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Campaign:Era of Dreams/Illuminating Sapphire Reflection
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== Charms == - ATHLETICS: - Graceful Crane Stance: (3m, One Scene, reflex) automatically keep balance, walk on human hair - Spider-foot Style: (4m, One Scene, reflex) Run on vertical surface, 1m per action to remain standing - Feather-foot Style: (4m, One Scene, reflex) Run or walk on unstable surface, diff 2 DEX + Athletics to stand still - Eagle-wing Style: (4m 1wp, One Scene, reflex) Fly at x3 speed within (STR + Athletics) x3 of a surface. Requires 1 hand. - DODGE: - Shadow Over Water: (1m, Instant, reflex) May Dodge with whole DV. - Seven Shadow Evasion: (3m, Instant, Reflex) Perfect Defense. (conviction flaw). - DREAMING PEARL COURTESAN STYLE: - Demure Carp Feint: (4m, 1 action, reflex) add essence to DV's - Pearlescent Filigree Defense: (1m per 1L/2B, 1 scene, simple) spend up to ess in motes to add soak - Lethal Paper Fan Attack: (3m, Instant, Supplemental) fans as wind-fire wheels, sashes as 7-section staves, or add ESS in Speed,<br/> Accuracy, Damage or Defense to MA weapon - Dreaming Pearl Courtesan Form: (5m, One Scene, Simple [speed 3]) Control one prop per ESS. Add MA to presence and socialize rolls - Flurry of August Leaves Concentration: (2m per weapon, Instant, Simple [DV-2]) Attack with DPCF, MA x 5 yards away.<br/> One attack roll, but onslaught penalties for multiple props. Damage dealt separately - Resplendent Sash Grapple Technique: (3m per action, varies, reflex [step 9]) After successfully dodging or negating enemy attack,<br/> make reflexive (Dexterity + Martial Arts) to have cloak or flowing sleeves snare attacking weapon or appendage. <br/>must score as many successes as opponent did on attack. Defender may evade this attack only with Charms or as part of a <br/>flurry on same action. If opponent uses a weapon, may disarm if 3 successes more then opponent's ability. <br/>After successfully clinching enemy, attempt a resisted roll of DEX + MA against the opponent’s STR + Melee or MA. - Vindictive Concubine's Pillow Book understanding: (3m, Instant, Supplemental) Negate ESS + MA armor soak - Fragrant Petal Fascination Kata: (10m 1wp, indefinite, simple) CHA + MA vs. Dodge MDV: if success, follows commands. <br/>ESS penalty to all dice pools otherwise. ESS actions lingering effect as unsuccessful above - Seven Storms Escape Prana: (8m 1wp, instant, simple [DV-2]) teleport MA x5 yards - Invoking the Chimera's Coils: (15m 1wp + 1wp to end, varies, simple) Become Chimera: +6L/12B armor, fly 45mph, +3 damage,<br/> ESS actions per actual action. Wp roll per extra scene, cumulative +1 difficulty. - PERFORMANCE: - First Performance Excellency: (1m per die, instant, reflex) Up to Attribute + Ability extra dice - Heart Compelling Method: (6m, 1 scene, supplemental) supplements roll to rouse emotion, if extra sux > target MDV inspires<br/> emotion intensely. 2 willpower to resist. - Phantom Conjuring Performance: (permanent) ghostly images, ethereal music within essence x 10 yards when using presence<br/> or performance excellency - Memory Reweaving Discipline: (10m 1wp, Instant, Simple) If target MDV < extra sux, gains belief and commitment to it.<br/> 1wp per scene to resist. - Husband Seducing Demon Dance: (10m 1wp, Instant, Simple [speed 6 long ticks]) CHA or MAN + PERFORMANCE, <br/>plus APP > target MDV, target spends 2wp or falls in love. - Sanguine Harlot's Blush Technique: (10m 1wp, One Scene, Simple) Nothing can hope to match the awe inspiring perfection of the<br/> Solar, and no one can hope to be unmoved by such a sight. Roll CHA + PERFORMANCE (and any relevant specialties such as dance or sex),<br/> adding APP in bonus dice. If this exceeds the MDV of any targets who can see the Solar, they take an internal <br/>penalty to all actions equal to the number of extra successes as they bask in the Solar's light. They can spend 1 wp to ignore the <br/>penalty for one action, or 4 wp to overcome the affect entirely (and making them immune to this charm for a day). Leaving sight of the solar<br/> requires a difficulty (ESS/2, rounded down) temperance test, and will negate the affect as long as the target cannot physically<br/> see the solar from their location (a wall will work! turning around won't!) - PRESENCE: - First Presence Excellency: (1m per die, instant, reflex) Up to Attribute + Ability extra dice - Majestic Radiant Presence: (7m, one scene, reflex [step 2]) wp roll diff 2, or social/physical attacks negated. 3wp to resist - Terrifying Apparition of Glory: (3m, Instant, Supplemental) When using natural mental influence, Dodge MDV is inapplicable - SOCIALIZE: - Mastery of Small Manners: (1m, until next action, reflex) attune to social surroundings, +1 APP - Taboo Inflicting Diatribe: (3m 1wp, instant, simple [6 long ticks]) Man + social - magnitude 1+ group leader's MDV+(magnitude/2)<br/> to support or condemn behavior - Venomous Whispers Technique: (10m 1wp, instant, simple [6 long ticks]) MAN + Socialize, minus (target's MDV + half magnitude).<br/> If success, target must spend 1 wp per scene, or ESS dice internal penalty on social rolls. - <strike>Wild Revelry Approach: (3m 1wp, Instant, simple [6 long ticks]) Man + social - magnitude 1+ group leader's MDV+(magnitude/2) <br/>to instill emotion </strike> - AWARENESS: - Surprise Anticipation Method: (1m, instant, reflex) Sense mortal danger automatically. - RESISTANCE: - Ox-Body Technique: (-1 x1, -2 x2) === C-C-C-Combo's === Name of combo 1<br/> ''First move of combo - Second move of combo''<br/> Description of Combo right here.<br/> <br/> Name of combo 2<br/> etc.
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