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Campaign:Flailing About/Sori Wehigi
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== Charms == === Investigation === '''Second Investigation Excellency:''' 2m per success, reqs 1/1, Reflexive, Combo-OK, Instant. Spend up to Att + Abil in motes. (Core, 184)<br/> '''Courtier's Eye Technique:''' 3m,Reqs 3/1, Simple, Combo-OK, Instant. Roll Perception + Investigation, add the user's Essence in automatic successes. If the target is concealing their identity or resources in any way, subtract an external penalty of (target's Manipulation + Socialize)/2. If the user succeeds, they learn the target's Resources and Influence ratings. In addition, they 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. You may not use this more than once on any given target in a scene. (Core, 214)<br/> '''Judge's Ear Technique:''' 3m, Reqs 2/1, Reflexive (Step 1), Combo-OK, One scene. The character recognizes as lies all deliberate lies presented to them, as well as the deliberate use of half-truths. If another charm contests these effects, add the character's Essence as automatic successes to the (Perception + Investigation) roll to oppose the other charm. (Core, 213)<br/> '''Know The Soul's Price:''' 5m 1wp, Reqs 4/2, Reflexive, Combo-OK, Servitude, Instant. Immediately after interacting with a target, roll (Perception + Investigation) with a difficulty of 1, but with an external penalty of (The target's manipulation + socialize)/2. On a success, this charm forces the target's player to declare the target's price. If the Exalt meets that price, this charm invokes an unnatural Servitude effect - The target becomes loyal to the Exalt and must spend one Willpower per scene to act in a knowingly disloyal fashion. This effect lasts until the Exalt betrays the bargain, or the target has spent a total of 10 willpower to act disloyally. (Core, 214)<br/> === Presence === '''First Presence Excellency:''' 1m per dice, Reqs 1/1, Reflexive, Combo-OK, Instant. Spend up to Att + Abil in motes. (Core, 184)<br/> '''Majestic Radiant Presence:''' 7m, Reqs 4/3, Reflexive (Step 2), Obvious, Social, One Scene. This charm intimidates others, negating any physical or social attack made against the Solar unless the attacker's player succeeds on a successful Difficulty 1 Valor roll. The attacker need only succeed once per action, no matter how many attacks she makes during a Flurry. The charm's effects are a form of Unnatural Mental Influence, and characters can spend three Willpower to resist the effects of Majestic Radiant presence for a scene. === Survival === '''Friendship with animals Approach:''' 3m, reqs 1/2, Reflexive (Step 1 or 2), Combo-KO, One Scene. This charm keeps natural animals from attacking the character. It allows the Exalt to communicate with natural animals as though they shared a common language. This charm can be activated while Inactive. === Dodge === '''Shadow Over Water:''' 1m, Reqs 3/1, Reflexive (Step 2), Combo-OK, Instant. This charm allows the Exalt to ignore all penalties that apply to his Dodge DV when resolving that attack. (Core, 227)<br/> === Sail === '''Second Sail Excellency:''' 2m per success, reqs 1/1, Reflexive, Combo-OK, Instant. Spend up to Att + Abil in motes. (Core, 184)<br/> '''Salty Dog Method:''' 3m, Reqs 2/1, Reflexive (Step 1 or 2), Combo-OK, Social, War, One scene. This Charm assists in naval and shipboard operations. This charm removes up to the character's Essence in external penalties from appropriate battle, social, dramatic and military actions. This includes penalties directly related to the naval environment, and unrelated penalties such as an enemy's DV or MDV. === Athletics === '''Third Athletics Excellency:''' 4m, Reqs 1/1, Reflexive, Combo-OK, Instant. Invoke after rolling, re-roll and use the result you prefer. For static values, increase the (Attribute + Ability) rating for one task by the ability rating.<br/> === Marital Arts === ==== Solar Hero Style ==== '''Fists of Iron Technique:''' 1m, reqs 2/1, Supplemental, Combo-OK, Instant. Improve the accuracy of an unarmed MA attack by 1 and it's damage by 2. The damage becomes lethal. The user may parry lethal hand-to-hand attacks without a stunt until his next action. (Core, 242)<br/> '''Dragon Coil Technique:''' 3m, Reqs 3/2, Reflexive, Combo-OK, Until next action. This charm makes Clinch crush damage lethal, and adds the Solar's Essence in dice to the pools to inflict, maintain and control a clinch. It also adds the character's Essence to the damage of clinch crush attacks. Cannot be placed in combos with extra-action charms.<br/>
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