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===Favoured=== <!--2nd Investigation Excellency--> *'''''Lore''''' <!-- '''Second Lore Excellency — ESSENCE TRIUMPHANT'''<br/> Cost: 2m per success<br/> Type: Reflexive (Step 1 for attacker, Step 2 for defender)<br/> Keywords: Combo-OK<br/> Duration: Instant<br/> Flawless Silent Soul can invoke this Charm when making a roll based on Lore. Soul then spends up to (Attribute + Lore) in motes. This Charm adds one success to a roll for every two motes spent. Each success purchased with Essence Triumphant is the equivalent of purchasing two dice with the First Excellency or some other dice adder. Therefore, if Soul had a (Int + Lore) total of 8, he could purchase up to four successes with the Second Excellency. Any magical effects that hinge on the character buying dice will then react as if he had just bought eight (Int + Lore) dice. He could not add dice from the effects of other Charms because he has reached his maximum of eight by purchasing the four successes.<br/> Soul can also use this Charm to enhance unrolled uses of Lore. Each two motes spent increases his effective (Attribute + Lore) rating for one task by two. This means that every two motes spent on this Excellency increase a static value like a DV by one. The First Excellency is thus considerably more efficient for increasing static values than the Second Excellency, but not reliably so.<br/> This Charm can be Comboed or used together with the First Excellency, but it is incompatible with the Third Excellency, and it can never be used on the same roll as the Third Excellency.<br/> --> <!-- '''Immanent Solar Glory'''<br/> Cost: n/a<br/> Type: Permanent<br/> Keywords: Obvious<br/> Duration: Indefinite<br/> Prerequisite Charms: Any Lore Excellency!!! This Charm allows Flawless Silent Soul to recover motes by tending to the affairs of a kingdom, organization or social or military unit he leads. (In other words, probably the Guild.) Each hour spent inspiring the people or performing administrative tasks allows Soul to recover motes equal to the unit’s Magnitude. In addition, each purchase of this Charm increases his Peripheral Essence pool by 10 motes. This Essence cannot be committed to an artifact. He cannot recover this Essence normally—he can refill this pool only through the technique above and with Essence-recovery Charms. The player may purchase this Charm a total number of times equal to his Essence. --> <!-- '''Spirit-Detecting Glance'''<br/> Cost: 3m<br/> Type: Reflexive (Step 1)<br/> Keywords: Combo-OK<br/> Duration: One scene<br/> Prerequisite Charms: None!!! Spirits cannot hide from the Lawgivers. Spirits such as demons, ghosts and gods often move through the world in dematerialized form, completely hidden from all observers. This Charm lets Soul see, hear, smell and feel—but not touch—dematerialized creatures. It makes dematerialized creatures within the normal range of his senses valid targets for the character’s Awareness actions, including reflexive Awareness actions.<br/> --> *'''''Survival''''' '''Hardship-Surviving Mendicant Spirit'''<br/> 10m, Reflexive, Indefinite.<br/> Negates any environmental external penalties to Survival rolls. This Charm does not protect against environmental damage, however, so if the environment is deadly enough to force regular Resistance rolls, Soul needs Element-Resisting Prana to endure it. *'''''Medicine''''' '''Second Medicine Excellency — ESSENCE TRIUMPHANT'''<br/> Cost: 2m per success<br/> Type: Reflexive (Step 1 for attacker, Step 2 for defender)<br/> Keywords: Combo-OK<br/> Duration: Instant<br/> Flawless Silent Soul can invoke this Charm when making a roll based on Medicine. Soul then spends up to (Attribute + Medicine) in motes. This Charm adds one success to a roll for every two motes spent. Each success purchased with Essence Triumphant is the equivalent of purchasing two dice with the First Excellency or some other dice adder. Therefore, if Soul had a (Int + Medicine) total of 8, he could purchase up to four successes with the Second Excellency. Any magical effects that hinge on the character buying dice will then react as if he had just bought eight (Int + Medicine) dice. He could not add dice from the effects of other Charms because he has reached his maximum of eight by purchasing the four successes.<br/> Soul can also use this Charm to enhance unrolled uses of Medicine. Each two motes spent increases his effective (Attribute + Medicine) rating for one task by two. This means that every two motes spent on this Excellency increase a static value like a DV by one. The First Excellency is thus considerably more efficient for increasing static values than the Second Excellency, but not reliably so.<br/> This Charm can be Comboed or used together with the First Excellency, but it is incompatible with the Third Excellency, and it can never be used on the same roll as the Third Excellency.<br/> <!-- '''Touch of Blissful Release<br/> Cost: 5m<br/> Type: Simple (Speed 5)<br/> Keywords: Combo-OK, Touch<br/> Duration: Soul's Essence in hours<br/> Prerequisite Charms: Any Medicine Excellency!!! The recipient of this Charm feels a temporary euphoria qualitatively similar to an opium high. This Charm cancels up to three points of the target’s penalties from Sickness, Poison and Crippling effects and wound penalties. Its effects linger for five minutes after the duration expires. Touch of Blissful Release is not physically addictive to the target.<br/> --> <!-- '''Contagion-Curing Touch'''<br/> Cost: 2m<br/> Type: Supplemental<br/> Keywords: Combo-OK, Touch<br/> Duration: Instant<br/> Prerequisite Charms: Any Medicine Excellency!!! This Charm supplements a Medicine-based action to treat a patient. It does not reduce the time required for medical treatment, but otherwise allows Soul to treat patients in unfavorable conditions without medicines, penalties or a stunt. The medical shortcuts involved depend on the Exalt in question. Some learn special pressure points, others channel raw Essence to heal, and still others inspire new strength in their patients through words and actions.<br/> --> '''Wound-Mending Care Technique'''<br/> Cost: 10m<br/> Type: Supplemental<br/> Keywords: Combo-OK, Touch<br/> Duration: Until the day ends<br/> Prerequisite Charms: Any Medicine Excellency!!! This Charm supplements a dramatic action to treat, monitor and tend to a patient. This action requires one hour spent without a stunt or a Charm. Soul rolls (Intelligence + Medicine). This Charm replaces the normal benefits of medical care, instead allowing the target to recover a number of lethal or bashing health levels equal to the number of successes at the end of the treatment. If the target spends the day resting, the target recovers a number of additional lethal and bashing health levels equal to Soul's permanent Essence at the end of the day. No patient can benefit from this Charm more than once per day. '''Flawless Diagnosis Technique'''<br/> 1m, Reflexive, Instant.<br/> This Charm lets Flawless Silent Soul automatically determine which of the target’s observable traits and described symptoms are medically related. If he uses this Charm in the process of a formal diagnosis, normally a dramatic (Perception + Medicine) action with a Speed of 5 long ticks, this Charm protects him from any error in diagnosis. If he has enough information, he accurately identifies each condition, its source and its additional effect. If he does not have enough information—as when a target who caught an unknown disease from eating infected human brains successfully conceals his cannibalism—he recognizes that some key piece of the puzzle is missing.<br/> '''Ailment-Rectifying Method'''<br/> No cost, Permanent, Instant, Touch.<br/> This Charm guarantees that any attempt Flawless Silent Soul makes to treat a sickness is considered supernatural. It halves the length of the patient’s convalescence. If he rolls five or more successes on a Medicine roll for him to treat an ordinarily incurable illness, such as the Great Contagion, he can spend five motes and banish it from the patient’s system. Treating sickness in this fashion is a dramatic Medicine-based action that takes one hour unless sped by a stunt or Charm.<br/> '''Body-Purifying Admonition'''<br/> No cost, Permanent, Instant, Touch.<br/> This Charm guarantees that any attempt Flawless Silent Soul makes to treat a poison is considered supernatural. If he rolls five or more successes on a Medicine roll to treat an ordinarily incurable poison, such as spiritual taint, Yozi impregnation or even spells such as Blood of Boiling Oil, he can spend five motes and banish it from the patient’s system. Treating poison in this fashion is a dramatic Medicine-based action that takes 20 minutes unless sped by a stunt or Charm.<br/> '''Wholeness-Restoring Meditation'''<br/> No cost, Permanent, Touch.<br/> Flawless Silent Soul can cure any Crippling effect. This Charm guarantees that any attempt they make to treat the effect is considered supernatural. If he rolls five or more successes on a Medicine roll to treat an ordinarily incurable Crippling effect, such as limb amputation or Charm-induced paralysis, he can spend five motes and restore the patient. Treating Crippling injuries in this fashion is a dramatic Medicine-based action that takes one hour unless sped by a stunt or Charm. It takes the patient several days of convalescence to repair otherwise permanent damage such as lost limbs or blindness.<br/> '''Instant Treatment Methodology'''<br/> Cost: 7m<br/> Type: Simple (Speed 7, DV -1)<br/> Keywords: Combo-OK, Touch<br/> Duration: Instant<br/> Prerequisite Charms: Any Medicine Excellency, Flawless Diagnosis Technique!!!<br/> This Charm is a Medicine-based action in which Soul treats a patient. The Charm functions exactly as any Medicine-based dramatic action that takes up to one hour, save that he performs it in a handful of seconds. As with Contagion-Curing Touch, the medical shortcuts involved depend on the Exalt in question. This Charm does not remove the need for appropriate medicine, surgical tools and suchlike, but Soul can use a stunt or Combo to work around these limitations.<br/> This Charm speeds only that portion of treatment that actively involves the physician. It does not accelerate any rest, recovery and convalescence the patient normally performs on his own. It can act as the dramatic action required by Charms such as Wholeness- Restoring Meditation and Wound-Mending Care Technique.<br/> *'''''Bureaucracy''''' '''Second Bureaucracy Excellency — ESSENCE TRIUMPHANT'''<br/> Cost: 2m per success<br/> Type: Reflexive (Step 1 for attacker, Step 2 for defender)<br/> Keywords: Combo-OK<br/> Duration: Instant<br/> Flawless Silent Soul can invoke this Charm when making a roll based on Medicine. Soul then spends up to (Attribute + Bureaucracy) in motes. This Charm adds one success to a roll for every two motes spent. Each success purchased with Essence Triumphant is the equivalent of purchasing two dice with the First Excellency or some other dice adder. Therefore, if Soul had a (Cha + Bureaucracy) total of 8, he could purchase up to four successes with the Second Excellency. Any magical effects that hinge on the character buying dice will then react as if he had just bought eight (Cha + Bureaucracy) dice. He could not add dice from the effects of other Charms because he has reached his maximum of eight by purchasing the four successes.<br/> Soul can also use this Charm to enhance unrolled uses of Bureaucracy. Each two motes spent increases his effective (Attribute + Bureaucracy) rating for one task by two. This means that every two motes spent on this Excellency increase a static value like a DV by one. The First Excellency is thus considerably more efficient for increasing static values than the Second Excellency, but not reliably so.<br/> This Charm can be Comboed or used together with the First Excellency, but it is incompatible with the Third Excellency, and it can never be used on the same roll as the Third Excellency.<br/> '''Frugal Merchant Method'''<br/> 1m, Combo-OK, Supplemental, Instant.<br/> 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 Flawless Silent Soul a perfect awareness of the target object’s quality and condition. This awareness gives one bonus success on any price haggling if his bargaining opponent is honest (and using Charisma) and three bonus successes if the opponent is dishonest (and using Manipulation).<br/> '''Insightful Buyer Technique'''<br/> 3m, Combo-OK, Supplemental, Social.<br/> This Charm supplements a social or dramatic action to buy, sell or trade something wisely. This Charm provides information on market values. To the extent that Soul 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 its value in those markets. This information is sometimes worth the Charm’s cost in itself, but the main effect of this Charm and this information is to reduce external penalties applying to the mercantile action by an amount equal to the Solar’s Essence. Whether Soul is trying to buy a good sword for himself, outfit his army in exceptional steel, trade off yeddim for silk before plague kills the beasts or sell off the produce of his nation’s labor, he can overcome penalties from scarcity, volatile markets and trade barriers.<br/> *'''''Investigation''''' '''Courtier's Eye Technique'''<br/> Cost: 3m<br/> Type: Simple<br/> Keywords: Combo-OK<br/> Duration: Instant<br/> This Charm allows Soul to detect others’ importance or wealth with a glance. This Charm targets one individual he can sense. Soul rolls (Perception + Investigation), adding his Essence in automatic successes. If the target is concealing his identity or Resources in any way, subtract an external penalty of ([the target’s Manipulation + Socialize] ÷ 2) from the successes on the Investigation roll. If Soul succeeds, he learns the target’s Resources and Influence ratings. In addition, he can make a rough but solid estimate of how many allies the target considers himself to have in the immediate circumstances and how much wealth and power the target wields through organization-specific Backgrounds such as Backing and Followers. Soul may not attempt to use this Charm on a given target more than once per scene.<br/> <!--'''Consumer Evaluating Glance'''<br/> Cost: 2m<br/> Type: Reflexive<br/> Keywords: Combo-OK, Compulsion<br/> Duration: Instant<br/> Prerequisite Charms: Courtier’s Eye Technique!!! Soul uses this Charm immediately after interacting with a target. He rolls (Perception + Investigation). The difficulty of this roll is 1, but subtract an external penalty of ([the target’s Manipulation + Socialize] ÷ 2) from the successes on the Investigation roll. On a success, this Charm forces the target’s player to declare the target’s intentions in this interaction.<br/> --> *'''''Melee''''' '''Call the Blade'''<br/>1m, Reflexive (2), Instant, Obvious.<br/> If target weapon owned by Flawless Silent Soul is within (Essence x 10) yards, and a flight path exists between the Weapon and his hand, this Charm draws the weapon into his grasp. This Charm can be used to draw and ready a sheathed weapon reflexively.<br/> *'''''Resistance''''' <!-- '''Second Resistance Excellency — ESSENCE TRIUMPHANT'''<br/> Cost: 2m per success<br/> Type: Reflexive (Step 1 for attacker, Step 2 for defender)<br/> Keywords: Combo-OK<br/> Duration: Instant<br/> Flawless Silent Soul can invoke this Charm when making a roll based on Medicine. Soul then spends up to (Attribute + Resistance) in motes. This Charm adds one success to a roll for every two motes spent. Each success purchased with Essence Triumphant is the equivalent of purchasing two dice with the First Excellency or some other dice adder. Therefore, if Soul had a (Stam + Resistance) total of 8, he could purchase up to four successes with the Second Excellency. Any magical effects that hinge on the character buying dice will then react as if he had just bought eight (Stam + Resistance) dice. He could not add dice from the effects of other Charms because he has reached his maximum of eight by purchasing the four successes.<br/> Soul can also use this Charm to enhance unrolled uses of Resistance. Each two motes spent increases his effective (Attribute + Resistance) rating for one task by two. This means that every two motes spent on this Excellency increase a static value like a DV by one. The First Excellency is thus considerably more efficient for increasing static values than the Second Excellency, but not reliably so.<br/> This Charm can be Comboed or used together with the First Excellency, but it is incompatible with the Third Excellency, and it can never be used on the same roll as the Third Excellency.<br/> --> '''Ox-Body Technique (5)'''<br/> No cost, Permanent.<br/> All totaled, adds five -1 health levels and ten -2 health levels.<br/> '''Durability of Oak Meditation'''<br/> 3m, Instant, Reflexive (Step 7).<br/> Flawless Silent Soul invokes this Charm after an attack hits but before damage is rolled. This Charm sets his Hardness against that attack to 8.<br/> <!-- BODY-MENDING MEDITATION Cost: 10m; Mins: Resistance 1, Essence 1; Type: Supplemental Keywords: Combo-OK Duration: Until the day ends Prerequisite Charms: None Even wounded nigh unto death, a Lawgiver will marshal the strength to rise again. This Charm supplements a dramatic action to marshal the character’s inner resources for recovery. This action requires one hour without a stunt or another Charm. The Solar’s player rolls (Stamina + Resistance). Success speeds his healing rate by a factor of 10 or, if the character prefers, adds directly to the successes of a physician using Wound-Mending Care Technique on the character. See page 149 for more on natural healing rates. Characters can activate Body-Mending Meditation when inactive (see p. 143). -->
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