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.
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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