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== Charms == === Melee === *'''Second Melee Excellency: Essence Triumphant''' 2m/1s Combo-Ok, Instant, Reflexive. Allows the solar to spend up to his Attribute+Melee in motes to gain automatic successes on a roll for every 2 motes spent. *'''One Weapon Two Blows''' 1m. Reflexive (Step 1). One Action. Combo- Ok. ''Adds 1 to rate and accuracy till next turn'' *'''Peony Blossom Attack''' 2m/ attack. Extra Action. Instant. Combo- Ok. Obvious. ''A magical flurry of 2 or more melee attacks. Each attack costs 2 motes including the first. Exalt can buy up to (her permanent essence +1) 4 attacks. These attacks are made regardless of rate, without multiple action penalties and with DV penalty equal to only the highest penalty for 1 attack.'' === Performance === *''' Respect commanding attitude:''' 5m, Simple (Speed 4 in long ticks), Combo-Ok, Compulsion, Social, One Scene. ''Others listen when she speaks. This charm involves Performance or Oration. A related [Social attribute + Performance] is rolled when invoking this charm. This charm exerts unnatural mental influence on everyone who can see or hear the character. If the extra successes exceed a given targets MDV that target they feel compelled to stay in the Solar's company. *'''Second Performance Excellency: Essence Triumphant''' 2m/1s Combo-Ok, Instant, Reflexive. Allows the solar to spend up to his Attribute+Performance in motes to gain automatic successes on a roll for every 2 motes spent. *'''Phantom Conjuring Performance:''' (permanent) ghostly images, ethereal music within essence x 10 yards when using presence or performance excellency *'''Demon-Wracking Glory''' Cost: variable +1wp; Simple (Speed 6, DV -2), Combo-Basic, Illusion, Obvious, Instant (see below). ''This Charm expands Phantom Conjuring Performance to (Essence x 100) yards or (Essence – 5) miles if Essence is 6+. The Charm causes harm through blatantly supernatural and suitably Solar-y effects. Bright fires, scorching beams of sunlight, phantom executioners and the like.<br/>The Solar chooses between three methods each time she uses the Charm. The Solar rolls (Charisma + Performance) as an attack. You get 1 form right away, 1more/ 1xp. All three for 1bp. Activating the Charm costs Willpower. Continuing it merely costs Essence (for the two continuing effects).<br/>'''Area, Continuing:''' 1L/2m up to (ess)L. Targets can soak this damage only with Stamina or soak-enhancing Charms. The performance affects every CoD whose Dodge MDV is less than sux from the attack. Continuing the attack counts as the character’s Charm use for each action.<br/>'''Single Target, Continuing:''' The target takes 1/ unsoakable lethal damage per action that the Charm contains at 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. <br/>'''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.<br/>All of this is holy, so make L into A for the purposes of Creatures of darkness. === Resistance === *'''Durability of oak meditation:''' 3m, reflexive (Step 7), Combo- Ok, Instant. ''A solar invokes this after an hits but before damage is rolled this charm sets her hardness to that attack to 8.'' *'''Ox Body Technique''' 1 -1 Health Level and two -2 *'''Body mending meditation:''' 10m, Supplemental, Combo- Ok, until the day ends. ''This charm supplements a dramatic action to marshal the characters inner resources for recovery. Roll Stamina + Resistance, success speeds up the healing rate by a factor of 10, or aids to a physician using Wound Mending Care Technique on the character. Characters can activate this when inactive. === Dodge === *'''Shadow Over Water:''' 1m. Reflexive. Instant. Combo- Ok. ''Ignore all penalties to Dodge DV. Undodgables are still undodgable.'' *'''Seven Shadow Evasion:''' 4m. Reflexive. Combo- ok. Obvious. ''Poyfect dodge. Valor Flaw.'' === Socialize === * '''Wise-Eyed Courtier Method:''' 3m 1wp, Simple (6 long ticks), Instant. ''Make social group of Magnitude 1+ believe something. Must have spent several hours in last year encouraging desired belief within group, roll (Charisma or Manipulation) + Socialize, subtract external penalty of leader's MDV plus 1/2 group Magnitude from rolled successes. Social group accepts new belief until Leader spends 6 Loyalty to remove permanently, or can spend 1 Loyalty to remove for a scene.'' *'''Wild Revelry Approach''' (Soc 3, Ess 2) 3m, 1wp: Simple (6 Long Ticks) Combo-OK, Emotion, Instant. ''This Charm is a socialize-based social attack to make a group feel a strong emotion—to lose itself in hatred, grief, lust or the joy of festival. It functions exactly as Wise-Eyed Courtier Method, save that its unnatural mental influence imposes an Emotion effect rather than a belief.'' *'''Mastery of Small Matters''' (Soc 2, Ess 1) 1m: Reflexive (Step 1 for attacker, Step 2 for defender), Combo-OK, Social, Until Next Action. ''This Charm makes her responses to social situations so natural and appropriate that in social combat she treats all enemy groups as one point of Magnitude smaller than they are (to a minimum of 0.) It also increases her effective Appearance by one dot. When in doubt, other characters will be more apt to do small favors and provide hospitality than not. Finally, this Charm ensures that the character understands the basic motivations of everyone present in the scene, as if her player had rolled three successes on a mundane Investigation roll to estimate each person’s motives.'' === Combos === ''(example:)''<br/> Combo Name: Combo Cost + 1wp *List of constituent Charms, including Cost and Type. *Heavenly Guardian Defense, 4m, Reflexive (Step 2). *Etc
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