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== Charms == === Craft Charms === '''First Craft Excellency:''' 1m per die, Reflexive, Instant. <br> Adds 1 die to a Craft roll for every mote you spend. <br> '''Second Craft Excellency:''' 2m per success; Reflexive, Instant <br> Adds one success to a roll for every two motes spent up to (Attribute + Ability). Each success purchased is equivalent of purchasing two dice with the First Excellency or some other dice adder. He can also use this Charm to enhance unrolled uses of the relevant ability. Each two motes spent increases his effective (Attribute + Ability) rating for one task by two.<br> '''Craft Essence Flow:''' -, Permanent, Instant. <br> I don't know what the fuck this does<br> '''Craftsman Needs No Tools:''' 7m, 1wp, Supplemental, Instant. <br> Removes the need for and any penalties associated with a lack of tools, though the craftsman still requires raw materials. Can also enhance a craft action to build something, in which case the craftsman accomplishes (Essence x3) hours of work for each hour invested. <br> '''Object-Strengthening Touch:''' 5m, Simple (Speed 5), One Scene. <br> Increases the number of successes necessary to damage an object by the character's Essence. Increases the (Strength + Athletics) rating necessary to break the object with a feat of strength by the character's Essence. This Charm's effects may be combined with those of Durability-Enhancing Technique, but the bonus granted to the object may never exceed the Solar's Essence. <br> '''Durability-Enhancing Technique:''' 3m, Simple (Speed 6 in ticks), Instant. <br> Permanently increases the number of successes necessary to damage an object by one. Permanently increases the (Strength + Athletics) rating necessary to break an object by one. I This Charm's effects may be combined with those of Object-Strengthening Touch, but the bonus granted to the object may never exceed the Solar's Essence. <br> '''Crack-Mending Technique:''' 10m, 1wp, Supplemental, Instant. <br> Allows the character to accomplish (Essence x3) hours worth of normal repair work for each hour invested. It also allows the character to mend cracks and seal broken pieces together without glue or nails, leaving a joint as strong and seamless as if the object were new. <br> '''Wonder-Forging Genius:''' Permanent (Purchased twice.) <br> Reduces the minimum Craft, Lore, Medicine and Occult requirements to build or repair artifacts by two. Also reduces the total number of dots required to allocate among Craft, Lore and Occult by six. <br> === Lore Charms === '''First Lore Excellency:''' 1m per die, Reflexive, Instant. <br> Adds 1 die to a Lore roll for every mote you spend. <br> '''Second Lore Excellency:''' 2m per success; Reflexive, Instant <br> Adds one success to a roll for every two motes spent up to (Attribute + Ability). Each success purchased is equivalent of purchasing two dice with the First Excellency or some other dice adder. He can also use this Charm to enhance unrolled uses of the relevant ability. Each two motes spent increases his effective (Attribute + Ability) rating for one task by two.<br> '''Chaos-Repelling Pattern:''' 8m, Simple, One Hour. <br> Surrounds the Exalt with the patterns of Creation, protecting him and the area around him out to (his Essence) from the ravages of otherworldly effects such as those in the Wyld and Malfeas. <br> '''Wyld-Shaping Technique''' 20m, Simple (Dramatic Action), Instant, Obvious, Shaping <br> Forces a region of Chaos to take shape as the Exalt commands. An extended dramatic action. The dice pool used equals (Int + Lore). Each roll takes five hours of effort, and the character pays the Charm's cost with each roll. <br> ''Base Difficulties'' Pure Chaos: 1 Deep Wyld: 3 Middlemarches: 5 Bordermarches: 10 The Exalt can spend accumulated successes at any point to complete part of the construction. This functions as follows. <br> ''Demesne'': Create the land and then spend successes equal to it's demesne level. <br> ''Land'': To create a stable region, spend successes equal to it's Resources value. You can spend up to five successes at a time, and more fertile land and mineral resources require more effort per acre than creating wastelands or desolate areas. The Solar can use Wyld-Shaping Technique in this region as if it were the Middlemarches of the Wyld, but all other effects consider it a Tainted Land - touched by Wyld energy, but a part of Creation. <br> ''Magical Things'': To create a manse or an artifact, the Solar applies the successes on this roll directly as Craft successes in manse or artifact construction. This charm cannot speed the construction process more than tenfold, but the character is specifically permitted to supplement the process with Craft Charms such as Craftsman Needs No Tools. <br> ''People'': To create extras, the Solar spends successes equal to the number of Background dots necessary to have them as followers. To create useful Essence 1 servants, the Solar spends one success per servant. Increase the required successes by one if the character is creating a coherent military unit, social group or government out of the chaos. The Solar can spend up to five successes at a time. <br> ''Wealth'': To create portable wealth, the Solar must spend successes equal to it's Resources value. She can spend up to five successes at a time. <br> If things made by this charm do not interact extensively with the things of Creation, it begins to lose it's reality. Roll creator's Essence either against difficulty 1, or if the Solar's creation does not interact with real things in the story ''at all'', difficulty 2. After three failures without any extensive interaction with Creation or an Exalt, something created by this charm fades away entirely. <br> Creatures made using this charm are outside Creation's process of life and death. They do not reincarnate in Creation or as a real creature unless Heaven orders their pattern woven into the Loom of Fate. Nor do they form ghosts unless the Neverborn intervene to recreate their Essence pattern as such. They fade away upon their deaths and are no longer valid targets for Charms or other effects unless otherwise stated. '''FUCK THIS IS A LONG-ASS CHARM.''' <br> '''Wyld Cauldron Technology''' === Archery Charms === '''First Archery Excellency:''' 1m per die, Reflexive, Instant. <br> Adds 1 die to an Archery roll for every mote you spend. <br> '''Second Archery Excellency:''' 2m per success; Reflexive, Instant <br> Adds one success to a roll for every two motes spent up to (Attribute + Ability). Each success purchased is equivalent of purchasing two dice with the First Excellency or some other dice adder. He can also use this Charm to enhance unrolled uses of the relevant ability. Each two motes spent increases his effective (Attribute + Ability) rating for one task by two.<br> '''Infinite Archery Mastery:''' '''There Is No Wind:''' '''Accuracy Without Distance:''' '''Trance of Unhesitating Speed:''' '''Flashing Vengence Draw:''' '''Summoning the Loyal Bow:''' '''Essence Arrow Attack:''' '''Rain of Feathered Death:''' === Integrity Charms === '''Integrity-Protecting Prana:''' '''Righteous Lion Defense:''' === Survival Charms === '''Friendship with Animals Approach:''' === Occult Charms === '''Spirit-Detecting Glance:''' '''Spirit-Cutting Attack:''' === Dodge Charms === '''Shadow Over Water:''' '''Seven Shadow Evasion:''' === Resistance Charms === '''Ox Body Technique:''' === Linguistics Charms === '''Sagacious Reading of Intent:''' 3m, Reflexive, Instant.<br> Allows the Exalt to identify the motivation behind a given statement read or heard. If the charm is used to defend against a hostile social attack to the Exalt or his motivation, this negates the attack. (Page 233)
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