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Campaign:Anarchy Group Omega/Avin/Charms
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=== Prismatic Arrangement of Creation === '''Form Weapons:''' None<br/> '''Armor:''' No<br/> '''Deadly Starmetal Offensive:''' ''5m; MA 5 ESS 4; Simple (Speed 3); Obvious, Shaping; Five actions.'' The character's punches become Speed 3, Accuracy +3, Damage +7L, Defense +4, Rate 3. They may be used to parry lethal and ranged attacks without a stunt. Attacks and parries enhanced with this charm are unarmed.<br/> '''Orichalcum Sheathing Stance:''' ''5m, 1wp; MA 5 ESS 4; Reflexive (Step 1 or 2); Obvious; Five actions.'' The user adds (12L/12B) to their Soak. This bonus acts as armor, except that it does not interfere with Martial Arts charms. Aggravated damage that would otherwise ignore armor does not ignore this soak.<br/> '''Flickering Moonsilver Approach:''' ''10m; MA 5 ESS 4; Reflexive (Step 1); Combo-OK, Obvious; Five actions.'' The user may make unarmed Martial Arts attacks against anyone within (Essence x 5) yards. Subtract the user's Martial Arts rating from the target's DV.<br/> '''Five Jade Fury:''' ''10m; MA 5 ESS 4; Reflexive (Step 1); Knockback, Obvious; Five actions.'' The user may apply one of five effects to their unarmed martial arts attacks: Green Jade, the character may opt to inflict bashing or lethal damage. Black Jade, the user adds one automatic success to the attack roll for every three dice they roll (Round up). White jade, the user adds one automatic success to the damage roll for every three dice they roll (Round up). Blue jade, Knock the opponent back one yard for each level of damage inflicted. Red jade, add three dice to the user's Join Battle roll or reduce the speed of an attack by one (To a minimum of 1).<br/> '''Four Magical Materials Form:''' ''15m; MA 5 ESS 5; Simple (Speed 3); Form-type, Obvious; One scene.'' With this charm active, the user receives the benefit of it's four prerequisite charms. All lethal damage the character takes is automatically converted to bashing (before soak), unless the attack could damage one of the five magical materials.<br/> '''Charm Redirection Technique:''' ''7m; MA 5 ESS 4; Supplemental; Obvious; Instant.'' When someone uses a Charm against the Sidereal, or when someone within three yards uses a Charm at all, the martial artist’s player rolls (Dexterity + Martial Arts) against a difficulty equal to the Charm-user’s Essence. The Sidereal must activate this Charm before her opponent’s player rolls his Charm’s effect, if applicable. Should Charm Redirection Technique succeed, the Sidereal learns a brief summary of the targeted Charm’s effects. She can then choose a new target for the Charm or annul it entirely. The rules for annulling Charms are as follows: * The targeted character must need to activate the Charm consciously. (Therefore, Charms that invoke themselves such as Surprise Anticipation Method—are immune.) * The target pays Essence for the Charm, but nothing happens. For simple or extra action Charms, the target cannot act until his next action. For supplemental Charms, he can still take the physical action, just without any Charm assistance. * A target can immediately reuse an annulled reflexive Charm on the same action as long as he can still pay the activation cost. * The annulled use of a Charm still counts as the target character’s Charm use for that action. An Exalt cannot suffer an annulled reflexive Charm and then decide to attempt a different reflexive Charm on the same action. The key rules for redirecting Charms are as follows: * A Charm can be redirected only if the user could apply the Charm to a new target. For example, the Sidereal can redirect a Solar’s use of Iron Raptor Technique against any target within (the Solar’s Essence x 8) yards of the Solar. The redirection must also make sense. A Solar’s impassioned words can accidentally seduce the wrong target, but Eye-Deceiving Camouflage cannot accidentally hide the wrong person. * Redirecting the Charm does not change the variable effects. Base these effects on the original user’s traits and mote expenditure. * The victim whose Charm the Sidereal redirected pays for the Charm normally. For simple Charms, the use of the redirected Charm also represents his action. * Redirecting a supplemental Charm also redirects the associated action, which uses the original user’s dice pools. * Reflexive Charms cannot be redirected. * Redirecting extra action Charms redirects all possible associated actions to the new target (and to only one new target). If the extra action Charm does not allow the application of every roll to a single target, the character chooses as many actions as possible to redirect, and any remaining actions proceed normally. For example, if a Righteous Devil uses Dance of the Howling Magma Sprites to attack a Sidereal, the Sidereal could redirect the magma sprite to keep attacking the Righteous Devil’s sidekick for a number of times equal to the Righteous Devil’s Essence, so long as the Righteous Devil’s player keeps rolling successful attacks. Yet, if the Sidereal tries to defend a group of people against an enemy Solar’s Arrow Storm Technique, the Sidereal can redirect only the first arrow the Solar fires. The rest of the arrows under the Charm’s influence still strike their subsequent intended targets. Charm Redirection Technique cannot target Charms that were established in previous actions, nor can it target Combos. It does not work against sorcery or Martial Arts Form-type Charms—they cannot be redirected or annulled. While this Charm is supplemental, the only type of action it can supplement is a guard action. It can annul or redirect only one Charm per action.<br/> '''Sequential Charm Disruption:''' ''5m + cost of Charms affected, 1wp; MA 5 ESS 4; Supplemental; Obvious; Instant.'' This Charm extends the Charm Redirection Technique, such that the Sidereal can now: * Annul the effects of pre-established Charms. * Annul or redirect a Combo. If the Exalt can legally redirect all of the simple, supplemental and extra action Charms that make up the Combo, he can legally redirect the entire Combo as a single invocation of this Charm. Likewise, if he can legally annul all of the component Charms, she can annul the Combo. He chooses whether to annul or ignore the reflexive Charms in a Combo individually, as they are used. To use this Charm, the character must be a target of the Charm or Charm-supplemented action, or he must come within three yards of the Charm’s original user. The Sidereal’s player then rolls (Dexterity + Martial Arts) against a difficulty equal to the Charm-user’s Essence. When disrupting Combos, the Sidereal must invoke this Charm before the opponent’s player rolls the Charms’ effects. Like the preceding Charm, this one can’t affect Form-type Charms or sorcery. Similarly, while this Charm is supplemental, the only type of action it can supplement is a Guard action. It can annul or redirect only one Combo or annul only one pre-established Charm per action.<br/> '''Spell-Shattering Palm:''' ''12m; MA 5 ESS 4; Reflexive (Step 5); Combo-OK, Obvious; Instant.'' This charm is activated to destroy a work or working of Sorcery. Roll a reflexive unarmed (Dexterity + Martial Arts) attack. The difficulty is the sorceror's Essence + the circle of the spell. If successful, the spell shatters as if dispelled by an equal circle of countermagic. If the sorcerer is casting a spell within the user's reach and the martial artist succeeds on an unarmed attack roll, they can choose to shatter the spell as normal or cause the entire structure to unravel as if the sorcerer had botched a distraction roll. (Exalted, P. 251 for more information.) This charm functions against Necromancy as well, but only if the user has had the opportunity to study it.<br/> '''Astrology Interruption Method:''' ''10m, 1wp; MA 5 ESS 4; Reflexive (Step 1); Obvious, Touch; Instant.'' This attack disrupts the effects of Sidereal Astrology. This requires a reflexive, unarmed Martial Arts attack with a difficulty equal the (Essence + College) of the Sidreal who created the effect. A success ends the astrological effect. Both the user and the Sidreal who created the effect suffer one dot of Paradox, and the event may trigger an inquiry by the Bureau of Destiny. This can also affect Resplendent Destinies, even currently inactive ones. If multiple effects are active at once, the user must attack each separately. Roll fist for any active Resplendent Destiny, followed by any other effects, highest (Ess + College) first. This charm has no effect on the Destiny background.<br/> '''Soul Fire Shaper Form:''' ''15m; MA 5 ESS 5; Simple (DV -3); Form-type, Obvious; One scene.'' While under this Charm's effects, increase the user's effective permanent Essence score to 10. This does not provide additional motes of temporary Essence, although it does increase maximum temporary Essence. It does not allow the user to purchase Charms, familiars or acquaintances they could not posses at their normal Essence, but for other purposes, treat their Essence as 10 for all effects. In addition, the character can make one free use of Charm Redirection Technique, Sequential Charm Disruption, Astrology Interruption Method or Spell-Shattering Palm on every action. This allowance is part of the Charm’s effect and does not count as the character’s action or as the Charm for his action. Nor must he take a Guard action to engage in the free Charm use.<br/> '''God Ways:''' ''6m; MA 5 ESS 4; Simple; Obvious; Indefinite.'' The user possesses an object or person, displacing it's natural spirit. Roll the user's (Charisma + Martial Arts) against a difficulty equal to the target's Essence. On a success, the user's body dematerializes as it flows into the target's Essence. The user may make and take Martial Arts actions through the stolen identity, using the body's Strength, Dexterity or Stamina if they exceed the user's own. This Charm gives the stolen body supernatural flexibility and mobility, so a possessed table could run around or a tree throw cones at a passerby. The user cannot possess objects made of a magical material unless they know this style's charm for emulating it. In the event of an unwilling host, the target may make a simple Willpower roll at difficulty 2 each time their body's usurper acts. Success ejects the martial artist.<br/> '''Full Moon Exalt Ways:''' ''10m, 1hl; MA 5 ESS 4; Simple; Obvious, Touch; Five actions.'' While active, the user's Anima becomes that of a Full Moon Lunar. The user adds their Essence in automatic successes to all Strength, Dexterity or Stamina actions for the duration, and may chose a different Ability each time they invoke this charm. The user may spend 5 motes to double their moving and jumping distances for a scene, and doubles their Strength for purposes of feats of strength.<br/> '''Games of Divinity Form:''' ''7m, 1wp; MA 5 ESS 5; Simple; Emotion, Form-type, Obvious; One scene.'' While this charm is active, anyone who wants to harm the user must fail a Compassion roll. Subduing or manipulating the user is still allowed, however. All who witness Games of Divinity Form become addicted, and as long as they remember the user, they must succeed at a Temperance roll for the character to refuse any reasonable opportunity to behold this charm in use again. Only a Dreamstone addiction wipes away and prevents addiction, though witnessing this charm does not curb or cure a dream stone addiction.<br/> '''Demesne Emulation Practice:''' ''20m, 1wp, 1hl; MA 5 ESS 4; Simple; Combo-OK, Obvious; One scene.'' Roll (Dexterity + Martial Arts), unmodified by any other charms. For the rest of the scene, each of the user's successful unarmed attacks inflicts an additional number of aggravated damage levels equal to the number of successes on the (Dexterity + Martial Arts) roll. This damage is soaked separately from the attacks normal damage.<br/> '''Demesne and Manse Form:''' ''12m; MA 5 ESS 5; Simple (DV -2); Form-type, Obvious; One scene.'' A four or five-dot hearthstone appears on the user's Caste Mark, as if it was set in a circlet of the user's favored magical material. The benefits of this hearthstone should be worked out with the storyteller beforehand, and should reflect the user's personality. Major changes to the character's personality or Motivation are treated like architectural alterations to a manse, adjusting the hearthstone appropriately.<br/> '''Prismatic Arrangement of Creation Form:''' ''10m, 1wp; MA 5 ESS 5; Simple (Speed 3); Obvious; One scene.'' When performing this charm, the character disappears into the ambient Essence of Creation, being everywhere and nowhere. The user manifests on their next action and is absolutely aware of everything in their presence. This charm doubles the user's Join Battle dice pool. When the user and other characters act on the same tick, the user always acts first. This is a perfect effect, superseding other Charms that enable a character to act first, unless that charm is also from a Sidereal Martial Art. The user is aware of every attack against them and is immune to sensory penalties (which is a perfect effect). The user can sense every supernatural effect, object and creature within (Essence x 10) yards. Noticing a thing that is hidden requires a reflexive (Perception + Awareness) roll, adding the user's Essence in automatic successes. While this form is active, the user may activate any or all of it's subsidiary forms, paying their normal costs. As long as this charm is active, it's subsidiary charms can coexist with it and one another. The user may also activate other Form-type Charms, but doing so limits the user to two other forms. The user may use the favored weapons of any other Forms which have their Form-type charm activated as unarmed attacks for the purposes of all Martial Arts charms. This effect does not extend to armor.<br/>
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