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Revision as of 00:35, 6 April 2010

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Life Charms

Craft

Individual Mastery Technique
Duration: One Forging
Type: Simple
Minimum Crafts: 5
Description: The character carefully builds an object, usually a weapon or suit or armour for a specific individual. The person that the object is being made for must be present at the beginning of the forging, but need not stay for all of it. When the object is completed, the forger may choose to place a single +1 bonus in any category. This bonus applies only when the object is used by its intended user.

Larceny

Innocent Ambling Method
Duration: One Scene
Type: Reflexive
Minimum Larceny: 4
Description: After committing a crime, the character draws attention away from himself by mingling with a crowd or other individuals. This Charm, when activated, removes dice equal to the user's Manipulation from any attempts to immediately spot or track the thief. Attempts to find evidence are not affected. If someone is still observing the character while this Charm is used, and is already aware of their crime, this Charm has no effect on them or anyone they tell.

Linguistics

Perfect Tourist Technique
Duration: One Scene
Type: Reflexive
Minimum Linguistics: 4
Description: A master of many languages can always make themselves understood. Upon activating this Charm, the character can carry on a basic conversation with any one person; only the most basic of information will be imparted, but that is usually sufficient for most interactions. Any sort of advanced or complex information cannot be understood or transmitted, and this Charm only affects conversations, not writing.

Performance

Mood-Soothing Performance
Duration: Instant
Type: Supplemental
Minimum Performance: 5
Description: The character dances, sings, or plays, soothing the audience and calming frazzled nerves. Roll Charisma + Performance. If the roll succeeds, people calm down; all rolls to resist anger or panic gain a die bonus equal to half the successes rolled (round up), and a Willpower roll must be made to initiate angry or fear-driven actions, at a die penalty equal to half the successes rolled (again, rounded up). This Charm has no effect on magically induced fear or anger, and the effects fade at a rate of one success per ten minutes.

Presence

Attention-Drawing Entrance
Duration: Instant
Type: Reflexive
Minimum Presence: 4
Description: When your character wants to be noticed, she can be. Upon activation of this Charm, everyone capable of seeing or hearing the character will pause whatever they are doing for a moment, just long enough for the character to make an impression. If the character wishes to hold this attention, she must do so normally.

Ride

Mount-Calming Assurances
Duration: One Scene
Type: Simple
Minimum Ride: 4
Description: The character soothes and calms his mount, assuring that it will not panic during an upcoming stressful situation. The character's mount will not panic due to any natural source, and magical fear applies a +1 difficulty to any attempts to panic it.

Sail

Sea Legs Mastery
Duration: One Day
Type: Reflexive
Minimum Sail: 4
Description: The character creates acclimitizes to the open sea. She suffers no penalties for rough seas or storms to her balance, such as Athletics or Dodge rolls.

Socialize

Silver-tongued Liar Technique
Duration: Instant
Type: Supplemental
Minimum Socialize: 5
Description: The character has learned to practically think her lies. All rolls to detect that a given statement is a lie are at +2 difficulty, including any magical forms of detection. If the magical detection is absolute, it now requires a Perception + Socialize roll at Difficulty 2.

Stealth

Observer-Distraction Technique
Duration: Instant
Type: Simple
Minimum Stealth: 4
Description: The character creates a distraction, tossing a rock or similar object to create a sound away from him, and drawing the attention of alert observers away from himself. The character rolls Manipulation + Stealth. If successful, any observers will immediately focus on the area the character wishes them to, applying a +2 difficulty to any attempts to sense the character for a number of turns equal to the successes rolled.

Survival

Patient Huntsman Method
Duration: Special
Type: Simple
Minimum Survival: 4
Description: Some say that a watched pot never boils; the character knows that this is false. Upon preparing to hunt or trap game, the character finds a quiet spot and waits, rolling Wits + Survival. If one success is gained, they are guaranteed game will arrive within one hour. With two successes, it is guaranteed within 15 minutes. Three successes reduces time to 5 minutes, four successes to 1 minute, and five or more successes reduces it to one turn. The best general game for the area is found, not counting magical creatures. This Charm may not be used more than once per day.