Wherein I gaze into the future and write charms for a system I haven't seen yet. This is how I deal with boredom.
Melee/Brawl:
Dojo of the Mind
The Solar plays out the results of a battle in her mind to create the best opportunity to strike. When activating this Charm, the Solar selects a target. This Charm provides the following effects:
- The Solar's attacks take place only in her mind. Substitute Dexterity for Intelligence and Strength for Wits when rolling attacks and damage.
- The Solar's attacks gains long range.
- The Solar may defend herself and move normally, but may not attack anyone other than her current target.
- The Solar cannot use lethal attacks or Gambits, but can use all her other powers. The Solar's target may defend herself normally.
- The Solar's attacks gain [momentum] as normal. However, they cannot cause effects which require physical contact, such as poison and knockback.
- If the Charm's target attacks the Solar, the Solar immediately gains a clash attack against her.
Medicine:
Serpent-Killing Toxin
The Solar gains the ability to manipulate poisons and diseases against each other. When treating a patient suffering from two or more poisons or diseases at the same time, the Solar can elect to cure some or all of them all simultaneously. The difficulty of the treatment is equal to the highest difficulty of the diseases or poisons the Solar wishes to cure, plus 1 for each additional disease or poison.
Larceny:
Midnight Prowler's Entrance
When the Solar enters a building or encampment which she has already scouted, this Charm provides the following benefits:
- If the Solar attempts to physically break a wall or door in order gain access to the building, she converts a number of damage dice equal to her Larceny into automatic successes.
- Within the scouted area, hostile characters who move towards the Solar or her allies do not count 10s as two successes when rolling combat movement dice.
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[Ex3] Homebrew Solar Charms
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Originally posted by Agentwestmer View PostPeerless Infiltration Method:
By analyzing the defenses around a building, site or encampment the Lawgiver can develop a plan that will allow herself and (essence X2) companions to infiltrate that site, and combine their disparate skill sets into an action worthy of the Unconquered Sun. While executing this plan, all of the companions:- Are immune to discovery by unenlightened mortals. Mere guards will always look in the wrong places for the Lawgiver and her companions as they hide in places mortals simply do not bother to look.
- Are able to use the Lawgiver's Stealth skill (plus any relevant specialties) in place of their own .
- Piece the outer most layer of the site's defenses. This effect is arbitrated by the Story teller, but means that all the affected characters are able to Perfectly access the area, though they can risk discovery later on (ex: Isana Two Nail and her companions are infiltrating Thorns. Careful examination of the guard schedule allows the group to exploit a gap and slip over the walls unseen by climbing some bamboo that grew to close to the city. Isana and her companions are on the roof of a building adjacent to the out wall)
- All affect characters have memorized all available information about the site, and instinctively know the fastest (not safest) route to the target, and the fastest (not Safest) path to the nearest exit.
Revised for 3rd Edition
Surpassing Underworld Mastermind
Cost: -; Mins: Larceny 5, Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Master Plan Meditation, Any Stealth Charm
This Charm permanently upgrades its prerequisite. Once per session, a Solar can ignore the willpower cost of Master Plan Meditation. The Solar mastery of planning extend not just to her, but to her circle mates, companions and vassal. She may designate up to Essence x2 companions or an organization represented by the Followers Merit and give them the ability to spend contingency points as if they were the Solar herself.
In addition, the Solar's companions can spend contingency points in the following ways:- Use the Solar's Stealth Ability (including applicable specialties) in place of their own for a scene (1 point)
- Use the Solar's Larceny Ability (including applicable specialties) in place of their own for a scene (1 point)
- Use the Solar's Resistance or Integrity Abilities (including applicable specialties) in place of their own for a session for the purpose of resisting torture or interrogation (3 points)
Charm Concept: When I read Master Plan Meditation it was a shoo-in for a prerequisite to Peerless Infiltration Method... which caused Peerless Infiltration Method to mutate a bit as I translated it, hence the re-name. As it is now, a Solar can use it to protect a cell of Illuminated allies from discovery, run a ring of spies or a thieves guild, or drop a band of commandos behind enemy lines. Tiresias, you're up. I'm going to go reread all of Keychain of Creation now. Good times, good times.
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Survival:
Bivouac-Raising Technique
This charm supplements a roll to find or construct an improvised shelter. People in the shelter heal two more bashing health levels or one more lethal health level than normal, normal animals will never approach the shelter and the difficulty to find the shelter increases by the Solar's Survival rating.
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As soon as I'm done trimming or adjusting the ones that don't work as Solar charms.
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Alright Tiresias. Doomsday approacheth. We all want to know, when 3EX hits, are you really going to start editing all of these charms for proper game stats?
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Linguistics:
Euphoria-Sundering Quill
The Solar writes a poem imbued with the essence of pleasure and beauty and rolls Manipulation + Linguistics against the target's Resolve. If the Solar is successful, the target will not pay attention to any writings other than the Solar's until the end of the scene.
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Medicine:
Life-Imbuing Technique
The Solar makes a medicine roll, activating charms as needed, and imbues the effects of the roll into some form of medicine. All motes spent remain committed until the medicine is used by someone, or the Solar ends the effect.
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Awareness:
Sense-Imposing Method
The Solar learns to reach beyond the sensory limitations of others. She may present her words as pictures or smells, or encode sounds in her drawing.
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Archery:
Thousand Arrow Barrage
This charm supplements a decisive attack. The Solar makes an attack against up to (Essence) targets who are within short range of each other. All targets defend and if multiple attacks are successful, the Solar decides which attack applies. Against a battle group, this charm ensures that all damage results in casualties.
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War:
Dawn and Dusk Warfare Stance
Under the effects of this charm, the Solar's battle groups heal lethal damage at twice the usual speed.
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Athletics:
Step-Tracing Method
Upon activating this charm, the Solar designates an area no larger than a city such as Nexus. The Solar instinctively knows the streets and passageways located within. The Solar achieves at least one threshold success on all her movement actions and does not suffer any dice penalties to her movement actions within that area.
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Performance:
Soul-Calming Method
Whenever the Solar obtains an exceptional success on a performance roll related to music, she reduces her limit by 1.
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Bureaucracy:
Humanity-Enforcing Method
This charm can supplement any social influence. The target of the influence cannot call upon any tie or principle related to an organization which they belong to to defend against an influence based on intimacies towards anything that is outside the organization.
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Survival:
Tyrant-Taming Method
When the Solar incapacitates an animal, that animal automatically gains an defining tie of loyalty towards her.
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Lore:
Enlightened Dao Mantra
This charm allows the Solar to apply her Lore Ability to any teamwork attempt. In addition to the usual benefits, the action's difficulty is reduced by 1.
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