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Campaign:Warriors Of Light/Thief
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== Charms == * Graceful Crane Stance: 3m, Reflexive, Combo-OK, One-Scene.<br/> The Solar Exalted are as graceful as sunlight on water. This charm lets the Exalt automatically succeed on any valid Athletics action to keep his balance. Moreover, this Charm allows the Exalt to keep his footing on any surface at least as strong and wide as a human hair. He treats it as a three-foot-wide ledge capable of supporting a thousand pounds of weight when determining what movement and Athletics actions he can take and what penalties to them might apply. * Flawless Pickpocketing Technique: 3m, Supplemental, Combo-OK, Instant.<br/> It is the Lawgivers' right to confiscate goods necessary to the service of the Unconquered Sun. This Charm enhances a valid pickpocketing roll - that is, a roll to steal something that the character can both reach and carry from another's person. The character cannot steal things in active use, such as the sword in someone's hand, the boots from the target's feet or an artifact to which someone has committed motes, unless the target is an extra.<br/> This charm guarantees success on the pickpocketing roll. If another Charm contests this effect, add the character's Essence in automatic successes to the (Dexterity + Larceny) roll to oppose the other charm. In addition, characters using ordinary senses cannot spot the theft with Awareness. Even players of characters with inhuman sensory acuity - Such as a spider feeling for the vibrations in its web while a character attempts to steal its larder - have a +4 difficulty penalty on the opposed roll to catch the character in the act. * Stealing from Plain Sight Spirit: 5m, 0 or 1wp, Simple, Combo-OK, Until-DV-Refreshes-(Essence)-Times<br/> In the first age, the Solar Exalted used this Charm to steal the artifacts of the Fair Folk and the Yozis, then turn them to the service of Creation. This Charm is an attempt to steal something in plan sight, within (The Solar's Essence) yards. The character must be able to carry the item, and the character cannot steal things in active use - again, including attuned artifacts - unless he is stealing from an extra's person. The character automatically succeeds in stealing the item. If another charm contests this effect, add the character's Essence in automatic successes to the (Dexterity + Larceny) roll to oppose the other charm.<br/> Characters using ordinary senses cannot spot the theft with Awareness. Nor may they notice the theft afterward unless the Solar has refreshed his DV a number of times equal to his Essence score, barring unusual circumstances such as an attempt to use the item or the collapse of an arch after the character steals its keystone. Even players of characters with inhuman sensory acuity have a +4 difficulty on the opposed roll to notice the theft and a +8 difficulty on the unopposed roll to notice the item's absence.<br/> This charm normally costs five motes. To steal an item that he could not reach - on the other side of a window, outside of the character's cell, at the bottom of a narrow crevice and so forth - the character must also spend 1 willpower. * Integrity Protecting Prana: 5m, 1wp, Reflexive (Step 2), Combo-OK, One-Day.<br/> The Sun's Chosen define their own reality. This charm protects the character from any Shaping effect that directly alters her mind, body, spirit or traits. This includes instantaneous Shaping effects and any new alterations caused by long-term Shaping effects. This charm also protects the character from any Undodgeable, Unblockable shaping attacks. Wyld energy cannot create a serpent inside the character's stomach or turn his armor to lava, whether it's being manipulated by an enemy or its own random whims, because these effects inflict immediate damage and the character's DV is not applicable<br/> * Shadow Over Water * Seven Shadow Evasion * Second awareness Excellency * First Martial Arts Excellency * Image of Death Technique: 2m, Simple (DV -3), Illusion, One-Day.<br/> Withdrawing her Essence deep into her body, the character drops to the ground and temporarily appears to be dead. A careful examination and a successful (Perception + Medicine) roll, difficulty 3, is necessary to determine that the character is actually still alive. The martial artist using this Charm can hold her breath 10 times as long as normal, and she does not need to eat or drink — handy if she’s hiding from enemies at the bottom of a river or wants them to think they killed her. Although the character’s senses of hearing, touch and smell function normally, she cannot see or move. She can act normally the action after she chooses to end this Charm. * Wall Climbing Technique: 1m, Reflexive, Combo-OK, Obvious, One-Action.<br/> The character using this Charm can move or dash along walls, ropes, hanging chains and other vertical surfaces as easily as he can walk along a floor. Using this Charm, the character can climb a surface simply by running up it, without halving his base movement rate. In his next action, the character must either activate the Charm again, remain where he is (if he’s made it to a ledge or suitable hand- and footholds) or attempt to leap or climb down normally.
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