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Campaign:Anarchy Group Omega/Avin/Charms
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=== Obsidian Shards of Infinity Style === '''Form Weapons:''' Paired Sais, Paired Baneclaws, Multiple Knives or Punch Daggers<br/> '''Armor:''' No<br/> '''Black Shards Fall like Ice:''' ''10m; MA 5 ESS 4; Simple; Combo-Basic, Obvious; Instant.'' The user selects a location within (Essence x 25) yards. An area (Essence x 5) yards in radius is then struck by a rain of shards of obsidian glass. The user rolls (Dexterity + Martial Arts) to target the attack, which deals a base of 15L piercing damage, with extra successes adding to damage as normal. This attack cannot be parried except by Charms that grant a perfect parry defense. Any Dodge charm that can remove the evading character from the charm's area add 3 to the character's DDV. This Charm gives no immunity to it's own effects.<br/> '''Ripple in the Silvered Glass:''' ''6m, 1wp; MA 5 ESS 4; Reflexive (Step 5); Combo-OK; Instant.'' In response to an attack, the user suggests an alternative outcome which becomes true, limiting themselves to outcomes which are possible. Mechanically, the target botches their attack. The target may reflexively spend a Willpower point and roll (Wits + Awareness) with an internal penalty equal to the user's (Essence + Martial Arts). With one success, the attack didn't botch, but still didn't hit. With three successes, they tear through the shifting fates and succeed. If a mentally unstable or insane person is targeted by this charm and spends a willpower point, the internal penalty is equal to only the user's Martial Arts rating. This can apply against non-sentient things, and in such cases works automatically. In addition, any action launched through a reflective surface, such as someone scrying from a forest pool, can be deflected with this charm as well. The martial artist automatically senses the attempt and can chose to use this charm against it.<br/> '''Reaching through the Mirror:''' ''8m per target; MA 5 ESS 4; Simple; Combo-Basic, Obvious; One scene.'' The user gestures to an opponent, and their reflection faces the martial artist. Any reflective surfaces around the target, no matter how they are angled, show that person. For the rest of the scene, the user can attack the reflection of the foe. Attacks against reflections are undodgeable, and have a -2 external penalty to parry. Finally, as the mirror breaks or the water ripples, their enemy feels cracks lancing across their skin. The damage is lethal, and the target's soak is halved.<br/> '''Shattering the Balance:''' ''8m, 1wp; MA 5 ESS 4; Supplemental; Combo-OK, Compulsion, Sickness; Instant.'' The user strikes the target's Reflection, targeting their Dodge or Parry MDV (Whichever is higher) with a Martial Arts attack. On a successful hit, the target is inflicted with a mental illness of the user's devising. Induced psychoses are Compulsion and Sickness effects. With an appropriate delusion, the martial artist may use this charm to remove unnatural mental influences on the target, though only by replacing one with another. Treat the charm's influence as total control for purposes of opposing other total control effects.<br/> '''Obsidian Shards of Infinity Form:''' ''10m; MA 5 ESS 5; Simple; Form-type, Obvious; One scene.'' While this charm is active, any time someone successfully strikes the martial artist, the user may spend one mote and break into five shards, which disappear as the user instantly and reflexively re-forms within a number of yards equal to their Essence. They have taken no damage, and may roll to surprise their enemy. If someone is ready to attack the reappearing user before the next tick, that attack cannot be evaded through this charm. In addition, if the user loses one of their daggers or sais, they can retrieve it as long as they hold its mate. They spend one mote and the distant weapon is revealed as a duplicate made of black glass, which shatters, and the original remains in the user's hand. One down side of this charm: For every action taken in this form, the Storyteller secretly rolls one die. On a selected number, they lie about an opponents actions or the results of the user's action. The lie must be something that actually could happen. The true events reveal themselves on the user's next action.<br/> '''The Mirror Does Not Lie:''' ''10m, 1wp; MA 5 ESS 5; Reflexive (Step 3); Combo-Basic; One scene.'' While this charm is active, the user may deflect any attacks against them, including social attacks and mass combat attacks, as if they were bouncing a beam of light from a mirror. The user may chose the attacker's new target as long as that target is not the attacker themselves. To all observers, it appears as if that person was the target all along. Only the user and the attacker know the attackers original intent. Attacks can slip through this defense if no observer sees it coming, not just the user.<br/> '''Vanished Within the Glass:''' ''15m, 1wp; MA 5 ESS 6; Supplemental; Combo-OK, Touch; Indefinite.'' With a touch or a successful Martial Arts attack by the user, the victim of this charm vanishes. They seem to be in the same world, but nothing they do affects their surroundings. The only way others may see the victim is through their reflection. Those who can see the victim in a reflection can hear them, but not directly effect them in any way. The user of this charm can sense the victim normally, but can't affect them either. The essence of this charm remains committed as long as the victim remains trapped. If the user touches the victim and releases the essence, or if the user dies, the victim is freed.<br/> '''Draw Forth One Shard:''' ''15m, 1wp + later expenditure; MA 5 ESS 6; Simple; Combo-Basic, Obvious, Touch; Instant.'' The user draws the target's reflection from a mirror and pulls it out, creating a duplicate of their target. The user must touch either the target or any surface reflecting their image. The duplicate has the traits, personal possessions and knowledge of the original, and is identical in every way save that it does not have its own reflection, as well as one other small change which the user has no control over, rarely more significant than a change in a single trait's rating. The duplicate has it's own consciousness and will, but is completely under the user's control. At will, the user may see through its eyes or control its movements. If the user takes any action against it, they automatically succeeds. The duplicate lasts indefinitely. At the end of each week, the user can maintain control by spending one Willpower point per week the shard has already existed. As soon as they fail to pay this cost, they loses control of the duplicate and never regains it. Because of their mystical connection, the duplicate may use any of its parent's charms, fueled by it's parent's Essence pool. (Duplicates of artifacts cannot draw on the power of the originals). The user selects one additional aspect of this connection: * The duplicate and original share all physical pain. They do not share death, however. * The duplicate and original share emotions. * The duplicate and original share learning, knowing everything the other knows. Should experience points become an issue, both draw from the same pool, and the duplicate is not awarded it's own. Training times remain the same, even if both train at the same time. * The duplicate mimics the actions of its original. If one runs, the other runs; if one is picked up and carried, the other is dragged along, even if they are a thousand miles apart. * The duplicate dies with it's original. Killing the duplicate, however, does nothing more than knock the original unconscious. * The shard dies with its original. Killing the shard, however, does nothing more than knock the original unconscious. This Charm cannot duplicate artifacts rated higher than five dots, beings with an Essence score higher than the user's or possessions that were not on the target’s person at the moment of duplication (so no duplicate manses). If the creating user dies, the duplicate still exists, freed of their influence. If the parent object of a reflection is destroyed or killed, then the double gains sole access to all the power of the original—but the differences between itself and the original remain, and the user loses all control over her newly empowered creation. The martial artist may use Draw Forth One Shard on herself—but will rarely like what she calls. Sidereals have faced versions of themselves as they might have been, as they wanted to be or as they feared they might become—and few enjoyed the experience.<br/> '''Draw Forth Every Shard:''' ''2m per duplicate, 1wp; MA 6 ESS 6; Simple; Combo-Basic, Obvious, Stackable; One scene.'' The user creates a number of duplicates, as if reflected between two mirrors. They do not move in unison, but similarly. Each duplicate dedicates itself to whatever the original is doing. Each duplicate gains the benefits of Obsidian Shards of Infinity form, and the user may use other Charms of this style through any duplicate, but must pay a one mote surcharge if they wish to extend the effects to another duplicate. Duplicates cannot use Draw Forth Every Shard. If more than one duplicate attacks the same person, they perform a coordinated attack without having to roll for coordination, and the target suffers the maximum possible penalty for the number of attackers. The doubles always act on the same tick as the user. Only the first use of this charm in a scene costs Willpower. The user may create a maximum number of duplicates at any time equal to (Martial Arts x Essence), and they can venture only as far away as they can be perceived, either by their creator or by each other. Only the user has a reflection.<br/> '''Echoes of Infinity:''' ''10m, 1wp; MA 6 ESS 7; Reflexive; Combo-OK; One scene.'' The user may activate this charm in any place with at least a square yard's worth of total reflective surfaces or with distinct, easily heard echoes. As long as they have these reflections, none of their Martial Arts charms have any Essence costs associated with them.<br/> '''Breathing on the Black Mirror:''' ''20m, 1wp; MA 7 ESS 7; Simple; Combo-Basic, Obvious, Shaping; Instant.'' With a breath that lays a dark mist before him, the user steps back, then brings his palm forward in a strike that seems to craze the very air. This Charm may be used only during a climactic scene, when fate hangs heavy and the balance is easily tipped. Time stops. The martial artist sees five reflections of the scene before him, each representing a possible conclusion to the scene. He must choose one by stepping into it: * In one shard, he has won an immediate conflict, with difficulty. * In one shard, he is offered great joy, but no other gain. * In one shard, he has suffered a minor loss but gained a greater, long-term victory. * In one shard, he learns something that completely changes his opinion on an important matter. * In one shard, he loses something dear to him, but one of his greatest enemies is killed or neutralized. Though he will remember using Breathing on the Black Mirror, the user will not be able to recall the contents of any of the other shards once he has stepped into one. No one else will know that he influenced fate at all.<br/>
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