Difference between revisions of "Trithemius/SiderealAwarenessCharms"
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+ | I'm not sure which is funnier - Cannon Sidereals (masters of fate and heavy artillery) or Sidereal Cannons (Incoming yellowsid barrage!) <br> -- [[Darloth]] |
Revision as of 10:58, 8 February 2006
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Some charms to expand the capabilities of the Sidereal initates of the Crow.
The Glittering Eye of the Crow - New Sidereal Awareness Charms
Fortuitous Preperations Technique
Cost: 3 motes Duration: Instant Type: Reflexive Minimum Awareness: 3 Minimum Essence: 3 Prerequisites: Expected Pain, Wise Choice
It is difficult to prepare oneself for that which is unanticipated, especially when deciding how to outfit oneself for the days activities. The Chosen of the Maidens are able to narrow the focus of the awareness granted by Expected Pain and interrogate the future about the the extent of any martial preperations neccessary. When confronted with an occasion of violent struggle the Sidereal is able to reflexively spend the required Essence to have been forewarned about the event and can, therefore, ensure that they are armed and armoured in their preferred fashion. This charm warps destiny and ensures that, despite what some may subjectively recall, the Sidereal was always thusly accoutered unless steps have been taken to ensure that there is no way the Sidereal could be so armed (such as active disarming by a captor - mortal laws prohibiting weapons are not sufficient to unweave the skein of destiny however).
Comments
I like it. Very Sidereal, very simple, and none too overpowering. Good stuff. - GregLink
- I had some verbal feedback that implied that it was powerful compared to the Solar and Abyssal charms that do the same sort of thing. This is not a "summon weapon and armour" charm literally it simply ensures a fortunate coincidence that means that the characters armour is on already, and their weapon drawn. It will not overcome having ones possessions destroyed (although it might prevent them being stolen - "Hey I was -wearing- that!") or removed because of capture. I was also thinking that perhaps it should be 5 motes, and require commitment of Essence to maintain the effect indefinately to represent 'keeping a window on the future' open? -- Trithemius
- The bigger issue is a mis-reading on my part, then. I had read that you simply got to remember to carry your equipment - not to have it on, and full-on ready. More to the point, while I can see it putting your armor on, I can't see it summoning a weapon. Perhaps some sort of system whereby the charm only works back to the point where you couldn't have had the stuff? As it, if you just swam across a channel of acid that eats metal but not flesh, this charm couldn't apply, you know? More to the point, what if someone starts a fight, whips out some "You can't wear armor" Martial Arts, then whips this out to put on their armor and grab their weapon? That maka no sense, in terms of preparation. While I can see a Sidereal charm that reminds you that you'll need your sword today (what I thought this charm was), a Sidereal charm that puts on your armor instantly is a bit more powerful. - GregLink
- In terms of description the charm does allow the character to remember, however it permits a "retcon" of any decision about what armour to wear and whether to have weapon in hand. The rationale was similar to that of the Dodge charms whereby the character is forewarned of the problem and so can avoid the situation, but mechanically simply disapears with a reflexive Essence expenditure. I "errataed" the charm to limit it in situations like you suggest (including active disarmament by an enemy). Perhaps it needs to be performed when the character wakes and then functions until they rest (with continuous commitment as I mentioned above)? Finally, regarding the possible exploit involving certain Sidereal Martial Arts is that this charm does not summon the characters armour, instead they were already wearing it; therefore the character would not be able to have performed the martial arts charm correctly. I would also say that Solars and Abyssals who might learn Sidereal styles would be unable to use their armour-summoning charms to put armour on after a charm with armour-restrictions is performed.-- Trithemius
- Which brings up an interesting question (only slightly related to this charm). Suppose you've got "Summoning the Loyal Steel", or the Armor-equivalent of it. They're instant reflexive charms, and thus can be comboed. Suppose also that you're a Martial Artist (Solar, at this point obviously), with MA charms that both do and don't allow the use of a particular weapon. Can you 'phase' your weapon in and out as you go, so that you can, say, parry using your Crane Stance and Staff, but attack barehanded with a different style? In theory, for 2m, you can pop your weapon in and out like lightning... -- GregLink, working on a Sidereal now, and having convinced his ST that custom charms aren't a bad thing. Poor ST.
- My only concern is that in cannon Sidereal can not design their own charms. The can create new spells or MA charms but not charms for any other ability. If you ST is allowing you to do that then great, but as far as cannon - and my ST you can't Eldmar
- Yeah, this is a known issue with the entire SiderealCharms tree in general. Also, since a few others are going on the campaign: It's canon, not cannon. -- GregLink
- He ha he KA-BLOOM. :->
I'm not sure which is funnier - Cannon Sidereals (masters of fate and heavy artillery) or Sidereal Cannons (Incoming yellowsid barrage!)
-- Darloth