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===Martial Arts=== *Second Martial Arts Excellency: What do you think? Dicecap of Essence + Sword. *Fateful Martial Arts Excellency: 1+m, Reflexive, Combo-OK, Instant. Each mote reduces the TN of the roll by 1, min of 3. Spend 4m 1wp, convert entire pool to Successes. *Master's Hand Envisioned Anew (Ess 7 version): Permanent. Copy one form weapon from a SMA to any other style. Purchased 3 times. Weapon is a Serpent-Sting Staff ====Violet Bier of Sorrows==== *Secrets of Future Strife: Permanent. Double unmodified Join Battle pool. *Flight of Mercury: 1m/action, Reflexive, Combo-OK, Up to (MA) Actions. Reduce speed of all attacks by 1 (min 3) for one action per 1m spent, cap of MA motes. *Blade of the Battle Maiden: 2m/die 2wp, Reflexive, Obvious, Scenelong. Every 2m spent increases MA dice pools by 1d, or 1 to PDV calculation. Dicecap of (Dex + MA). *Joy in Adversity Stance: 5m, Reflexive (Step 5), Combo-OK, Scenelong. Roll (Essence) when attack does not beat DV, each success adds 2m. Only works in true adversity. *Violet Bier of Sorrows Form: 6m, Simple (Speed 6 DV -1), Form-Type, Scenelong. Minimum damage of MA if higher than Ess/Overpowering. Each successful attack strips 1 dot of a virtue from the target, but may not invalidate the Great Curse. *Death-Parrying Stroke: 2m/HL, Reflexive (Step 8), Combo-OK, Obvious, Instant. Reduces rolled damage successes by 1 per 2m spent. *Unobstructed Blow: 5m, Supplemental, Combo-OK, Instant. Attack becomes Unblockable, ignores armor completely if it hits. *Horrific Wreath: 2m 1wp, Supplemental, Combo-OK, Holy, Obvious, Instant. CoDs receive Agg damage from this attack. *Metal Storm: 3m/attack, Extra Action, Combo-OK, Instant. 3m per attack, attempts an extra attack at full dice pool, attack cap of MA. *Crimson Palm Counterstrike: 5m, Reflexive (Step 2), Combo-OK, Counterattack, Instant. Roll (Dex + MA), subtract rolled successes from attacker's successes after DV, if negated extra successes are applied to the target as a counterattack. *Life-Severing Blow: 2m/hl, Reflexive, Combo-OK, Instant. Buys automatic successes on the damage roll, success cap of (Essence). *Conclusion-Pursuing Approach: 10m 1wp 1lhl, Simple (Speed 6 DV -2), Combo-OK, Fate, Obvious, Prayer Strip, Scenelong. Regain 1wp when you do damage to a target, Triple wound penalty on the target against the User's attacks. If prayer-strip version is used, subtracts 1wp from targets damaged by the weapon for the scene. If they run out of willpower OR are outside fate, they subtract 10m instead. If the target has 10m of essence to lose, all unsoaked damage becomes successes on the damage roll. ====Tiger Style==== *Crimson Leaping Cat Technique: 3m, Supplemental, Combo-OK, Obvious, One Action. Add MA to Dex for purposes of determining move and dash distances, and to Strength for jump distances. *Striking Fury Claws Attack: 2m, Supplemental, Combo-OK, Obvious, Instant. Inflict lethal damage unarmed, add Essence to damage rolls with Tiger Claws. *Tiger Form: 6m, Simple (Speed 3), Form-Type, Scenelong. Add MA to raw damage unarmed, add Essence to natural Bashing/Lethal soaks, suffers no penalties from fighting while prone. *Raging Tiger Pounce: 2m, Supplemental, Combo-OK, One Action. Automatically knocks down target if attack hits. Only Charms or other magical effects can contest this. *Spine-Shattering Bite: 3m + 1m/die, Simple, Combo-OK, Obvious, Instant. Unarmed attacks inflict a minimum of four levels of lethal damage, each 1m adds 1d to the roll, to a limit of ((Dex + MA)*2). *Stalking Cat Movement Meditation: 2m/die, Simple, Combo-OK, Scenelong. 1d to Stealth and Awareness rolls for stalking a target per 2m, mote cap of (Essence), only works for sneaking up on opponents or the like. *Leaping From Cloaking Shadows Attack: 5m, Supplemental, Combo-OK, Instant. Ignore half target's Lethal/bashing soak if they do not know you are there. *Celestial Tiger Hide: 5m 1wp, Simple, Obvious, Scenelong. Add MA to Bashing/lethal soak for the scene. *Angry Predator Frenzy Style: 7m 1wp, Extra Action, Counterattack, Obvious, Scenelong. Make 2 Martial Arts attacks every action (no MAP). In addition, they may immediately counterattack whenever hit, Adding the successes on the attack roll by the target to the raw damage. ====First Pulse Style==== *'''Lightning Mental Armament:''' 2m, Reflexive (Step 2), Instant. Activate when attacked unexpectedly; Applies half normal DVs to the attack and adds 4d to the Join Battle roll afterwards. *'''Stubborn Monkey Hesitation:''' 3m, Reflexive, Combo-OK, Instant. Automatically act on tick 0 of combat, forces all present to roll Join Battle. Add (Essence) dice to the JB roll if others initiate the violence. *'''Hunter Bags the Deer:''' 3m, Reflexive, Combo-OK, Instant. Act one tick earlier than normal, but add 1 to the speed of the action taken using this charm. DVs do not automatically refresh after this action, but do the action after the action this charm was used on. *'''Bird-of-Paradise Whistles in the North:''' 3m/5m, Reflexive (Step 9), Combo-OK, Counterattack, Two Actions. If hit with an unexpected attack, may make a clinch counterattack at their full dice pool; if successful, may throw the target to the ground (prone), or (Strength) yards in any direction. This effect also gives the target a -2 internal penalty to all attempts to hide from the user for two actions. May activate a second version for 5m, when hit by any violent attack, making a normal counterattack at their full dicepool; this counterattack does bashing, it instead inflicts lethal damage, and if already able to inflict lethal it adds +3L to the damage. Reduces the user's DVs by 1 for the action. *'''Poisoned Rat Moves Without Pride:''' 4m, Supplemental, Combo-OK, Instant. Supplements an attack; if it hits, target rolls (Wits + Awareness) at difficulty of MA rating. If they fail, the target's next action speed increases by one tick. *'''First Pulse Form:''' 5m, Simple (Speed 3 Dv -2), Form-Type, Scenelong. If the user activates this charm and is still the first to attack, they gain +2 sux to the attack roll. Reduce the speed of attacks and flurries consisting only of attacks by 1, minimum 4. Gain an automatic 2d bonus to all attacks, but Guarding becomes a DV -1 action. *'''Introduction to the Stone Prince:''' 5m, Supplemental, Combo-OK, Crippling, Instant. Supplements a normal unarmed martial arts attack, a crush clinch attack or an opposed grappling check. If the attack successfully knocks the target prone, they immediately bring down a stone-hard foot on a brittle piece of the target's anatomy. She inflicts (Strength + Essence) dice of Lethal damage, and if the target suffers at least one level of damage, they are crippled; 1 level is a hand or foot, 2 is a limb, 3 is the spine, and may always opt to do a lesser damage. *'''Fleeting Wings of Dust:''' 4m, Simple (Speed 4 DV -2), Combo-OK, Three Actions. User throws grime or essence-charged dirt into the target's face; count their DV as half against this attack, and if it hits inflicts a -4 internal penalty on the target for 3 actions. *'''Titan of the Streets:''' 2m 1wp 1lhl, Simple, Combo-Basic, Obvious, One Scene. Add 1 to all physical attributes for the scene, 3 to her Wits. All knockback is doubled, including throws, and they add 2 to their move and dash actions. When this and First Pulse are active, Speeds can go to a minimum of 3. ====Mantis Style==== *Leaping Mantis Technique: 3m, Reflexive, Combo-OK, Obvious, Instant. +MA to JB pool and jump distance if the user jumps into battle. User may add MA to their move at any time in the next scene. *Iron-Arm Block: 3m, Reflexive (Step 2), Combo-OK, Instant. Add MA to PDV, parry lethal unarmed. *Mantis Form: 6m, Simple (Speed 3), Form-Type, Scenelong. +MA to Bashing/Lethal soak, does not suffer Onslaught Penalties. Parry/Inflict Lethal damage. *Grasping Claw Method: 3m, Simple (Speed 4 DV -2), Combo-OK, Instant. Add MA to disarm attempts. *Grasping Mantis Defense: 5m, Reflexive (Step 6), Combo-OK, Counterattack, Instant. Roll (Dex + MA) as a parry attempt, if successes = or greater than the target's attack the attack is parried and the target is clinched. Use net successes as extra successes on the hold attempt. *Joint-Locking Technique: 3m, Reflexive, Touch, One Action/Hold. Add Essence to (Str/Dex + MA) roll to maintain/control clinch. *Joint-Disabling Attack: 4m, Simple, Combo-OK, Crippling, Touch, Instant. in a grapple, make normal attack/damage rolls, for every HL that would be inflicted instead put a -1 penalty on the target's pools and DV for the scene. *Flying Mantis Kick: 2m, Supplemental, Combo-OK, Instant. Jump and attack in one action without flurrying, if hits successes count double for determining damage. *Crushing Claw Technique: 3m/action, Simple, Touch, Varies. Crushing attack, inflicts (Str + MA + successes) lethal damage. *Unfolding Retribution Stance: 6m 1wp, Reflexive (Step 9), Combo-OK, Counterattack, Scenelong. Counterattack against any who attack them at full dice pool. ====Prismatic Arrangement of Creation Style==== *Deadly Starmetal Offensive: 5m, Simple (Speed 3), Obvious, Shaping, Five Actions. Increases unarmed attacks, statline in attacks. (Speed 3 Acc +3 Damage +7L Defense +4 Rate 3) *Orichalcum Sheathing Stance: 5m 1wp, Reflexive, Obvious, Five Actions. adds 12L/B armored soak that does not interfere with MA charms. *Flickering Moonsilver Approach: 10m, Reflexive, Combo-OK, Obvious, Five Actions. Make unarmed MA attacks at a range of (Ess * 5) yards. Subtract MA from target's DVs. *Five Jade Fury: 10m, Reflexive, Knockback, Obvious, Five Actions. Inflict Bashing or Lethal, 1 Autosux on attack rolls per 3d rolled (round up), 1 autosux per on damage rolls per 3d rolled (round up), knockback 1 yard for every level of damage inflicted, reduce speed of action by 1. Apply one of these benefits per attack. *Four Magical Materials Form: 15m, Simple (Speed 3), Form-Type, Obvious, Scenelong. Automatically receive the benefits of the 4 previous charms. Convert lethal damage to bashing (before soak), unless it would damage a magical material. *Charm Redirection Technique: 7m, Supplemental, Obvious, Instant. Roll (Dex + MA) against difficulty of target's Essence. Target pays for the effect as normal, but it must be able to be applied to another person (Reflexives cannot be redirected). *Sequential Charm Disruption: 5m + charm cost 1wp, Supplemental, Obvious, Instant. May annul or redirect combos as Charm Redirection Technique. *Spell-Shattering Palm: 12m, Combo-OK, Obvious, Instant. (Dex + MA), difficulty of target's Essence + circle of the spell. *Astrology Interruption Method: 10m 1wp, Reflexive, Obvious, Touch, Instant. (Dex + MA), difficulty of (Ess + College) of the Sidereal who applied the Destiny. *Soul-Fire Shaper Form: 15m, Simple (DV -3), Form-Type, Obvious, Scenelong. Increase Essence to 10, don't fill pools but maximum goes up. May make one free use of the previous 4 charms on every action, does not count as charm use or their action. *God Ways: 6m, Simple, Obvious, Indefinite. (Cha+MA) difficulty of target's Essence. Target may make a Willpower roll, difficulty 2, every action to regain control of their body. Cannot possess Soulsteel objects. May possess other MM objects only if they know this Style's charm for it. *Full Moon Lunar Ways: 10m 1lhl, Simple, Obvious, Touch, Five Actions. Replaces their Anima Banner but not their caste mark or Lesser Sign. Pick one Caste attribute/ability of the Exalt type, gain (Essence) Successes on the roll for the duration. May choose a new attribute/ability each time they activate the charm. *Games of Divinity Form: 7m 1wp, Simple, Emotion, Form-Type, Obvious, Scenelong. Enemies who want to harm her must fail Compassion, addicts viewers. Players must succeed at Temperance rolls to refuse any reasonable opportunity to see the Charm in use again. *Demense Emulation Practice: 20m 1wp 1lhl, Simple, Combo-OK, Obvious, Scenelong. (Dex + MA), adds an additional number of Agg damage equal to the successes rolled. This is soaked separately. *Demense and Manse Form: 12m, Simple (DV -2), Form-Type, Obvious, Scenelong. Grants a 5 dot custom hearthstone set in a starmetal circlet for the duration. *Prismatic Arrangement of Creation Form: 10m 1wp, Simple (Speed 3), Obvious, Scenelong. Double JB pool, always acts first on the tick as a perfect effect, is aware of all attacks and is immune to sensory penalties as a perfect effect. May sense every Supernatural effect, object or creature within (Ess * 10) yards. Noticing hidden things is a normal (Per + Aware) roll that adds (Essence) successes. May activate other PAoC Form-Type charms at normal cost, or 2 non-PAoC Form-Type charms. Form weapons from other styles count as in-style for PAoC charms for the duration the Form coexists with this Form. This does not extend to armor. ====Charcoal March of Spiders Style==== *11 Charms
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