Difference between revisions of "SolarLarceny/Killed"

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Revision as of 08:08, 5 April 2010

Killed's Gambling Charms

Anyone got any good ideas for gambling charms? I'm thinking larceny type cheating charms in particular. Heres some to get the creative vibes flowing:


Cheater Has No Shame

Cost: 1 mote
Duration: 1 Hand / roll / etc...
Type: Simple
Minimum Larceny: 1
Minimum Essence: 1
Prerequisite Charms: None
The Cheater will not be caught if he kicks in this charm, unless the observer has some sort of releveant essence enhanced sense(s).

Luck Has Nothing To Do With It

Cost: 1 mote
Duration: One Hand / Dice Roll / Move / etc...
Type: Reflexive
Minimum Larceny: 2
Minimum Essence: 2
Prerequisite Charms: Cheater has no Shame
The Cheater is able to see what the outcome of the next hand of cards/roll of the dice/gateway move/etc without any interference from cheating or essence. This does not provide any benefit mechanically, but the ST should keep in mind that the character knows what should happen.

Seasoned Cheating Method

Cost: 3 motes, 1 willpower
Duration: One scene
Type: Simple
Minimum Larceny: 3
Minimum Essence: 2
Prerequisite Charms: Cheater has no Shame
The Cheater adds his permanent essence in autosuccess to any larceny related gambling roll, including spotting cheaters.

Glorious Solar Deck

Cost: 10 motes
Duration: Indefinite
Type: Simple
Minimum Larceny: 4
Minimum Essence: 3
Prerequisite Charms: Luck has nothing to do with it, Seasoned Cheating Method
The Solar creates a deck of cards, dice, or equipment for any type of game of luck and wits out of pure essence. The cards are a reflection of the solar who created them, thus a solar infamous for his thowing skill might have a suit of throwing daggers. The solar instincitvely knows where every card is (this can be suppressed at the solar's whim), doubles the dice in any releveant pool if cheating, knows if anyone is cheating while using the cards, can view from the cards, and if the solar wishes the images depicted on the cards may interact. Multiple solars can combine when making the cards (assuming they know the charm), splitting the necessary essence required between them. All sharers in the deck gain all above advantages including the ability to tell if someone is cheating. This charm will override Cheater has no Shame. The deck lasts as long as the essence is committed.

-Killed


It seems like Luck Has Nothing To Do With It is too focused. I think it would be good if the effect was altered or expanded to include games aside from cards.

_Ikselam


Killed, would you please put this and other relevant pages under the proper paths rather than leaving them free-floating? Thanks! - Quendalon


The problem is i wrote these before we had any of the formating, it still is linked through the charm pages, it just isn't charms/larceny/etc.... if you'd like to make a duplicate on the proper link, be my guest. -Killed

There ya go, it's all redirected and everything. I didn't even know how to do it until now, but it took about thirty seconds to look it up and try it out. Enjoy! - Quendalon