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Campaign:Suikogaiden Sids/Golden Bearer of Travellers
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== Charms == ===Thrown=== *'''Second Thrown Excellency:''' 2m/1sux, Reflexive, Combo-OK, Instant. 2m in 1 sux out, max sux of (Essence/2, round down). *'''Essence Thorn Practice:''' 5m, Simple, Combo-OK, Obvious, Instant. Thrown attack with range of (Ess x 20) yards, no range penalties, Accuracy +(Essence) and Damage +6L. It cannot be parried, only dodged. ===Sail=== *'''Serendipitous Voyage:''' 3m, Simple (Dramatic Action), Special. Use this charm in a port, the character will find a vessel that will take them to their destination. This may not be a safe journey, simply one that will get them to their destination. It may be used on other transport but not personal transports or places vehicles do not regularly arrive and leave at. *'''Stone Skipping Spirit:''' 5m, Simple, Scenelong. For the rest of the scene, the ship sails smoothly despite local conditions. ===Linguistics=== *'''Favorable Inflection Procedure:''' 5m, Emotion (Compassion), Instant. Roll (Cha+Linguistics) against the target's MDV, add Essence in autosux. If successful, the target gains an Intimacy towards the user for the rest of the scene. ===Socialize=== *'''Shun the Smiling Lady:''' 7m, Simple, Emotion, Fate, Shaping, Indefinite. Target drops to App 1 before supernatural effects; supernatural effects require an additional 1wp cost and require a (Manipulation + Socialize) roll at difficulty of the Sidereal's Essence. Persons with romantic feelings towards the target with an Essence lower than the Sidereal immediately cease any feelings of this kind, including intimacies or Motivations. *'''Cash and Murder Games:''' 10m 1wp, Simple, Combo-Basic, Fate, Servitude, Virtue (Conviction), Instant. Roll (Manip + Socialize) against target's MDV, if succeeds, target views a second target in a new way (fear, sexual attraction, servitude, etc). To overcome this effect costs 1wp for the scene, and a wp expenditure total of the threshold successes rolled on this charm. *'''Life Without Compunction:''' 5m, Reflexive, Combo-OK, Emotion, Fate, Social, Virtue (Temperance), Instant. Used to mitigate social faux pas, may be activated for both the user or on the behalf of another. Roll (Manip + Socialize), 1 sux means people don't care, 3 means they consider it acceptable under the circumstances, 5 means it becomes part of the community's Policy for the rest of the story. *'''Fortuitous Fellowship:''' 12m, Simple, Fate, Shaping, Instant. 1 week meeting people and spreading ideas, roll Wits + Socialize, apply successes to: Magnitude: 1 sux = 1 magnitude, cap of The user's Craft (Fate) score. Loyalty: 1 sux = 1 loyalty, cap of the user's Virtues. User may lead the organization if they craft a resplendency specifically for it. ===Presence=== *'''Second Presence Excellency:''' 2m/1sux, Reflexive, Combo-OK, Instant. 2m in 1sux out on Presence rolls, cap of (Ess/2) sux. ===Awareness=== *'''Prior Warning:''' 6m, Simple (Speed 4 DV -0), Five Hours. Allows a reflexive (Wits+Awareness) roll, each success warns the user 2 minutes in advance of danger. ===Bureaucracy=== *'''Underling Invisibility Practice:'''4m, Simple, Illusion, Indefinite. Becomes invisible to those who consider the user beneath them, of a lower social status, or considers themselves better than anyone in general. Does not work on other Sidereals, and fails before perfect counters to invisibility. Leaves a vague feeling the victim needs to be somewhere else. ===Integrity=== *'''Third Integrity Excellency:''' 3m, Reflexive, Combo-OK, Instant. Reflexively reroll an Integrity-based action, may only reroll once. Used for unrolled attributes, doubles the Integrity score for a single use.
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