Difference between revisions of "FrivYeti/EnliCharm1"
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<b>Duration:</b> Indefinate | <b>Duration:</b> Indefinate | ||
By settling into stillness, the character merges with the natural landscape, becoming extremely difficult to spot. As long as she does not move, she adds her Temperance score as automatic successes to all Stealth attempts, and her Stealth rolls are considered to be supernatural. | By settling into stillness, the character merges with the natural landscape, becoming extremely difficult to spot. As long as she does not move, she adds her Temperance score as automatic successes to all Stealth attempts, and her Stealth rolls are considered to be supernatural. | ||
+ | |||
+ | <b><i>Elemental Influence</b></i> | ||
+ | <b>Cost:</b> 2 motes, <b>Type:</b> Reflexive | ||
+ | <b>Keywords:</b> Elemental, Obvious | ||
+ | <b>Duration:</b> One Scene | ||
+ | The character gains the ability to manipulate one element in a minor way. The character chooses one of the five elements when purchasing this Charm. Upon activation, she may generate or manipulate the element in question to provide one of a myriad of small effects. For example, she might shape earth into a map, create a glass of water, cause breezes, light campfires, create as much light as a candle, make changes of up to 5 degrees celsius (with fire or air) and so on. If used to attack, the character must succeed on an attack roll, and the damage is limited to 1L; if used to grant soak, 1B/L soak can be granted. If used to aid or oppose an action, the element can provide a 1-die bonus or penalty for a specific situation, which lasts for a single action. Exact uses of the Charm are at the discretion of the Storyteller; it should have a wide array of low-utility effects. The character may only generate one effect per action. | ||
<b><i>Emotional Influence</b></i> | <b><i>Emotional Influence</b></i> | ||
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<b>Duration:</b> One Scene | <b>Duration:</b> One Scene | ||
The character becomes an incarnation of emotion, gaining influence over causing that emotion within others. The character chooses one emotion at the time of purchase. This Charm enhances any social roll in which creating the desired emotion within the target would be an advantage. The character adds her Socialize as bonus dice to the roll. | The character becomes an incarnation of emotion, gaining influence over causing that emotion within others. The character chooses one emotion at the time of purchase. This Charm enhances any social roll in which creating the desired emotion within the target would be an advantage. The character adds her Socialize as bonus dice to the roll. | ||
+ | |||
+ | <b><i>Essence Sight</b></i> | ||
+ | <b>Cost:</b> 4 motes, <b>Type:</b> Reflexive | ||
+ | <b>Keywords:</b> None | ||
+ | <b>Duration:</b> One Scene | ||
+ | The character gains the ability to see active magics. While this Charm is active, the character may see any thaumaturgical procedures that are either in progress or already in place, as well as active Charms or Techniques, and any active Artifacts. This Charm does not grant any ability to pierce stealth; the character must be able to see the source of the magic to recognize its presence. It also does nothing to detect magics that are not active. | ||
<b><i>Landscape Travel</b></i> | <b><i>Landscape Travel</b></i> | ||
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<b>Duration:</b> Indefinate | <b>Duration:</b> Indefinate | ||
By attuning herself with the flow of Creation, the character begins to move far more quickly than usual. This is actually a set of Charms which govern travel through various media. This may affect a character's existing movement over land, through water, through air, or through earth. The Charm does not grant such movement, only enhances it; while it is active, the character moves twice as fast as usual. However, all of her non-movement actions suffer a -1 external penalty, as she cannot slow down or shift her focus easily, and she must continue moving for the duration of the Charm; if she is stopped, it ends immediately. | By attuning herself with the flow of Creation, the character begins to move far more quickly than usual. This is actually a set of Charms which govern travel through various media. This may affect a character's existing movement over land, through water, through air, or through earth. The Charm does not grant such movement, only enhances it; while it is active, the character moves twice as fast as usual. However, all of her non-movement actions suffer a -1 external penalty, as she cannot slow down or shift her focus easily, and she must continue moving for the duration of the Charm; if she is stopped, it ends immediately. | ||
+ | |||
+ | <b><i>Sense Domain</b></i> | ||
+ | <b>Cost:</b> 4 motes, <b>Type:</b> Reflexive | ||
+ | <b>Keywords:</b> None | ||
+ | <b>Duration:</b> Indefinate | ||
+ | Spirits are innately tied to locations that they own. The character may activate this Charm to gain a sense of what is happening at any location that she is considered to own. She may make any needed Perception rolls as though she were present, but at +1 difficulty. The Storyteller should decide what actions thus require only one success, and which are automatic even through the increased difficulty. Many gods leave this Charm active on a permanent basis. |
Revision as of 20:51, 16 July 2007
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Essence 1 Charms
Camoflage</b>
<b>Cost: 5 motes, Type: Simple Keywords: Obvious Duration: Indefinate
By settling into stillness, the character merges with the natural landscape, becoming extremely difficult to spot. As long as she does not move, she adds her Temperance score as automatic successes to all Stealth attempts, and her Stealth rolls are considered to be supernatural.
Elemental Influence</b>
<b>Cost: 2 motes, Type: Reflexive Keywords: Elemental, Obvious Duration: One Scene
The character gains the ability to manipulate one element in a minor way. The character chooses one of the five elements when purchasing this Charm. Upon activation, she may generate or manipulate the element in question to provide one of a myriad of small effects. For example, she might shape earth into a map, create a glass of water, cause breezes, light campfires, create as much light as a candle, make changes of up to 5 degrees celsius (with fire or air) and so on. If used to attack, the character must succeed on an attack roll, and the damage is limited to 1L; if used to grant soak, 1B/L soak can be granted. If used to aid or oppose an action, the element can provide a 1-die bonus or penalty for a specific situation, which lasts for a single action. Exact uses of the Charm are at the discretion of the Storyteller; it should have a wide array of low-utility effects. The character may only generate one effect per action.
Emotional Influence</b>
<b>Cost: 4 motes, Type: Supplemental Keywords: Emotion Duration: One Scene
The character becomes an incarnation of emotion, gaining influence over causing that emotion within others. The character chooses one emotion at the time of purchase. This Charm enhances any social roll in which creating the desired emotion within the target would be an advantage. The character adds her Socialize as bonus dice to the roll.
Essence Sight</b>
<b>Cost: 4 motes, Type: Reflexive Keywords: None Duration: One Scene
The character gains the ability to see active magics. While this Charm is active, the character may see any thaumaturgical procedures that are either in progress or already in place, as well as active Charms or Techniques, and any active Artifacts. This Charm does not grant any ability to pierce stealth; the character must be able to see the source of the magic to recognize its presence. It also does nothing to detect magics that are not active.
Landscape Travel</b>
<b>Cost: 5 motes, Type: Simple Keywords: Obvious Duration: Indefinate
By attuning herself with the flow of Creation, the character begins to move far more quickly than usual. This is actually a set of Charms which govern travel through various media. This may affect a character's existing movement over land, through water, through air, or through earth. The Charm does not grant such movement, only enhances it; while it is active, the character moves twice as fast as usual. However, all of her non-movement actions suffer a -1 external penalty, as she cannot slow down or shift her focus easily, and she must continue moving for the duration of the Charm; if she is stopped, it ends immediately.
Sense Domain</b>
<b>Cost: 4 motes, Type: Reflexive Keywords: None Duration: Indefinate
Spirits are innately tied to locations that they own. The character may activate this Charm to gain a sense of what is happening at any location that she is considered to own. She may make any needed Perception rolls as though she were present, but at +1 difficulty. The Storyteller should decide what actions thus require only one success, and which are automatic even through the increased difficulty. Many gods leave this Charm active on a permanent basis.