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Campaign:Suikogaiden Sids/daydreamer
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== Charms == ====DODGE==== * (Dodge) '''ABSENCE''' ** Cost: 2m; Mins: Dodge 2, Essence 2; ** Type: Reflexive (Step 2) ** Keywords: Combo-OK ** Duration: Instant ** Prerequisite Charms: None *** Viziers anticipate attacks upon them, and avoid them. This Charm is used in response to an attack. It allows the Exalt to ignore all penalties that apply to his Dodge DV when resolving that attack. His Dodge DV is still 0 against an undodgeable attack, but he takes no further penalties. * (Dodge) '''DUCK FATE''' ** Cost: 10m; Mins: Dodge 3, Essence 2; ** Type: Reflexive (Step 2) ** Keywords: Combo-Basic ** Duration: Instant ** Prerequisite Charms: Absence *** Vibrations in the strands of fate alert a Sidereal to imminent danger. Her player rolls (Dexterity + Dodge) against a difficulty equal to the permanent Essence of the foe responsible for the trouble. (Environmental dangers are difficulty 1.) If the roll succeeds, the Exalt avoids the harmful effect. For this Charm’s purposes, a “harmful effect” includes unexpected attacks, area-of-effect attacks, attacks with no physical component or even continuous effects with a duration longer than instant. (The character only needs to avoid a continuous effect once.) Attacks with very wide areas of effect (such as the Rain of Doom spell) defeat this Charm if the character is physically incapable of moving the distance needed to escape the effect. The Sidereal’s player must activate this Charm either before her opponent’s attack roll or as soon as the player becomes aware of the effect. ====SOCIALIZE==== * (Socialize) '''SHUN THE SMILING LADY''' ** Cost: 7m; Mins: Socialize 2, Essence 2; Type: Simple ** Keywords: Emotion, Fate, Shaping ** Duration: Indefinite ** Prerequisite Charms: None *** An office of the Bureau of Destiny holds a list of every person in a generation who is destined to fall in love. A spurned, vindictive or simply overprotective Sidereal can remove a person’s name from this roster for as long as the Sidereal commits Essence to this Charm. When he does so, the victim’s Appearance drops to 1 before the application of any supernatural effects. For the victim to apply such effects, he must pay the standard cost of the effect, and then his player must spend a Willpower point and succeed at a (Manipulation + Socialize) roll with a difficulty of the Sidereal’s Essence. If a person with romantic feelings toward the victim has a permanent Essence score lower than the Sidereal’s, that person’s romantic feelings cease immediately. Intimacies related to those romantic feelings also disappear. Neither the feelings nor the Intimacies may be re-established until the Charm ends. A player whose character’s Motivation centers on love for the Charm’s victim must immediately choose a new Motivation. This does not cost experience points. If the player wants to resume the old Motivation once the Charm ends, however, this does incur the normal cost of two experience points. ====PERFORMANCE==== * (Performance) '''FAULTLESS CEREMONY''' ** Cost: 1m; Mins: Performance 3, Essence 1; Type: Simple ** Keywords: Combo-Basic ** Duration: One week ** Prerequisite Charms: None *** When the Sidereal participates in a ceremony—anything from a newborn’s naming to a funeral—her involvement confers an orthodoxy that pleases Heaven. Her player rolls (Charisma + Performance + Essence) at a difficulty equal to (8 – the Resources expended on the ceremony). If the roll fails, the ceremony is still complete, but does not attract any notice from the Celestial Bureaucracy. If the roll succeeds, the authorities in Heaven look favorably on the ceremony’s participants. For the next week, the people for whom the Sidereal performed the ceremony—a wedded couple, the children who commissioned their father’s funeral or the like—enjoy a +1 bonus on any dice roll meant to represent their efforts. The successful prayer also grants a broader blessing of harmony and joy to the participants that goes beyond anything dice pools can represent: the dutiful children divide the estate without bickering, the newlyweds are assured of fertility and so on. * (Performance) '''PERFECTION IN LIFE''' ** Cost: 5m; Mins: Performance 2, Essence 2; Type: Simple ** Keywords: Combo-Basic, Fate, Virtue (Compassion) ** Duration: One scene ** Prerequisite Charms: None *** Not every person in Creation has a glorious destiny, but every person can live up to his destiny with grace. One of the duties of the Chosen of Venus, then, is to see that mortals and Exalted all live up to their potential. A Sidereal uses this Charm while he gives a performance of some kind, such as singing, dancing, reciting an epic poem or the like. Audience members feel the sense of completion, triumph and peace—the exaltation—that comes from knowing you are exactly where you should be, doing what you should do. The Seer’s player rolls (Charisma + Performance) against the highest Dodge Mental Defense Value of his assembled audience. If the roll succeeds, everyone who witnessed the Exalt’s entire performance (and is not a creature outside fate) gains a temporary Willpower point. A person can receive this bonus from the same Exalt only once per day, but the extra point can put the person over his Willpower maximum for the scene. * (Performance) '''DEFENSE OF SHINING JOY''' ** Cost: 5m, 1wp; Mins: Performance 3, Essence 2; ** Type: Simple (Speed 5, DV -1) ** Keywords: None ** Duration: One scene ** Prerequisite Charms: Perfection in Life *** Moving with the tempo of her opponent’s actions, as if the two of them were lifelong dance partners, the Sidereal can predict the perfect completion of any attack that opponent launches. She can also make certain that this perfect completion does not involve her. For the rest of the scene, the character adds her Performance score to her Dodge in calculating her Dodge Defense Value. Also, the character can use either her Performance or Dodge Excellencies (but not both) to increase her Dodge Defense Value static value. This new Defense Value ignores onslaught penalties and reduces the Defense Value penalty of any attack the character makes by one (to a minimum of zero). ====LINGUISTICS==== * (Linguistics) '''FAVORABLE INFLECTION PROCEDURE''' ** Cost: 5m; Mins: Linguistics 3, Essence 2; Type: Simple ** Keywords: Emotion, Virtue (Compassion) ** Duration: Instant ** Prerequisite Charms: None *** The Chosen of the Gods honor mere mortals just by acknowledging their existence. A Sidereal can forge a powerful connection to another person just by saying his name in his presence. The Seer’s player then rolls her (Charisma + Linguistics) against the target’s Dodge Mental Defense Value and adds her Essence in automatic successes. If the roll succeeds while the target is calm, the target feels more connected to and enriched by the Sidereal. He gains a single Intimacy toward the Sidereal for the rest of the scene. If the target is upset or hostile toward the Sidereal, the character can use this Charm to calm him. If the roll succeeds, the target’s hostility and its cause evaporate from his mind, giving the Sidereal a chance to change the subject or hide whatever set the target off in the first place. Physical evidence of the trigger (seeing a Sidereal climbing out the window while holding the target’s newborn infant, for instance) will rekindle the passion in the target. However, this Charm cannot affect an Exalt in Limit Break. * (Linguistics) '''BLUE VERVAIN BINDING''' ** Cost: 5m, 1xp; Mins: Linguistics 3, Essence 1; ** Type: Simple (1 long tick, DV -2) ** Keywords: None ** Duration: One minute ** Prerequisite Charms: None *** The Sidereal recites a minute-long blessing in the Old Realm’s tongue. (The Charm absolutely requires knowledge of that language.) If his player succeeds at an (Intelligence + Linguistics) roll at difficulty 5, the blessing binds together the fates of two creatures (one of whom may be the Seer himself) such that those two creatures can understand each other’s speech forever after. This understanding goes only so far as each creature’s respective intellect allows, of course. A Sidereal could no more explain the nuances of motonic physics to a Haltan san-monkey than that Sidereal could understand the san-monkey’s description of the pheromones that attracted him to his san-monkey mate. ====MARTIAL ARTS==== * (Violet Bier of Sorrows Style) '''SECRETS OF FUTURE STRIFE''' ** Cost: —; Mins: Martial Arts 1, Essence 1; ** Type: Reflexive (Step 1) ** Keywords: None ** Duration: Permanent ** Prerequisite Charms: None *** The character trains himself to listen for the slightest telltale hum in the strands of fate that presage the outbreak of combat. He can react to a conflict almost before it starts. This Charm doubles the character’s unmodified Join Battle dice pool. * (Violet Bier of Sorrows Style) '''BLADE OF THE BATTLE MAIDEN''' ** Cost: 2m/die, 2wp; Mins: Martial Arts 3, Essence 2; ** Type: Reflexive (Step 1) ** Keywords: Obvious ** Duration: One scene ** Prerequisite Charms: Secrets of Future Strife **** Scarlet Essence flares around the Vizier, giving her the fate of an armed and armored warrior. For the rest of the scene, the character’s Martial Arts attacks (including clinches) inflict lethal damage. The character can also parry lethal damage from physical attacks (including ranged attacks) without using a weapon or stunt. What’s more, every two motes spent on this Charm add one die to each unarmed Martial Arts attack, and one to the pool used to calculate Parry Defense Value. For this Charm alone, the maximum number of dice added rises to (Dexterity + Martial Arts)— but only for Martial Arts, and only if the character does not wear armor. * (Quicksilver Hand of Dreams Style) '''THE QUICKSILVER STAIRCASE''' ** Cost: —; Mins: Martial Arts 2, Essence 2; Type: Permanent ** Keywords: None ** Duration: Enlightening, Permanent ** Prerequisite Charms: None *** The martial artist learns to take control of his inner self. He is now an entirely lucid dreamer and may remember his dreams perfectly (excepting those in which he learns this style). He also gains certain related benefits: **** The martial artist perceives the true nature of objects crafted from glamour or gossamer, the dream-stuffs of the Fair Folk. This does not intrinsically grant the power to see the reality behind glamours, but at least the character knows to try. **** The character can handle raw dream-stuff, such as dreams pulled out using Dream Ravager Hand, as if he held a physical object. Because other people can’t normally hold dreams, however, he cannot hand one to someone else unless he places it in a dream catcher (see p. 141). **** The martial artist resists mental and physical warping from the Wyld. Treat all Wyld zones as one step closer to Creation. For example, the character resists the Deep Wyld as if it were only a Middlemarch. <div> <table border="1" cellpadding="3" cellspacing="0"> <tr> <td>Name</td> <td>Type</td> <td>Keywords</td> <td>Duration</td> <td>Effect</td> <td>Cost: </td> </tr> <tr> <td rowspan="3">Fervent Night Fantasm</td> <td rowspan="3">Supplemental</td> <td rowspan="3">Combo-OK, Illusion, Touch</td> <td rowspan="3">Instant</td> <td style="background-color: rgb(207, 226, 243); color: rgb(7, 55, 99);"><small>The dream remains latent until the next time the target sleeps. It is just a dream, with no physical or metaphysical consequences. The target vividly remembers the dream on waking, though, so the martial artist can use the dream as a medium to attempt a social attack upon the target, using whatever Abilities she possesses.</small></td> <td style="background-color: rgb(207, 226, 243); color: rgb(7, 55, 99);">2m</td> </tr> <tr> <td style="background-color: rgb(159, 197, 232); color: rgb(32, 18, 77);"><font size="1">The martial artist forces the character to dream while awake. The induced hallucination introduces one new entity into the target’s perception. The new entity cannot include any sensation more overpowering than a brass band, but otherwise just about anything is possible. The martial artist can use this hallucination to mask real entities too. The dream image lasts the rest of the scene. The target can resist the waking dream for one action by spending a Willpower point. Implanting a new hallucination cancels out the old one.</font> </td> <td style="background-color: rgb(159, 197, 232); color: rgb(32, 18, 77);">4m</td> </tr> <tr> <td style="background-color: rgb(204, 204, 204); color: rgb(238, 238, 238);"><i><small>The martial artist takes total control of the target’s consciousness, for as long as she wants to keep it and can stay awake herself. She can add, subtract or change whatever perceptions she wants. She may hurl the target into a complete dream world with no connection to reality, or she may work subtly, deluding the character by changing just a few words heard by the character.</small></i></td> <td style="background-color: rgb(204, 204, 204); color: rgb(238, 238, 238);"><i>6m</i></td> </tr> <tr> <td rowspan="3">Peaceful Repose Touch</td> <td rowspan="3">Supplemental</td> <td rowspan="3">Combo-OK, Compulsion, Touch</td> <td rowspan="3">Instant</td> <td style="background-color: rgb(217, 210, 233); color: rgb(32, 18, 77);"><small>The target can be stunned through her next action. An unresisting subject can also be sent instantly to a normal sleep. This level also infallibly forces a sleeper to wake up, including someone put to sleep by this Charm, other Charms that induce sleep or spells.</small> </td> <td style="background-color: rgb(217, 210, 233); color: rgb(32, 18, 77);">2m</td> </tr> <tr> <td style="background-color: rgb(180, 167, 214); color: rgb(76, 17, 48);"><small>The attack forces the target to sleep deeply for 24 hours. The target can resist the compulsion by spending one Willpower per action, but doing so only delays the target’s slumber. The target can still be awakened by shocks such as slapping or dunking her in cold water. Alternatively, the target becomes unable to sleep naturally for as many days as the attacker’s successes.</small></td> <td style="background-color: rgb(180, 167, 214); color: rgb(76, 17, 48);">4m</td> </tr> <tr> <td style="background-color: rgb(204, 204, 204); color: rgb(238, 238, 238);"><i><small>The target sleeps as long as the martial artist wants. Spending Willpower delays slumber but does not counter the effect. Someone who has a strong Intimacy to her can awaken the target. The martial artist can also set a condition for the target to wake up, such as physical harm or calling her name. The sleeper does not age or need to eat, excrete or breathe (though she does seem to breathe very slowly and shallowly). Alternatively, the target becomes unable to sleep again (until some set trigger removes the curse). Not only does this remove the target’s ability to recover Willpower by sleeping, she will go mad after a number of days equal to her Willpower.</small></i></td> <td style="background-color: rgb(204, 204, 204); color: rgb(238, 238, 238);"><i>6m</i></td> </tr> </table> </div>
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