Difference between revisions of "SolarPerformance/Ketrus"
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Here's some possibly-broken Solar Cheerleading charms, mostly because there NEEDS to be a charm with 'Burning Passion' somewhere in the name. | Here's some possibly-broken Solar Cheerleading charms, mostly because there NEEDS to be a charm with 'Burning Passion' somewhere in the name. | ||
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+ | Inspiration: http://www.nintendo.co.jp/ds/aosj/175r/index.html | ||
=== Second Edition Versions === | === Second Edition Versions === | ||
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:This charm affects the target's next action or flurry. | :This charm affects the target's next action or flurry. | ||
− | <b>Stoke the Burning Passion</b>, Cost: | + | <b>Stoke the Burning Passion</b>, Cost: 20 motes, 1 willpower, Duration: Scene, Type: Simple, Keywords: Obvious, Social, War |
− | :This charm explicitely MAY benefit from Essence Flow. Only the 10 motes spent on the charm itself are committed. | + | :Prerequisites are changed to: <b>Fervent Dedication Method</b>, <b>Phantom-Conjuring Performance</b>, <b>Husband-Seducing Demon Dance</b> |
+ | :This charm explicitely MAY benefit from Essence Flow. Only the 20 (or 10) motes spent on the charm itself are committed. | ||
+ | :If the cost of the charm is paid out of the Immanent Solar Glory pool, the cost is halved. | ||
:If used in a War context, this charm may target a single unit. The difficulty of the roll is the unit's magnitude. The bonus may not exceed the user's essence, nor may it exceed the user's War score. | :If used in a War context, this charm may target a single unit. The difficulty of the roll is the unit's magnitude. The bonus may not exceed the user's essence, nor may it exceed the user's War score. | ||
:... yes, this means the best of the invincible Solar generals are also cheerleaders. SHUT UP. | :... yes, this means the best of the invincible Solar generals are also cheerleaders. SHUT UP. |
Revision as of 18:51, 24 March 2006
Here's some possibly-broken Solar Cheerleading charms, mostly because there NEEDS to be a charm with 'Burning Passion' somewhere in the name.
Inspiration: http://www.nintendo.co.jp/ds/aosj/175r/index.html
Second Edition Versions
As below, but:
Ardent Encouragement Technique, Cost: 2 motes, Duration: Instant, Type: Reflexive, Keywords: Combo-OK, Social
Fervent Dedication Method, Cost: 4 motes, Duration: Until used, Type: Simple, Keywords: Combo-OK, Obvious, Social
- This charm affects the target's next action or flurry.
Stoke the Burning Passion, Cost: 20 motes, 1 willpower, Duration: Scene, Type: Simple, Keywords: Obvious, Social, War
- Prerequisites are changed to: Fervent Dedication Method, Phantom-Conjuring Performance, Husband-Seducing Demon Dance
- This charm explicitely MAY benefit from Essence Flow. Only the 20 (or 10) motes spent on the charm itself are committed.
- If the cost of the charm is paid out of the Immanent Solar Glory pool, the cost is halved.
- If used in a War context, this charm may target a single unit. The difficulty of the roll is the unit's magnitude. The bonus may not exceed the user's essence, nor may it exceed the user's War score.
- ... yes, this means the best of the invincible Solar generals are also cheerleaders. SHUT UP.
First Edition Versions
Ardent Encouragement Technique
Cost: 3 motes Duration: Instant Type: Reflexive Minimum Performance: 4 Minimum Essence: 2 Prerequisite Charms: Heart-Compelling Method
No matter the setting, the presence of a friend or loved one can bolster spirits and improve performance. When an ally goes so far as to actively encourage someone, the effect can be profound. Utilizing essence to enhance the cheering effect of their performance, a Solar using this charm can grant a bonus to any single dice action taken by an ally. The Solar rolls Charisma+Performance at their full pool, and the successes count as a charm bonus to the ally's action. Since this is a charm bonus, it is subject to the normal limitations as given by character type (Attribute+Ability for another Solar, Ability+Specialties for a Dragon-Blooded, etc.), alone or when combined with other charms.
This charm requires that the ally receiving the effect perceive the Solar's performance. Additionally, this charm relies on the foundation of a positive relationship between the Solar and his Ally. Someone indifferent to the Solar, such as a total stranger, only gains half the normal bonus, rounded down. Someone hostile towards the Solar, such as a rival or even a long-time friend currently angry with him, gains no bonus.
Fervent Dedication Method
Cost: 5 motes Duration: Instant Type: Simple Minimum Performance: 5 Minimum Essence: 3 Prerequisite Charms: Ardent Encouragement Technique
By dedicating himself to his ally for the round, a Solar can enhance the effects of the Ardent Encouragement Technique. This charm functions as Ardent Encouragement Technique, except it applies to all of a single ally's dice actions for one round. If the ally has already acted in the round in which this charm is used, the bonus applies to the ally's next round.
Stoke the Burning Passion
Cost: 15 motes, 1 willpower Duration: One Scene Type: Simple Minimum Performance: 5 Minimum Essence: 4 Prerequisite Charms: Fervent Dedication Method, Heroism-Encouraging Presence
With a truly transcendent performance, a Solar can turn the tide of a battle or ensure excellency in any other task. In seconds, the Solar can instill a supernatural morale into his companions and allies, causing them to literally burst into flames similar to the Solar anima flare. The Solar chooses a number of allies not to exceed his Essence score, then makes a Charisma+Performance check with difficulty equalling the number of allies chosen. Any extra successes on the roll count as a charm bonus for all dice actions that benefit a single task. In combat, the Solar may choose either offense or defense for this task, and outside of combat, he may choose any task deemed appropiate by the Storyteller. The subjects are of course limited by their individual caps for charm bonuses, as in the Ardent Encouragement Technique.
The subjects of this charm undergo a second, cosmetic effect, bursting into golden flames similar to a Solar's anima flare at the 8-10 motes expended level. If the subject is of another Exalt type, that Exaltation overrides the effects of the charm. They instead exhibit a display of essence of the same tier. This, of course, makes stealth impossible.
Finally, this charm necessitates an ongoing performance, although it takes effect instantly. Every round the effect is maintained, the Solar must make at least a token contribution to their performance. This requires no dice action, but does necessitate that the chosen subjects perceive the Solar's performance every round to benefit from the effect that round. If the performance is ever paused, or the subjects somehow cut off from perceiving it, the effect is nullified until the performance and perception resumes.
Comments
*Has a mental image of a group of 5 Zenith caste girls in tight-fitting tops and skirts blazing away with solar fire, and a lone Dawn caste warrior slaughtering the entire Legion Sanguinary by himself.* - Trithne. Nice charms, btw.
- The worst part is when the Zenith girls start enhancing each others' performance rolls. Their foes will just start falling to their knees, weeping at such a beautiful cheer, while the Dawn has nothing better to do with his +10 to melee attacks than using it to shave. -- Ketrus
One slight problem - The charm limits only work if the person you're aiding is actually an exalt... what happens when you use them on a mortal? It's probably best if they run off the solar att+ability limit (even if the limit is set by the target's attrbute+ability), and thus if you were encouraging a DB, they could (through the wonderousness of solar magic) have more dice added than they could manage on their own.
-- Darloth
- I thought about that! I'm considering allowing mortals to gain a bonus not greater than their Ability score. Honestly, I'm not sure if there is a canon rule out there for the charm bonus limit on mortals, so if I had to BS it, that's how I'd do so. I don't like the idea of simply defying charm dice limits, though. Something about it just rubs me the wrong way, especially considering how powerful the effect ALREADY is. -- Ketrus