious, Instant. Pre-req: Shadow Over Water. Exalt invokes charm in response to an attack. Attack must not be unexpected. Charm is a dodge that perfectly defends against the attack -- even if the attack is undodgeable (Suffers from Valor Flaw of Invulnerability). '''Easily Overlooked Presence Method''' 3m, Stealth 3, Essence 1, Simple, Combo-Ok, One Scene. Charm makes Exalt difficult to notice unless circumstances or battle readiness makes him obvious. Awareness + Investigation rolls vs. this Exalt auto-fail unless Solar is currently joined in battle or has a two-die bonus due to circumstances. '''Graceful Crane Stance''' 3m, Athletic 1, Essence 2, Reflexive, Combo-OK, One Scene. Exalt automatically succeeds on any valid Athletics action to keep his balance. Can keep footing on any surface as strong as a human hair. '''Spider-Foot Style''' 4m, Athletics 3, Essence 2, Reflexive, Combo-OK, Obvious, One Scene. Pre-req: Graceful Crane Stance. Exalt can run (using either Move or Dash actions) on any surface. Cannot stop on vertical surface or while upside down. Must make a Move or Dash action every tick to not fall. '''Monkey Leap Technique''' 3m, Athletics 1, Essence 2, Reflexive, Combo-OK, One Scene. Character can jump with a movement action instead of a miscellaneous action. All jump lengths are doubled. '''Lock Opening Touch''' 3m, Larceny 3, Essence 1, Supplemental, Combo-OK, Instant. All actions to pick a lock are an automatic success (although the use of this Charm without lock-picks makes this charm Obvious) unless opposed by another Charm or magical effect. If opposed, add the Exalt's essence as automatic successes to the (Dexterity + Larceny) roll to oppose the rival magic/Charm. '''Feather Foot Style''' 4m, Athletics 4, Essence 2, Reflexive, Combo-OK, One scene. Allows the Solar to walk or run on unstable surfaces like water, lava, falling leaves, etc. '''Hungry Tiger Technique''' 1m, Melee 2, Essence 1, Supplemental, Combo-OK, Instant. Exalt counts extra successes twice for purposes of determining raw damage. '''Fire and Stones Strike''' 1m per die, Melee 3, Essence 1, Supplemental, Combo-OK, Instant. Exalt spents up to STR inmotes of essence and makes a Melee-based attack. For each mote spent, this Charm adds one die to the post soak damage. '''Returning Weapon Concentration''' --, Thrown 3, Essence 2, Permanent. Charm gives three bonus successes on any actions that, if it succeeds, will physically reclaim one or more throwing weapons he owns. Charm does not affect reclaim attempts through any other means besides physical but allows the weapon to slide free of any target without resistance. '''Spirit Weapons''' 2m, Thrown 4, Essence 3, Reflexive (Step 1), Combo-OK, Obvious, One scene. Allows Exalt to make throwing weapons from pure essence. Weapons have the same stats of a Resources 2 throwing weapon. '''Mental Invisibility Technique''' 5m, 1wp, Stealth 4, Essence 2, Simple, Combo-OK, Compulsion, One scene. Exalt rolls DEX or MANIP + Stealth, adding his Essence in automatic successes. Charm exerts UMI on all who observe the Exalt. If the character's successes exceed a target's Dodge MDV, the target is compelled to ignore the Solar's presence whenever the Solar is not joined in battle. Target must spend 4wp to resist the compulsion. Cost drops to 1wp if anyone calls the Solar out. '''2nd Dodge Excellency''' 1m/Die, (Ability) 1, Essence 1; Reflexive (Step 1 for Attacker, Step 2 for defender), Combo OK, Instant. +1 Die to relevant roll using said ability (Dodge) per mote of essence spent. '''Flow Like Blood''' 5m, 1wp, Dodge 5, Essence 3, Combo-OK, Obvious, One scene. For the remainder of the scene, Charm negates DV penalties caused by onslaught or coordinated attacks. '''Surprise Anticipation Method''' 1m, Awareness 5, Essence 2, Reflexive (Step 2), Combo-OK, Instant. Charm guarantees success on an Awareness roll to notice immediate mortal danger. Charm works in or out of battle, asleep or awake. If the Exalt has a chance to notice a surprise attack during a prolonged struggle, like an attack from an invisible enemy, or a blown dart in a heavy jungle, he notices. If the Exalt's player must make a a notice roll and there is a degree of failure, and if the Solar can invoke this charm, the Charm invokes itself automatically. At that time, if the player has a Combo containing this Charm, he may declare use of that Combo instead. This charm does not invoke itself if the character has already used his Charm for the action, if the character does not have sufficient motes of Essence, if the character is Inactive and cannot become active, if the character is certain to succeed on an Awareness roll, or if the character cannot normally attempt an Awareness roll. '''Invisible Stature Spirit''' 5m, Stealth 3, Essence 2, Simple, Indefinite duration, Combo-OK. Charm makes it impossible to detect the character with any sense save touch. Charm fades instantly if the character joins battle or moves (With the Move or Dash action, and their narrative and dramatic equivalents). It fades automatically after five ticks after someone notices the Exalt by touch. '''Durability of Oak Meditation''' 3m, Resistance 2, Essence 1, Reflexive (Step 7), Combo-OK, Instant. Solar invokes this Charm after an attack but before damage is rolled. Charm sets Exalt's hardness to 8. '''Iron Skin Concentration''' 2m, Resistance 3, Essence 2, Reflexive (Step 7), Combo-OK, Obvious, Instant. Exalt invokes Charm after an attack but before damage is rolled. Roll STAM + Resistance against a difficulty of the opponent's Essence (up to a maximum of 6). On a success, Charm prevents ALL damage from the attack, on a failure, this Charm grants the Exalt +4A/+8L/+8B soak.
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