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Campaign:Conquering of Canals/Jubilant Saffron Gale
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== Charms == *Excellencies '''Second ( Archery ) Excellency'''<br/> '''Cost''': 2m per suxx '''Mins''': ( Archery ) 1, Essence 1<br/> '''Type''': Reflexive<br/> (Step 1 for Attacker, Step 2 for Defender )<br/> '''Keywords''': Combo-OK<br/> '''Duration''': Instant<br/> '''Prerequisite Charms''': None<br/> 1 suxx per 2 mote, max ( Attribute + Ability ).<br/> '''Infinite( Archery ) Mastery'''<br/> '''Cost''': 2m+, 1wp'''Mins''': ( Archery ) 4, Essence 3<br/> '''Type''': Simple<br/> '''Keywords''': None<br/> '''Duration''': One Scene<br/> '''Prerequisite Charms''': Any ( Archery ) Excellency<br/> The Solar Exalted are infinite wells of talent. Each two motes committed to this Charm reduces the mote cost for the first three (Ability) Excellencies by one, to a minimum of 0. Exalted with Essence 3 can spend up to six motes on this Charm, while Exalted with Essence 4+ can spend as many motes as they like.<br/> '''Second ( Awareness ) Excellency'''<br/> '''Cost''': 2m per suxx '''Mins''': ( Archery ) 1, Essence 1<br/> '''Type''': Reflexive<br/> (Step 1 for Attacker, Step 2 for Defender )<br/> '''Keywords''': Combo-OK<br/> '''Duration''': Instant<br/> '''Prerequisite Charms''': None<br/> 1 suxx per 2 mote, max ( Attribute + Ability ).<br/> '''First ( Performance ) Excellency'''<br/> '''Cost''': 1m per die '''Mins''': ( Performance ) 1, Essence 1<br/> '''Type''': Reflexive<br/> (Step 1 for Attacker, Step 2 for Defender )<br/> '''Keywords''': Combo-OK<br/> '''Duration''': Instant<br/> '''Prerequisite Charms''': None<br/> 1 die per mote, max ( Attribute + Ability ).<br/> *Archery '''There Is No Wind'''<br/> '''Cost''': 3m or 5m'''Mins''': Archery 4, Essence 1<br/> '''Type''': Supplemental<br/> '''Keywords''': Combo-OK<br/> '''Duration''': Instant<br/> '''Prerequisite Charms''': Any Archery Excellency<br/> The Solar’s heart knows the arrow’s path. She spends three motes and fires a single flawless shot, regardless of distance, visibility, weather and other prevailing conditions. This Charm nullifies all penalties, except wound and multiple action penalties, applying to a single Archery-based attack. If the Solar has Essence 3 or higher, she can spend two additional motes and this Charm will increase the Range of her weapon to her maximum visibility range.<br/> '''Essence Arrow Attack'''<br/> '''Cost''': 2m '''Mins''': Archery 2, Essence 2<br/> '''Type''': Supplemental<br/> '''Keywords''': Combo-OK, Obvious<br/> '''Duration''': Instant<br/> '''Prerequisite Charms''': None<br/> Add Essence in damage to Archery attacks. In addition, ''Dazzling Flare'': makes Archery attacks Holy ( Aggravated damage to Creatures of Darkness ), shines brightly enough to be seen for ( Essence x 10 ) miles if fired straight upwards or otherwise unobstructed. ''Righteous Judgment Arrow'': spend one extra mote for +4 extra dice of damage to the attack. <br/> '''Phantom Arrow Technique'''<br/> '''Cost''': (1m per attack) '''Mins''': Archery 3, Essence 2<br/> '''Type''': Permanent<br/> '''Keywords''': Obvious<br/> '''Prerequisite Charms''': Essence Arrow Attack<br/> Make ranged attacks without ammunition. 1 mote per arrow. Unrolled reflexive action, not a Charm activation. '''Inexhaustible Bolts of Solar Fire'''<br/> '''Cost''': 8m, 1wp '''Mins''': Archery 5, Essence 4<br/> '''Type''': Simple<br/> '''Keywords''': Combo-OK,Obvious<br/> '''Duration''': One Scene<br/> '''Prerequisite Charms''': Phantom Arrow Technique<br/> Make ranged attacks without ammunition, including Firedust charges. Ammunition created by this Charm adds one die to it's normal damage and never strikes an unintended target. It will stop in midair for an instant before vanishing rather than hurt someone the Solar wishes spared. '''Solar Flare Methodology'''<br/> '''Cost''': 5m, 1wp '''Mins''': Archery 5, Essence 4<br/> '''Type''': Simple (Speed 5)<br/> '''Keywords''': Obvious<br/> '''Duration''': One Scene<br/> '''Prerequisite Charms''': Inexhaustible Bolts of Solar Fire<br/> Make a Firewand with the following profile; Range 15 yards, Accuracy +(Essence), Damage 16L plus extra suxx, Rate 2. *Performance '''Heart-Compelling Method'''<br/> '''Cost''': 6m '''Mins''': Performance 4, Essence 2<br/> '''Type''': Supplemental<br/> '''Keywords''': Combo-OK, Emotion, Social<br/> '''Duration''': One Scene<br/> '''Prerequisite Charms''': Any Performance Excellency<br/> Supplements Performance based roll, exerts unnatural mental influence. If ( targets ) MDV is less than the extra successes on the roll, this Charm inspires the desired emotion intensely for a scene. Resisting the influence costs 2 Willpower.<br/> '''Phantom-Conjuring Performance'''<br/> '''Cost''': - '''Mins''': Performance 3, Essence 3<br/> '''Type''': Permanent<br/> '''Keywords''': Obvious<br/> '''Duration''': Variable<br/> '''Prerequisite Charms''': Any Performance Excellency<br/> 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 x 10) 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 its effects.<br/> '''Demon-Wracking Glory'''<br/> '''Cost''': variable +1 wp '''Mins''': Performance 5, Essence 3<br/> '''Type''': Simple ( Speed 6, DV -2 )<br/> '''Keywords''': Combo-Basic, Illusion, Obvious<br/> '''Duration''': Instant (see below)<br/> '''Prerequisite Charms''': Phantom-Conjuring Performance<br/> This Charm expands Haunting Apparition Trick. The maximum radius for evoking unnatural effects extends to (Essence x 100) yards, or (Essence – 5) miles if the Abyssal has Essence 6+. More importantly, the Exalt may use these effects to cause physical injury to living, mortal creatures within (Essence x 10) yards. The Charm causes harm through blatantly supernatural and suitably Abyssal effects. Chill winds freeze, frightful keening causes the victim to bleed from the ears and so on. Withering Phantasmagoria inflicts harm in three ways. The Abyssal chooses between them each time she uses the Charm. Two methods last as long as the Abyssal continues to sing, play, orate or the like, and spends Essence each action to maintain the Charm. The third is an instant attack. For each form, however, the Abyssal’s player must roll (Charisma + Performance) to initiate the attack. A character gains one attack form when she learns the Charm. Additional applications cost an additional experience point each, or all three attack forms for one bonus point. A character can use only one attack form at a time. Activating the Charm costs Willpower. Continuing it merely costs Essence (for the two continuing effects).142 '''Area, Continuing''': The Abyssal inflicts one level of lethal damage per two motes spent each action, to a maximum of (Essence) damage. Targets can soak this damage only with Stamina or soak-enhancing Charms. The Abyssal’s lethal performance affects everyone whose Dodge MDV is less than the number of successes from the attack roll. Continuing the attack counts as the character’s Charm use for each action. '''Single Target, Continuing''': The Abyssal’s chosen victim suffers one level of unsoakable lethal damage per action that the Abyssal continues the Charm. This effect costs three motes per action. The initial attack roll must exceed the victim’s Dodge MDV. Continuing the attack counts as the character’s Charm use for each action. '''Single Target, Instant''': The Abyssal spends up to her (Stamina + Essence) in motes and inflicts that many dice of lethal damage, plus extra successes from the attack roll. The target can resist this damage only with Stamina or soak-enhancing Charms. The attack cannot be parried without a Charm or stunt, but it can be dodged like a normal ranged attack. '''New Solar Charm''': Demon-Wracking Glory (Prerequisites: Phantom-Conjuring Performance; Exalted, p. 202). This Charm expands the capabilities of Phantom-Conjuring Performance to increase its range. It also has the Holy keyword for its Performance-based attacks, inflicting aggravated damage to targeted creatures of darkness but leaving all other creatures unharmed. Attacks take the form of bright fires, scorching beams of sunlight, phantom executioners and the like.<br/> *Athletics '''Graceful Crane Stance'''<br/> '''Cost''': 3m '''Mins''': Athletics 1, Essence 2<br/> '''Type''': Reflexive<br/> '''Keywords''': Combo-OK<br/> '''Duration''': One Scene<br/> '''Prerequisite Charms''': None<br/> Auto succeed on any athletics roll to maintain balance. Allows the Exalt to keep his balance on any surface as strong and wide as human hair. He treats it as a 3-foot wedge capable of supporting a thousand pounds of weight when determining what movement and Athletics actions he can take and what penalties to them might apply.<br/> *Awareness '''Keen (Sight) Technique'''<br/> '''Cost''': 3m '''Mins''': Awareness 3, Essence 2<br/> '''Type''': Reflexive<br/> '''Keywords''': Combo-OK<br/> '''Duration''': One Scene<br/> '''Prerequisite Charms''': None<br/> Essence enhances the Solar’s senses. Keen (Sense) Technique is actually three Charms, one that heightens sight, one that heightens hearing and touch and one that heightens smell and taste. This Charm gives two bonus successes on Awareness actions that use the relevant senses. It also allows the character to clearly perceive sensory impressions that are normally too faint for human senses to validly observe at all. Some feats appropriate for users of this Charm follow. Sight. The character can make out the detail on a commander’s epaulet at 500 yards distance, at night. He can see the individual threads of a shirt, and with a legendary success, he can make out the motion of the mites that live on others’ eyebrows. === Combos === '''It's Showtime''' 1wp, 6m + 1m per<br/> ( Second Performance Excellency + Heart-Compelling Method )
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