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Re: Thread-Splicing Protocol... Writing death out of the plot of the Tapestry seems a bit extreme, even with the experience costs. Maybe limiting it to oneself and explaining it as a Resplendant Destiny getting offed instead... while the Sidereal escapes with an effect akin to Duck Fate. Maybe you could sacrifice a Resplendant Destiny for someone else, I suppose. Either way, consequences could include permanent paradox and/or a permanent reduction of one dot in the Resplendant Desitny's college. Just some ideas :) | Re: Thread-Splicing Protocol... Writing death out of the plot of the Tapestry seems a bit extreme, even with the experience costs. Maybe limiting it to oneself and explaining it as a Resplendant Destiny getting offed instead... while the Sidereal escapes with an effect akin to Duck Fate. Maybe you could sacrifice a Resplendant Destiny for someone else, I suppose. Either way, consequences could include permanent paradox and/or a permanent reduction of one dot in the Resplendant Desitny's college. Just some ideas :) | ||
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Revision as of 00:31, 22 April 2005
Contents
Diamond Weave of Destiny Style
Fate
This Style involves using Destiny as a weapon. It is a high-Essence style suitable for elder Sidereals. While the Solar Exalted may learn Charms of this Style, many of them are of little use to those who are unable to manipulate Fate after the fashion of the Sidereals. Unless otherwise specified, the Charms of this Style have no effect upon targets that exist outside of fate, nor may they be employed while the character is outside of fate.
The Charms of this style treat attacks with the fighting chain and the whip as unarmed attacks; these represent the threads of Destiny upon the Loom of Fate. These Charms are incompatible with other weapons. Characters cannot use this Style while wearing armor.
- By Quendalon
- Back to MartialArts
The Charms
Student Techniques
The Student's Sutra of Destiny: Once, there was a tiny maiden...
Another Destiny Atemi
- Cost: 5 motes
- Duration: Instant
- Type: Simple
- Min. Martial Arts: 5
- Min. Essence: 4
- Prereq Charms: None
Who sat upon a throne in the night sky,
The threads of Destiny shuttle back and forth across the Loom of Fate, guiding each and every thing in Creation to its proper place. The initiate of the Diamond Weave learns how to rearrange these threads with her art. With a successful unarmed strike that inflicts no damage, the character may shunt the target to a new location where, as far as anyone can discern, he had been all along, performing some act or business appropriate to the new destiny that the Sidereal has chosen for him.
The chosen destiny must match the precincts of one of the Sidereal’s colleges. For example, a destiny associated with the Messenger might involve bearing a message, training a hawk, or journeying to a new city. No greater detail may be set forth; the new destiny must be vague and arbitrary in nature, to allow the Pattern Spiders latitude in working the target’s thread into a new place upon the Loom. The Sidereal then rolls her College + Essence. The difficulty is normally 1; however, if the destiny does not fit the target’s nature well, set the difficulty equal to the highest of the target’s most relevant Virtues. A celibate monk given a destiny of carnal pleasure would set the difficulty to his Temperance, for example. If the target is deeply invested in his current activities, he may always set the difficulty equal to his Conviction. An attempt to impose an unreasonable or impossible destiny, such as assigning an illiterate peasant or a horse to design a Manse, fails outright. Success shunts the target to his new location and activity, so that it seems to all involved that the target was always there. Treat this effect in the manner of the Arcane Fate.
Note that the new destiny does not create a new identity or rewrite the target’s history. Much like the Avoidance Kata Charm, it simply involves changing a recent choice on the target’s part. For instance, if one gets rid of a guard by assigning the destiny of bearing a message, the message is most likely that of the arrival of intruders. Also note that the new destiny is never guaranteed to lead to the victim’s death, no matter how dangerous the destiny may prove to be.
Fate-Knitting Power
- Cost: 5 motes
- Duration: One scene
- Type: Simple
- Min. Martial Arts: 5
- Min. Essence: 4
- Prereq Charms: None
Far beyond the reach of mortals.
By attuning herself to the threads of Fate, the character can manipulate the junctures that tie all things to the Tapestry. For the duration of the scene, whenever she makes a successful unarmed attack, she may spend one mote of Essence to move the target outside of fate. The target suffers the usual effects of being outside of fate. These include immunity to certain Sidereal Charm effects, as listed on page 129 of Exalted: the Sidereals, and immunity to ascending and descending Sidereal Astrology effects. In addition, the target cannot draw upon the benefits of the Destiny Merit while outside of fate, and may die with his Destiny still unfulfilled. The target remains outside of fate for the rest of the scene.
Alternatively, when striking a target that is already outside of fate, the character may spend one mote to bring the target inside of fate. Targets brought into fate become vulnerable to the effects of other Diamond Weave Style Charms. This effect may be used in conjunction with other Diamond Weave Charms, so that the character brings the target inside of fate and affects her with other Charms as part of the same attack. The target remains inside of fate for the rest of the scene.
Sensing the Tapestry
- Cost: 6 motes, 1 Willpower
- Duration: One scene
- Type: Simple
- Min. Martial Arts: 5
- Min. Essence: 4
- Prereq Charms: None
She shone like a diamond,
With a touch to the forehead, the character opens her third eye to the weave of Destiny. For the rest of the scene, she sees the shimmering patterns of the tapestry of Fate as it overlays all things. She becomes aware of the Destiny and Essence ratings of everything within her field of vision. This allows her to strike others at their most vulnerable points, where Destiny has writ weakness upon their bodies. On every attack roll she makes, she adds a number of automatic successes equal to the target’s Destiny score or permanent Essence rating, whichever is higher. In addition, she may spend a dice action to scrutinize a target’s fate in order to learn more about their nature. This requires a single success on a Perception + Craft (Fate) roll, and reveals the nature of a target’s Exaltation and/or Destiny, along with all of the target’s Backgrounds and astrological effects. (Note: Treat the Dark Fate Flaw as equivalent to Destiny for the purpose of this Charm.)
Weft-Gripping Movement
- Cost: 3 motes
- Duration: Instant
- Type: Reflexive
- Min. Martial Arts: 5
- Min. Essence: 4
- Prereq Charms: Another Destiny Atemi, Fate-Knitting Power, Sensing the Tapestry
And all who saw her wondered at her nature.
The character reaches into the tapestry of Fate, drawing the interconnected threads of Destiny into closer alignment. With this Charm, she may transport herself to the location of any person, place or thing that is a part of one of her Backgrounds. If she has a Manse, she may choose to appear within its walls or in the place where she cached its Hearthstone; if she has Contacts, she can travel to any one of the associates and acquaintances she relies on for information. The exact extent of this Charm’s flexibility is left up to the Storyteller to adjudicate.
Alternatively, the character may draw upon the weave of Fate to summon a person or thing that is a part of one of her Backgrounds, such as an Artifact or some of her Resources. This may be used to summon a weapon in the middle of an attack or a parry, reducing the opponent’s attack or defense dice pools by her permanent Essence. If this Charm is used to summon a sentient being, that being immediately realizes the nature of the summons and may attempt to resist it; this requires a Willpower roll against a difficulty of the character’s permanent Essence.
Pattern Spider Assault
- Cost: 6 motes
- Duration: Instant
- Type: Supplemental
- Min. Martial Arts: 5
- Min. Essence: 4
- Prereq Charms: None
One night, a traveler walked a dark path.
The pattern spiders that labor upon the Loom of Fate have little patience for the destiny-twisting tricks of the Sidereal Exalted. When they grow irritated with Sidereal manipulations, they mark the thread of the Sidereal’s destiny with the tally of their displeasure. With this Charm, the character overwhelms a target’s tally, stimulating the pattern spiders to demonstrate their ire on one who may not deserve such attention. If the character makes a successful unarmed attack, the target immediately suffers from pattern bite (see page 214 of Exalted: the Sidereals). Sidereals and non-Sidereals are equally vulnerable to this effect.
The Blade’s Destiny Denied
- Cost: 12 motes, 1 Willpower
- Duration: One scene
- Type: Simple
- Min. Martial Arts: 5
- Min. Essence: 4
- Prereq Charms: None
Though he was lost in the darkness,
The blade does not strike true because of the sharpness of its edge or the skill of its wielder. The blade strikes true because it is destined to. With this Charm, the character reorders the threads of fate around her, weaving an impenetrable mesh against which all lesser destinies blunt themselves without effect. To reach her, her enemies must struggle through a vortex of ill fortune; whether it be a slippery floor, a gust of wind, a sudden glare, or a tremor in the earth, nothing can go right for those who would do her harm. For the duration of the scene, increase the difficulty of all attacks against the character by her permanent Essence.
Star-Guided Strike
- Cost: 6 motes, 1 Willpower
- Duration: Instant
- Type: Supplemental
- Min. Martial Arts: 5
- Min. Essence: 4
- Prereq Charms: None
He saw her brilliance hanging overhead
Destiny gathers around the character’s hand in the form of the constellation of the Sword, guiding her attack. An unarmed attack supplemented with this Charm cannot be parried or dodged without the use of a perfect defense. If the attack hits, the character adds her Essence in dice to her damage roll.
Innocent Victim Defense
- Cost: 5 motes, 1 Willpower, 1 health level
- Duration: Instant
- Type: Reflexive
- Min. Martial Arts: 5
- Min. Essence: 4
- Prereq Charms: The Blade’s Destiny Denied, Pattern Spider Assault, Star-Guided Strike
And offered her his humblest thanks,
The character uses martial arts to snarl the threads of Destiny around a moment of peril. Until the start of her next action, this Charm shunts all attacks upon her into some other part of the tapestry of Fate, allowing her to totally ignore all of the effects of those attacks; this applies even against attacks from creatures outside of fate. However, some other person, place or thing suffers the damage in her stead, causing untold grief for the unwitting recipient and irritating the pattern spiders. The character immediately accrues one point of Paradox.
The Form
Diamond Weave of Destiny Form
- Cost: 15 motes
- Duration: One scene
- Type: Simple
- Min. Martial Arts: 5
- Min. Essence: 5
- Prereq Charms: One complete martial art (all Charms), Innocent Victim Defense, Weft-Gripping Movement
As her brightness guided him to his destination.
The character attunes herself to the weave of Fate, so that her movements follow the demands of perfect necessity. For the duration of the scene, all of her Attribute + Ability dice pools for physical actions are converted into automatic successes. This includes dice added by Specialties, Artifacts, Charms, and other sources. In addition, the character inflicts lethal damage with unarmed attacks, may parry lethal damage unarmed, and is immune to the effects of the Wyld. Activating this Form Charm automatically brings the character inside of fate, and the character may not be brought outside of fate by any means for so long as she maintains the Form.
A character using the Diamond Weave of Destiny Form automatically gains the benefits of Fate-Knitting Power.
Characters may not use more than one Martial Arts Form-type Charm at a time.
Advanced Techniques
Destiny-Altering Strike
- Cost: 5 motes
- Duration: Instant
- Type: Supplemental
- Min. Martial Arts: 6
- Min. Essence: 6
- Prereq Charms: Diamond Weave of Destiny Form
insert sutra here
The character’s fingers writhe as she strikes her opponent upon the five points where the threads of the Loom enter the body, reweaving the pattern of his destiny. This requires a successful attack roll against an unwilling subject. The character then rolls her Essence + Craft (Fate) against a difficulty of the target’s Destiny or Essence, whichever is higher. If successful, every additional success past the difficulty may be used to add or subtract one dot from one of the target’s Backgrounds, Merits and/or Flaws. The character need not spend every success rolled. Existing Backgrounds can be completely stripped away in this way, and new ones may be added. The sole exception is that a Dark Fate cannot be removed without the authorization of the Maidens.
The effects may take days or weeks to set in, and manifest through some natural means, as chosen by the Storyteller; an increase in Mentor may reflect a patron’s growing affection for the target, while a reduction in Followers may indicate that some of the target’s companions lose faith in him or perish in misadventure. For Backgrounds that cannot easily be reduced by increments, such as Artifact or Manse, the Storyteller may declare that the target receives a relevant Flaw instead, such as a rival or enemy that regularly attempts to take control of an Artifact or Manse.
When this Charm is used to reduce an opponent’s Destiny or Luck, or to grant the Unluck Flaw, it is known as the Dismal Horoscope Attack. When used to grant a Dark Fate, it is called the Black Thread Binding. Modifying a Destiny or Dark Fate without authorization is a Severity 3 offense.
Burning Mask Technique
- Cost: 20 motes, 1 Willpower
- Duration: One scene
- Type: Simple
- Min. Martial Arts: 6
- Min. Essence: 7
- Prereq Charms: Destiny-Altering Strike
insert sutra here
Rare is the Sidereal who does not wear one or more resplendent destinies. They weave these elegant masks from fate and star-stuff to aid them in matters of subtlety and stealth. A character with this Charm may put a resplendent destiny to another use; drawing deeply upon the skeins of fate that feed the Loom, she pours their power through a resplendent destiny until it burns with celestial fire.
A totemic image in the form of the destiny’s constellation towers over the character. This blazing effigy cloaks the character from harm, adding the destiny’s remaining effect points to her bashing, lethal and even aggravated soak. In addition, the sudden influx of power strengthens the aspect of that destiny, adding the character’s relevant College + Essence to all of her dice pools involving that College’s Attribute. Lastly, she may use all of the resplendent powers of that destiny freely without spending effect points, though she gains Paradox normally from resplendent powers that generate Paradox. All of these effects last for the rest of the scene.
The theft of raw destiny interferes with the work of the pattern spiders. As a result, the character immediately accrues one point of Paradox when she activates this Charm. In addition, a resplendent destiny cannot sustain the force of this Charm; the destiny disintegrates at the end of the scene. A character may only gain the benefits of one application of the Burning Mask Technique.
Predestined Benefit Prana
- Cost: 15 motes, 1 Willpower
- Duration: Instant
- Type: Simple
- Min. Martial Arts: 6
- Min. Essence: 7
- Prereq Charms: Destiny-Altering Strike
insert sutra here
The character reaches out to the weave of Destiny, rearranging its threads in order to facilitate some objective. She chooses a beneficial circumstance that she wishes to bring about, whether it be the arrival of needed information, the discovery of funds or sudden military support, and chooses one of her Colleges that corresponds in some way to the desired outcome. For instance, she might choose the Musician to gather information during a temple festival in Great Forks, or the Sorcerer to receive aid from a wandering Exalt. The desired circumstance may be no more detailed than this, to allow the pattern spiders sufficient latitude to weave the change into the Loom. Certain circumstances may be too improbable to generate, at the Storyteller’s discretion.
Once the circumstance and College have been chosen, the character rolls the chosen College + Essence. Each success is then allocated to a relevant Background or Backgrounds to determine the approximate value of the assistance thus provided. Even a single success guarantees that something resembling the desired outcome will occur, although perhaps not to the desired extent; one success applied to Resources will result in the discovery of funds, though probably not as much as the character would desire, and an Exalt called with a single success to Allies would either be young and inexperienced, or disinterested in offering any significant aid.
Any beneficial circumstance this Charm calls up will adhere to the precincts of the College employed. Wealth obtained under the auspices of the Rising Smoke will take the form of grave goods, for example, and a band of friendly monks called through the Gull will belong to an itinerant order. In addition, the changes made by this Charm manifest in a natural-seeming way. As far as Creation is concerned, anyone or anything thus encountered had always been there, its existence ordained and guaranteed by the pattern spiders at the Loom. This does not create people out of nothing, but it can result in a certain amount of relocation. If a highly improbable circumstance results in such relocation, at the Storyteller’s discretion, the affected individuals find themselves forgetting their prior circumstances. Treat this effect as similar to the Arcane Fate.
Unlike an actual Background, the circumstances generated by this Charm are neither permanent nor guaranteed to be entirely helpful. Wealth can be spent or stolen, artifacts can be lost or destroyed, and new friends can be alienated or killed. For the moment, however, the character is almost certain to benefit from whatever comes to her aid.
Celestial Injunction Kata
- Cost: 20 motes, 1 Willpower
- Duration: One scene
- Type: Simple
- Min. Martial Arts: 7
- Min. Essence: 7
- Prereq Charms: Burning Mask Technique, Predestined Benefit Prana
insert sutra here
The character assumes the wrathful stance of one of the twenty-five constellations and performs that constellation’s Sign of Injunction. Starry lights flash outward in all directions to brand others with the Sign. When the character declares the use of this Charm, she chooses any College that she possesses and makes an attack roll against every opponent within (Essence x 10) yards. This attack cannot be dodged, and it may only be blocked by Charm-enhanced defenses. All targets struck by the lights are branded with the cold blaze of the Injunction.
For the duration of the scene, all targets afflicted by the Injunction loses a number of dots from the constellation’s Ability equal to the character’s rating in its College. If this reduces a target’s Ability score below the minimum needed to use a Charm, he loses access to that Charm and to any Combos containing that Charm until the end of the scene.
Sever the Life-Thread
- Cost: 15 motes
- Duration: Instant
- Type: Supplemental
- Min. Martial Arts: 6
- Min. Essence: 6
- Prereq Charms: Diamond Weave of Destiny Form
insert sutra here
The Sidereal Exalted have many ways in which to alter another’s destiny. Some methods are infinitely subtle, while others are brutally direct. With this Charm, the character changes another’s destiny in the most straightforward way possible: the target is destined to die this very instant. If the character makes a successful unarmed attack, the target must reflexively roll Conviction + Resistance against a difficulty equal to the character’s permanent Essence. On a failure, the target dies instantly.
Murderous Destiny Lash
- Cost: 18 motes, 1 Willpower
- Duration: One scene
- Type: Simple
- Min. Martial Arts: 6
- Min. Essence: 7
- Prereq Charms: Sever the Life-Thread
insert sutra here
The character reaches into a victim’s chest in a flare of Essence, ripping forth the target’s destiny for use as a weapon. On a successful unarmed attack, the character rolls Strength + Craft (Fate) against a difficulty of the target’s Essence. If this roll is successful, the target dies instantly, and the character draws forth the target’s destiny in the form of a whip of radiant smoke, its hue determined by the flavor of the target’s soul. Treat this as a fighting chain with the following stats:
- Speed equals the target’s Destiny + Essence + (Valor x 2).
- Accuracy equals the target’s Destiny + Essence + (Temperance x 2).
- Damage equals the target’s Destiny + Essence + (Conviction x 2).
- Defense equals the target’s Destiny + Essence + (Compassion x 2).
- Rate equals the Sidereal’s Essence.
Dark Fate may be substituted for Destiny in calculating stats for the lash. The destiny lash cannot be dodged or blocked without the use of Charms, and it ignores non-magical armor soak. At the end of the scene, the destiny lash fades and vanishes, dispersing back into the universal Essence.
Thread-Splicing Protocol
- Cost: 20 motes, 1 Willpower, 1 experience point per point of the target’s permanent Essence
- Duration: Instant
- Type: Reflexive
- Min. Martial Arts: 6
- Min. Essence: 7
- Prereq Charms: Sever the Life-Thread
insert sutra here
It is a well-known fact that no power in Creation can bring the dead back to life. Those who pass on are doomed to ghostly existence or reincarnation. Resurrection is impossible.
The Sidereal Exalted know that this is not entirely true. Due to snags in the Tapestry of Fate, sometimes a person dies and yet continues to live on, a paradox that must be resolved in order to maintain the stability of Creation. Masters of the Diamond Weave learn the techniques by which one may bring such a paradox to pass. In the same turn in which a person dies, the character may use this Charm to splice a freshly spun destiny from the Loom onto the victim’s own life-thread. This requires a successful Wits + Craft (Fate) roll against a difficulty of the victim’s Destiny or Essence, whichever is higher. Success means the recipient lives on past his own death, although the manner in which this miracle manifests varies, at the Storyteller’s discretion: the victim’s wounds may heal without explanation or prove to be less severe than anticipated; he may wake up the next morning in his own bed or on a beach five hundred miles away, fully healed; or he may simply step into the room, unharmed, to look down in horror upon his own corpse. The character may use this Charm on herself.
The pattern spiders object strenuously to this sort of meddling. Whenever the character invokes this Charm, she immediately gains a point of Paradox. Using this Charm without authorization is a Severity 3 offense.
Clawing At the Weave
- Cost: 20 motes, 1 Willpower
- Duration: Instant
- Type: Simple
- Min. Martial Arts: 7
- Min. Essence: 7
- Prereq Charms: Murderous Destiny Lash, Thread-Splicing Protocol
insert sutra here
Honing her power to a brilliant edge, the character lashes out at the weave of Fate. She makes a single unarmed attack against all targets within a straight path up to (Essence x 100) yards long anywhere within her line of sight,. Everyone and everything within three yards of this path suffers the effects of the attack. As this assault strikes directly at the threads of destiny, it cannot be warded by mere mortal defenses; it cannot be dodged or blocked, and ordinary soak and hardness are useless. Anyone struck by the attack may only soak with their Destiny + Essence. This affects inanimate objects as well, except those forged from the Five Magical Materials. The damage caused by this attack can take many forms, from the mysterious reappearance of old wounds to blood spurting from eyes, mouth and nose. Objects may fall into neatly severed pieces, decompose, explode, or simply fade from existence. Victims slain by the attack generally show no wounds at all, dying without a mark on their bodies.
This Charm may be directed at a single target instead. This version of the Charm, known as Clawing At the Thread, only costs 5 motes and 1 Willpower.
Reality-Hardening Pattern
- Cost: 20 motes, 1 Willpower
- Duration: One scene
- Type: Reflexive
- Min. Martial Arts: 7
- Min. Essence: 7
- Prereq Charms: Predestined Benefit Prana, Thread-Splicing Protocol
insert sutra here
While destiny may seem a fragile and gossamer thing to the Exalted, it holds most of Creation in a grip like iron. It is only the actions of creatures outside of fate and the use of awakened Essence that disturb the elegant patterns laid down by the august weavers of the Loom. The elder Sidereal learns the methods by which the weave of destiny may be reinforced against such meddling.
The character strums the threads of fate like a mandolin’s strings, establishing harmonics that resist the workings of Essence. She rolls her Essence + Craft (Fate). Each success increases by one the cost for her opponents to invoke Charms, sorcery, and any other uses of Essence for the rest of the scene. This cost increase also applies to persistent effects, which fail immediately unless the additional cost is paid for each. The character and her allies are unaffected. The Reality-Hardening Pattern affects an area up to (Essence x 100) yards in radius.
Wyld-Binding Mesh
- Cost: 20 motes, 2 Willpower
- Duration: Instant
- Type: Simple
- Min. Martial Arts: 7
- Min. Essence: 8
- Prereq Charms: Celestial Injunction Kata, Reality-Hardening Pattern
insert sutra here
The fabric of reality thins and frays at the edge of Creation. The more tattered it grows, the more the Wyld flows in to fill the gaps. With this Charm, the character pulls fistfuls of unpatterned fate from the Loom and casts them in torrents across the Wyld, solidifying the grip of Creation over the borderlands. She rolls Intelligence + Craft (Fate). For every three successes, she reduces the strength of the Wyld by one level within a radius of her Essence in miles. Pure Chaos becomes Deep Wyld, which becomes the Middlemarches, which becomes the Bordermarches, which becomes the solidity of Creation. Even one success halts the progress of all Wyld storms within the area of effect, and brings all Fair Folk within the area inside of fate for one day.
The effects of the Wyld-Binding Mesh are permanent, but not irreversible. The affected regions are neither more nor less resistant to the gnawing of chaos than any other part of Creation. They still bear the marks of chaos in the form of bizarre geographical formations and the like, but are otherwise as normal as can be expected for lands salvaged from the grip of the Wyld. While the pattern spiders approve of the stabilizing of Wyld lands, they dislike the theft of raw destiny from the Loom. The character immediately accrues one point of Paradox whenever she invokes this Charm.
Nimble-Fingered Unraveler Mode
- Cost: 20 motes, 2 Willpower
- Duration: One scene
- Type: Simple
- Min. Martial Arts: 7
- Min. Essence: 8
- Prereq Charms: Reality-Hardening Pattern, Clawing At the Weave
insert sutra here
The character’s fingers sharpen to impossible fineness as she reaches between the threads of Essence to unweave her enemies from existence. For the rest of the scene, all of the character’s unarmed attacks inflict aggravated damage. In addition, she does not roll for damage; all of her damage dice are converted into automatic successes. Any beings she kills and any objects she destroys are utterly unmade, and their existence is forgotten. Treat this effect as equivalent to the Arcane Fate.
Break the Loom
- Cost: 30 motes, 3 Willpower
- Duration: Instant
- Type: Simple
- Min. Martial Arts: 8
- Min. Essence: 8
- Prereq Charms: Wyld-Binding Mesh, Nimble-Fingered Unraveler Mode
insert sutra here
The ultimate technique of the Diamond Weave has been used but a handful of times since the style’s inception thousands of years ago. A corona of diamond fire bursts around the character as she reaches up into the very fabric of Creation and tears it asunder. The character rolls Strength + Craft (Fate). Success results in a Wyld storm that boils out across an area whose approximate radius in miles equals the number of successes rolled. Once created, the Wyld storm is outside of the character’s control; it may expand or contract, move off in one direction or another, simmer with minor transformations or dissolve into purest chaos, sputter out in moments or linger on for centuries. The character immediately accrues five points of Paradox whenever she invokes this Charm. Using this Charm without authorization is a Severity 5 offense.
Comments
= Archived Comments for this Style
Suggestion re the sutra - base it on a certain Beatles' song... - Moxiane
- "Once there was a maiden, who lived in a First Age underwater ship that was yellow"? - Quendalon
- Well, that too... *grin* LSD, my friend... - Moxiane
- I looked up the lyrics to Lucy in the Sky with Diamonds, but they don't seem terribly applicable without some serious changes. So I found something a little simpler. :) - Quendalon
Lowered the costs of several Charms, after looking over the extant Sidereal Martial Arts Charms in E:tS. Some of those Charms really pack a lot of bang for your buck... - Quendalon
Re: Thread-Splicing Protocol... Writing death out of the plot of the Tapestry seems a bit extreme, even with the experience costs. Maybe limiting it to oneself and explaining it as a Resplendant Destiny getting offed instead... while the Sidereal escapes with an effect akin to Duck Fate. Maybe you could sacrifice a Resplendant Destiny for someone else, I suppose. Either way, consequences could include permanent paradox and/or a permanent reduction of one dot in the Resplendant Desitny's college. Just some ideas :)