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== Charms == ===Melee=== *Melee '''First Melee Excellency''' (melee 1, Ess 1, pg 183): 1m per die, Reflexive, Combo-OK, Instant. :*Character adds dice equal to motes spent with this charm, but not more than Attribute + ability. :* Chargen *Melee '''Infinite Melee Mastery''' (melee 4, Ess 3, pg 183): 2m+;1WP, Simple, Scene Long. :*For every 2m committed, reduce the cost of the first three Melee excellencies by 1m, to a minimum of 0m. *Melee '''Hungry Tiger Technique''' (Melee 2, Ess 1, Pg 190): 1m, Supplemental, Combo-OK, Instant. :*Allows a melee attack to count extra successes twice when determining raw damage. *Melee '''Dipping Swallow Defense''' (Melee 2, Ess 1, Pg 192): 2m Reflexive(Step 2), Combo-OK, Instant. :*Nullifies All penalties that apply to Parry DV if applicable. This is only used in response to an attack. :* Chargen *Melee '''Bulwark Stance''' (Melee 3, Ess 2, pg 193): 5m, Reflexive(Step 2), Combo-Basic, Until next action. :*This charm causes the character to ignore penalties that apply to his Parry DV until her next action. Note that the effects of inapplicability are not a "penalty" on DV. *Melee '''Heavenly Guardian Defense''' (Melee4, Ess 2, pg 193): 4m, Reflexive(Step 2), Combo-OK, Obvious, Instant. :*The character invokes this charm in response to an attack, and must not be unexpected. And the character must have a weapon in hand. This charm is a parry that perfectly defends against any attack, even if it's unblockable. Flaw of Temperance: *Melee '''Fivefold Bulwark Stance''' (Melee 5, Ess 2, pg 194): 5m 1wp, Simple, Combo-OK, One Scene. :*For the Remainder of the scene, this Charm removes the onslaught penalty other characters' attacks impose on the Exalt's DV. It also reduces the defense penalty imposed by each action the Exalt takes by one, to a minimum of zero. *Melee '''Call The Blade''' (Melee 2, Ess 2, pg 191): 1m, Reflexive(Step 2), Obvious, Instant. :*Allows the character to call a weapon they own within Ess x 10 yards and with an unobstructed flight path to their hands. Allows the character to draw a sheathed weapon as a reflexive action. ===Integrity=== *Integrity: '''Integrity-Protecting Prana''' (Integrity 1, Ess 1, pg 199): 5m, 1wp, Reflexive(Step 2), Combo-OK, One Day. :*This charm protects the character from any Shaping effect that directly alters her mind, body, spirit or traits. This includes instantaneous Shaping Effects and any new alterations caused by long-term Shaping Effects. It also protects against any undodgeable, unblockable Shaping Attacks. :* Chargen *Integrity: '''Second Integrity Excellency''' (Integrity 1, Ess 1, Pg 184): 2m Per Success, Reflexive, Combo-OK, Instant. :*For every 2 motes spent up to (Dex+Craft), add one success to the pertinent roll. *Integrity: '''Spirit Maintaining Maneuver''' (Integrity 4, Ess 2, pg 200): 5m per 1WP, Reflexive. Prerequisites: Any Integrity Excellency :*This Charm allows the Exalt to refuse ''Unnatural Mental mind control effects and Virtue Compulsions at a reduced willpower cost. This charm reduces the Willpower cost by one point for each five motes spent. If the Exalt pays the entire cost in Essence, she does not accumulate Limit. *Integrity: '''Unyielding Clarity of Self''' (Integrity 5, Ess 4, Custom): n/a, Permanent. Prerequisites: Spirit Maintaining Maneuver :*This charm is an upgrade to Spirit Maintaining Maneuver. The charm's duration changes to Indefinite. Additionally, this charm lets Spirit Maintaining Maneuver assist in defending against mental influence, Natural or Unnatural, that tries to damage or sway you from your Motivation. ===Resistance=== *Resistance '''Ox-Body Technique''' (Resistance 1, Ess 1, pg 208):--, Stackable, Permanent. :*This charm adds one -1 and two -2 health levels. :* Chargen ===Craft=== *Craft '''Second Craft Excellency''' (Craft 1, Ess 1, Pg 184): 2m Per Success, Reflexive, Combo-OK, Instant. :*For every 2 motes spent up to (Dex+Craft), add one success to the pertinent roll. :* Chargen *Craft '''Infinite Craft Mastery''' (Craft 4, Essence 3, pg 185): 2m+, 1wp, Simple, One Scene. :*Each two motes commuted to this charm reduces the mote cost for the first three Craft Excellencies by one, to a minimum of 0. * Craft '''Craft Essence Flow'''(Craft 5, Essence 4, pg 187): --, Permanent, Instant. :*This allows the character to use the first three Craft Excellencies as natural powers instead of charms, eliminating the need for combos. The character must have purchased the excellency to use it. *Craft '''Crack-Mending Technique''' (Craft 5, Ess 3, pg 212): 10m, Supplemental, Combo-OK, Touch, Instant. :*This charm supplements any valid dramatic action to repair an object. This Charm allows the character to accomplish (Essence x3) hours worth of normal repair work for each hour invested. It allows the character to mend cracks and seal broken pieces together without glue or nails. *Craft '''Object-Strengthening Touch''' (Craft 2, Ess 1, pg 212): 5m, Simple (Speed 5), Combo-OK, Touch, One Scene. :*The things of the world strive to serve the Solars well. This Charm makes an object more difficult to break. It increases the number of successes necessary to damage the object by the character's Essence. It increases the [Strength + Athletics] rating to break the object with a feat of strength by the character's Essence. No combination of Charms that includes Object-Strengthening Touch can increase these totals by more than the Character's Essence. *Craft ''' Craftsmen Need No Tools''' (Craft 4, Essence 3, pg 213): 7m, 1wp, Supplemental, Combo-OK, Instant. :*This charm supplements a craft action. It removes the need for tools and the penalties for working without them. The character still needs raw materials. This charm can enhance a craft action to build something, in which case the character accomplishes (essence x3) hours worth of work for every hour invested. *Craft ''' Words-As-Workshops Method''' (Craft 5, Ess 4, Oadenol's pg 28): 16m, 2wp, Supplemental, Combo-OK, Obvious, Shaping, Varies. :*With this charm active, as the character works he names whatever small things she needs - advanced tools, alchemical substances, common materials - and they appear in her hands, ready for use. Motes spent on this charm remain committed as long as i takes to resolve a single roll. For artifact creation, this general means one season. This charm allows the character to function as if he had a Master's Workshop (+0 penalty on craft rolls). *Craft ''' Wonder-Forging Genius''' (Craft (any)5, Ess 5, Oadenol's pg 29): --, Permanent. :*Purchase of this charm reduces the required ability minimums of a given crafting or repair project by one dot. So a four dot artifact that requires lore 6 instead takes lore 5. It also lowers the Craft, Lore and Occult requirements to design Manses by 1 dot each. This charm can be purchased twice. *Craft ''' Wonder-Forging Genius''' (Craft (any)5, Ess 5, Oadenol's pg 29): --, Permanent. :*Purchase of this charm reduces the required ability minimums of a given crafting or repair project by one dot. So a four dot artifact that requires lore 6 instead takes lore 5. It also lowers the Craft, Lore and Occult requirements to design Manses by 1 dot each. This charm can be purchased twice. *Lytek '''Spirit of the Artificer: --, Permanent. :* This charm reduces the required ability minimums of a given crafting or repair project by one dot. So a four dot artifact that requires lore 6 instead takes lore 5. It also lowers the Craft, Lore and Occult requirements to design Manses by 1 dot each. This charm can be purchased twice. It also allows the Solar to design and build N/A Artifacts. ===Lore=== *Lore '''First Lore Excellency''' (Lore 1, Ess 1, pg 183): 1m per die, Reflexive, Combo-OK, Instant. :*Character adds dice equal to motes spent with this charm, but not more than (Attribute+Lore). :* Chargen *Lore '''Second Lore Excellency''' (Lore 1, Ess 1, p184): 1m, Reflexive, Combo-OK, Instant. :*Character may spend up to (Attribute+Lore) in motes, for ever 2 motes spent, add a success to the pertinent roll. *Lore '''Lore Essence Flow'''(Lore 5, Essence 4, pg 187): --, Permanent, Instant. :*This allows the character to use the first three Lore Excellencies as natural powers instead of charms, eliminating the need for combos. The character must have purchased the excellency to use it. *Lore '''Ultimate Mastery of [First Age Denandsor]'''(Craft 5, Essence 5, DotFA): 3m+1wp, Reflexive, Combo-OK, Obvious, Instant. :*This charm is applied to a roll employing the relevant specialty. The Solar automatically gains a threshold success of ''at least 0''. This means that after using this charm, the roll cannot ''fail''. It does not modify the difficulty of the roll nor provide extra successes over difficulty. If used as a perfect defense against attack, it has one of the Four Flaws of Invulnerability. *Lore '''Harmonious Academic Methodology''' (Lore 5, Essence 3) 10m+2wp, Simple (Dramatic Action), Obvious, Touch, Training, One Week. :*Enlightened Lawgivers bring wisdom to the masses. This Charm involves training an organized social group such as a class, ministry or guild. This action requires five or more hours of effort in any given week to bear fruit. In each week of training, the trainer picks one trait to train <br/>Conviction, Temperance, Perception, Intelligence, Craft (Air, Earth, Fire, Water or Wood), Investigation, Lore, Linguistics, Performance, Presence or Socialize. This Charm increases that trait for each member of the unit by one dot, to a maximum of 4. The Solar can train with the group or as a solo character, increasing her own traits. She cannot increase others’ traits past her own. *Lore '''Harmonious Academic Methodology''' (Lore 5, Essence 4) -, Permanent, Obvious, One Week. :* The Solar scholar has a special mastery of training. This Charm enhances the Exalt’s ability to train others. This Charm allows him to use Harmonious Academic Methodology to train others in any of the following:<br>Social and scholarly Abilities he possesses at 4 or more. In addition to the Abilities already available through Harmonious Academic Methodology, appropriate Abilities include Awareness, Bureaucracy, exotic Crafts, Integrity, Larceny, Medicine and Occult.<br> Virtues. The Exalt can train any Virtue to a maximum of 4. <br>Attributes. The Exalt can train others’ Charisma, Manipulation and Wits to a maximum of 4. She can even train Appearance with an appropriate rationale. *Lore '''Chaos Repelling Pattern''' (Lore 3, Ess 3, pg 216): 8m, Simple, Combo-OK, Obvious, One Hour. :*The character's immediate vicinity-out to (essence) in yards - functions according to the laws of Creation, even in the Wyld, Malfeas, or otherwise. *Lore '''Wyld Shaping Technique''' (Lore 5, Ess 3, page 216): 20m, 1wp, Simple(Dramatic Action), Combo-OK, Obvious, Shaping, Instant. :*This charm forces a region of chaos to take form as the Exalt Commands. Wyld-Shaping Technique is an extended dramatic action. The dice pool used equals (Intelligence+Lore). Each roll requires 5 hours of effort, and the character pays the charm's cost with each roll. This roll has a base difficult of 1 in regions of Pure Chaos, 3 in the Deep Wyld, 5, in the Middlemarches, and 10 in the Bordermarches. The lawgiver can spend accumulated successes at any point to complete part of her construction. This charm cannot speed the creation process more than tenfold, but is specifically permitted to supplement this process with Craft Charms like Craftsmen Need No Tools. *Lore '''Wyld Cauldron Technology''' (Lore 5, Ess 4, pg 217): -, Permanent, Instant. :*This charm enhances Wyld-Shaping Technique, allowing the character to make permanent and real things. ===Occult=== * Occult '''Terrestrial Circle Sorcery'''(): :*Sacrificed the use of mundane tools and equipment that she didn't make herself. :* Tries to use/wear things that have her personal mark on them, not things she's found or bought. Still pragmatic about it though.<br> For example, her buff jacket was damaged in the fight w/ the abyssals, instead of repairing it and wearing it again, she decides to retire it (sends it home?) or donates it or something. And instead makes a new, better jacket to replace her old one. In the case of artifacts, it'd be stupid to ignore the usefulness of found artifacts, but often looks to rebuild them to her own standards. ===Terrestrial Circle Sorcery=== *Terrestrial '''Demon of the First Circle''':(): 20m+ *Terrestrial '''Thunder Wolf Howl'''():10m, anywhere within 100 yards, 20 yards across. *Terrestrial '''Emerald Countermagic'''():10m or 20m, caster or in progress Terrestrial Circle Effect *Terrestrial '''Flight of Separation'''():10m, caster *Terrestrial '''Ritual of Elemental Empowerment'''():, object ===Athletics=== *Athletics '''Graceful Crane Stance''' (Athletics 1, Ess 2, Pg 222): 3m, Reflexive, Combo-OK, Instant. :*This charm lets the character automatically succeed on any attempt to keep their balance. In addition, it lets them to keep their footing on a surface as strong and wide as a human hair. The Exalt treats the given surface as a three foot wide ledge capable of supporting a thousand pounds of weight when determining what movement and athletic actions can be taken. :* Chargen ===Larceny=== *Larceny '''Lock-Opening Touch''' (Larceny 3, Ess 1, Pg229): 3m, Supplemental, Combo-OK, Instant. :*This charm supplements a lock-picking action, and removes the need for tools by using Essence. Though using it without tools makes it Obvious. It makes your action an automatic success. If this action is opposed by another Charm or magical effect, add (Essence) in automatic successes to the (Dexterity + Larceny) roll to oppose the rival magic. :* Chargen ===Bureaucracy=== *Bureaucracy '''Second Bureaucracy Excellency''' (Bureaucracy 1, Ess 1, p184): 1m, Reflexive, Combo-OK, Instant. :*Character may spend up to (Attribute+Bureaucracy) in motes, for ever 2 motes spent, add a success to the pertinent roll. *Bureaucracy '''Speed the Wheels'''(Bureaucracy 3, Essence 2, pg): 8m, Simple(Dramatic Action) :* The Solar Speeds the process of a Bureaucracy. Normally, an organization must first take a Begin Project dramatic action - ranging from minutes to months in it's duration, depending on the organization's structure, = before it can start actual work on a project. The Solar Communicates his desire for speed resolution to the organization, and his player rolls ([Intelligence/Charisma]+Bureaucracy), adding the Solar's Essence in automatic successes. The difficult of this roll is 1. If the person responsible for this project deliberately engages in delays, subtract an external penalty equal to [that person's Intelligence + Bureaucracy], divided by 2. The Solar is aware of such delaying tactics, however.<br> If the Solar Succeeds, this Charm divides the time needed to begin the project by [Essence +1] with a maximum possible time of one season. *Bureaucracy '''Insightful Buyer Technique'''(Bureaucracy 3, Essence 1): 3m, Simple(Dramatic Action), Combo-OK, Social, Instant. :* This charm provides information on market values. To the extent that the Exalt understands what the target item, shipment, import or export is - and to the extent that he understands the relevant markets -this Charm gives the Solar a perfect knowledge of it's value in those markets. This information is sometimes worth the Charm's cost in itself, but the main effect of this Charm and information is to reduce external penalties applying to the mercantile action by an amount equal to the Solar's [Essence]. Whether the Solar is trying to buy a good sword for herself, outfit her army in exceptional steel, trade off yeddim for silk before plague kills the beasts or sell of the produce of his nation's labor, he can overcome penalties from scarcity, volatile markets and trade barriers. *Bureaucracy '''Frugal Merchant Method'''(Bureaucracy 1, Essence 1): 1m, Supplemental, Combo-OK, Instant. :* This Charm supplements a normal or dramatic action to estimate something's quality and price. Examples include the normal action to estimate the quality of a gem and the dramatic action to evaluate a shipment of silk and spices. This Charm gives perfect awareness of the target object's quality and condition. This awareness gives one bonus success on any price haggling if her bargaining opponent is honest (and using Charisma) and three bonus successes is dishonest (and using Manipulation). ===Linguistics=== *Linguistics '''Sagacious Reading of Intent''' (Linguistics 1, Ess 1, pg 233): 3m, Reflexive(Step 2), Combo-OK, Social, Instant. :*This charm summarizes the intent behind a given statement, written or heard. It is a one-sentence summary of what the author hopes to gain. If the Exalt invokes this charm to defend against a social attack, and the attacker's purpose is fundamentally hostile to the Exalt or the Exalt's motivation, this charm perfectly negates that attack. :* Chargen *Linguistics '''Whirling Brush Method''' (Linguistics 1, Ess 1, pg 233): 4m, , Supplemental, Combo-OK, Social, Instant. :* The diplomats of the Unconquered Sun write with a swift and elegant hand. This Charm supplements a dramatic action to write something down - be it a copy of an existing book, the transcript of a live conversation or an original work. This Charm allows the character to write [Essence x10] normal speed. === C-C-C-Combo's === '''Hungry Guardian Stance''' 1wp Hungry Tiger Technique: 1m, Supplemental, One Action First Melee Excellency 1m per dice, Reflexive, Instant Heavenly Guardian Defense 4m, Reflexive(step 2), Instant Surprise Anticipation Method: 1m, Reflexive, Instant '''Rapid Fabrication Method''' 1wp 2nd Craft Excellency, 2m per success Craftsmen Need No Tools: 7m+1wp Words as Workshop Method: 16m+1wp '''Deft Jigsaw Reconstruction''' 1wp Second Craft Excellency: 2m per success, Reflexive, Instant Crack-Mending Technique: 10m+1wp, Supplemental, Instant
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