Difference between revisions of "MoSolarCharms"
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<b>Contagion-Curing Touch</b> - This charm now costs <b>1 mote per Turn</b>. The duration is now <b> 1 Turn</b>. This charm now has the prerequisite <b>Flawless Diagnosis Technique</b>. In place of rolling to cure a disease, the character may activate this charm while placing her hands on the target's body. Each turn, the character spends 1 mote of essence to power the charm, and tends to the target, concentrating on the body and disease. After a number of consecutive Turns equal to a disease's difficulty to treat, the disease is cured. The character is ineffective after more consecutive Turns than the character's Intelligence + Medicine. Therefore, if a disease has a greater difficulty to treat than the character's Intelligence + Medicine, then she cannot cure the disease. Additionally, Turns spent powering this charm are treated as bonus dice to the target's Stamina + Endurance roll to overcome the disease. These bonus dice are used up every day when the target rolls to overcome the disease, but may be reapplied the next day before the target makes his next roll. | <b>Contagion-Curing Touch</b> - This charm now costs <b>1 mote per Turn</b>. The duration is now <b> 1 Turn</b>. This charm now has the prerequisite <b>Flawless Diagnosis Technique</b>. In place of rolling to cure a disease, the character may activate this charm while placing her hands on the target's body. Each turn, the character spends 1 mote of essence to power the charm, and tends to the target, concentrating on the body and disease. After a number of consecutive Turns equal to a disease's difficulty to treat, the disease is cured. The character is ineffective after more consecutive Turns than the character's Intelligence + Medicine. Therefore, if a disease has a greater difficulty to treat than the character's Intelligence + Medicine, then she cannot cure the disease. Additionally, Turns spent powering this charm are treated as bonus dice to the target's Stamina + Endurance roll to overcome the disease. These bonus dice are used up every day when the target rolls to overcome the disease, but may be reapplied the next day before the target makes his next roll. | ||
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=== Awareness === | === Awareness === |
Revision as of 10:38, 21 March 2006
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See if your charms have been houseruled:
MoHouseruledCharms
Contents
Archery
Accuracy Without Distance - This charm does not guarantee success on an archery attack no matter what. What it does is guarantee that unless someone interferes, if you can perceive your target and are within maximum range, it will hit with at least one success. You will hit a falling leaf, at maximum range, at night, through a hurricane, while at -4 and falling from a building with a crappy bow and a stick for an arrow. But if someone sees you coming, they can still dodge, and if you only get the one guaranteed success, then they only need one dodge success to beat you.
Brawl
Fists of Iron - This charm is now Reflexive, requires 2 Brawl, and has no Prerequisites. This charms now last until the remainder of the turn, until you successfully strike another character and do at least a die of damage, or until you successfully block an attack that was completely unarmed.
Thunderclap Rush* - This charm is now Supplemental, requires 4 Brawl, and requires 2 Essence. It is used to supplement a brawl attack in a round that the character does not split his dice pool. That brawl attack now occurs just before the initiative of its target. The target may revert as normal. This charm is only usable on a target within the character's Dex + 12 yds or less.
Hammer on Iron - This charm now costs 2 motes per attack. This charm now allows that character to makes extra attacks against a single target up to a total number of attacks equal to the characters Brawl for 2 motes per attack.
Melee
Call the Blade - This charm now requires 3 Melee. It now has a maximum range of the character's Melee x 10 yds.
Summon the Loyal Steel - This charm now requires 4 melee, and requires 3 essence. If you lose your third dot of essence while your weapon is Elsewhere, well, you'll just have to wait until you get your third dot of Essence back, or find a new weapon.
Glorious Solar Saber - This charm now costs 6 motes + 1 Willpower. It now creates a unique weapon which the player creates using 2 x the character's Melee points to distribute between Speed, Accuracy, Damage, and Defense. No more points may be put in Speed, Accuracy, or Parry than the character's Dex + Essence, and no more points may be put in Damage than the character's Str + Essence. These stats are permanent until the character's Melee score improves, in which case 2 more points may be distributed, or the character's mental and spiritual state are seriously and powerfully warped, and his fighting style along with it, in which case the points may be redistributed. This blade does receive the orichalcum material bonus of +1 Speed, + 1 Accuracy, and +1 Defense. This weapon is unmistakable as unique and recognizable, and glows with the light of the sun, illuminating an area greater than what a torch would light. As an added bonus, a character using this charm may not be disarmed while it is in effect, and this weapon cannot be destroyed by any mundane physical process, though it is dispelled if the character is incapacitated or if a charm forces th character to deattune. If the charm allows for the character to repay the attunement cost to maintain his attunement on his weapon, then only the 6 motes of the charms cost need be repayed.
Solar Counterattack - This charm now has Golden Essence Block as a prerequisite, and not Dipping Swallow Defense.
Bulwark Stance - This charm is now Reflexive.
5-fold Bulwark Stance - This charm is now Simple.
Thrown
Cascade of Cutting Terror - This charm is now Simple.
Endurance
Armored Scout's Invigoration - This charm now costs 3 motes per point reduction. This charm reduces the mobility penalty and fatigue value of the character's armor by one point per 3 motes spent, to a maximum reduction of the character's Endurance.
Armor 2? - This charm is now Reflexive, lasts 1 Scene, and costs 5 motes. This charm reduces the Mobility Penalty and Fatigue Value of the armor the character is wearing by her Essence for the remainder of the scene.
Armor-Donning Prana - This charm now costs 3 motes, and requires 1 Endurance. This charm may be used with clothing, jewelry, and other such adornments, which are assigned a value equivalent to mobility penalty to determine the speed at which they can be donned. Also, note this charm only allows a character to put clothes and armor on, not take them off. This charm requires that the character have basic familiarity with the armor or clothing, and may not be used on adornments that are worn, held, or otherwise physically manipulated in any way by another.
Armor-Calling Prana</b>
<b>Cost: 3 motes per Turn Duration: One turn Type: Reflexive Min. Endurance: 2 Min Essence: 2 Prerequisite Charms: Armor-Donning Prana
- A character with this charm can call his armor or other vestments to him, which put themselves on with magical speed. This requires a number of Turns equal to the mobility penalty of the armor - the character's Essence (min 1). If this charm is activated at the beginning of a Turn, before any non-reflexive actions, then armor which requires 1 Turn is donned at the end of the Turn. It requires 1 entire turn to don even the simplest armor. This charm functions only on armor or vestments of a basically protective nature. It will not call jewelry, weapons, tools, or anything else not essential to the vestment. Anything contained in the pockets may voluntarily be spilled when this charm is activated, unless they are very securely fastened. In that case, or if the character is unwilling to empty his pockets, the charm fails. This charm functions only on vestments that the character can see within her Essence x 10 Yards. It will summon any parts or the entirety of a set of clothing or armor, so long as the character has basic familiarity with all of the vestments, and they are all protective in their essential nature.
Hauberk-Summoning Gesture - This charm now has the prerequisite Armor-Calling Prana.
Body-Mending Meditation - This is now an Endurance Charm. It now requires 1 Endurance. This charm may no longer be used while Incapacitated. It now multiplies the character's healing rate by the number of motes spent to power the charm. No more motes may be spent on this charm than the character's Stamina + Endurance.
Performance
Rout-Stemming Gesture - This charm now costs just 5 motes.
Heroism Encouraging Presence - The prerequisite for this charm is now Rout-Stemming Gesture, and not Fury Inciting Presence.
Tiger-Warrior Training Technique - The prerequisites for this charm are now Heroism Encouraging Presence, and Fury Inciting Presence.
Presence
Harmonious Presence Meditation - This charm now requires 2 Presence.
Listener-Swaying Argument - This charm now requires 4 Presence. This charm can only supplement an argument, allowing the character to purchase additional dice to convince or persuade a target.
Majestic Radiant Presence - This charm now costs 5 motes.
Resistance
Iron Skin Concentration - This charm does not stack with armor, though it can be used while armor is on.
Lore
Wyld-Shaping Technique - This charm now requires 4 Essence.
Medicine
Body-Mending Meditation - This is now an Endurance charm.
Solar Stitch</b>
<b>Cost: 1 mote Duration: Instant Type: Supplemental Min Medicine: 1 Min Essence: 1 Prerequisite Charms: None
- While the character treats a wound, she encourages it to heal well with essence. A solar uses this charm to supplement a roll to treat a physical wound. This roll treats only a single wound from a single attack. Rolls to avoid infection from the wound receive a number of automatic successes equal to 2 x the character's Essence. Additionally, if the wound was caused by non-Aggravated damage, the wound will not scar, and heals at an accelerated rate. The healing rate of the target is multiplied by the character's Essence for the purposes of healing that particular wound. Wounds treated with this charm heal first for the purposes of Health Levels. Even magical fortified creatures can benefit from the accelerated healing of this charm, but this charm does not stack with other forms of magical healing.
Light of Rejuvenation</b>
<b>Cost: 2 motes Duration: 1 Week per Essence Type: Simple Min. Medicine: 3 Min Essence: 2 Prerequisite Charms: Solar Stitch
- This charm builds on the principle of Solar Stitch, and allows the character to commit essence to a subject with a touch, fortifying his body magically, and speeding his healing. While under the effects of this charm, the target, (who may be the character) multiplies his normal healing rate by the character's Medicine + Essence. In addition, none of the target's wounds will become infected, and all wounds made by non-Aggravated damage during this time will heal perfectly, regeneraing even lost limbs. If the charm lapses or is cancelled while the target is healing an otherwise unhealable wound, then the magic is lost. The charcter or another with this charm may reapply it before the duration lapses to continue the healing process.
Contagion-Curing Touch - This charm now costs 1 mote per Turn. The duration is now 1 Turn. This charm now has the prerequisite Flawless Diagnosis Technique. In place of rolling to cure a disease, the character may activate this charm while placing her hands on the target's body. Each turn, the character spends 1 mote of essence to power the charm, and tends to the target, concentrating on the body and disease. After a number of consecutive Turns equal to a disease's difficulty to treat, the disease is cured. The character is ineffective after more consecutive Turns than the character's Intelligence + Medicine. Therefore, if a disease has a greater difficulty to treat than the character's Intelligence + Medicine, then she cannot cure the disease. Additionally, Turns spent powering this charm are treated as bonus dice to the target's Stamina + Endurance roll to overcome the disease. These bonus dice are used up every day when the target rolls to overcome the disease, but may be reapplied the next day before the target makes his next roll.
Awareness
Sensory Acuity Prana - This charm now costs 3 motes. It now eliminates dice pool penalties due to distraction of any sort, including a noisy room, combat, etc., and guarantees a number of successes on all awareness rolls equal to the exalt's Awareness.
Dodge
Reflex Sidestep - This charm now costs 1 mote. It may activate automatically and reflexively to make any normally dodgable unanticipated attack dodgable as though the character anticipated it. It can be comboed normally.
Stealth
Easily Overlooked Presence - This charm now requires 1 Stealth.
Charms with an * are really only usable in this houseruled capacity by someone playing with at least some of my other houserules. These charms are primarily intended for my players to read.
Comments
I think you mean Accuracy Without Distance - DS
Hey thanks a lot. You caught that one quick. :) - Morpheus
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