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Latest revision as of 01:15, 6 April 2010
Contents
Endurance Charms
Ox-Body Technique
- Cost: None
- Duration: Permanent
- Type: Special
- Minimum Endurance: 1
- Minimum Essence: 1
- Prerequisite Charms: None
The Infernal weaves barriers of strange logic and of obsidian flakes into his flesh. This functions exactly like the Solar version of the Charm, allowing the character to take an extra one -0, two -1, or one -1 and two -2 health levels.
Freedom In Bondage Approach
- Cost: 1 mote per point
- Duration: Until released
- Type: Simple
- Minimum Endurance: 2
- Minimum Essence: 2
- Prerequisite Charms: None
Binding his armour about him with pins of fierce Essence, the Infernal no longer feels the restriction of his armour. For each mote committed to this Charm, the mobility penalty of the Infernal’s armour is reduced by one. Characters using this Charm frequently develop lines of circular welts across their skin.
Slave Feels No Burden
- Cost: 1 mote per point
- Duration: Until released
- Type: Simple
- Minimum Endurance: 3
- Minimum Essence: 2
- Prerequisite Charms: Freedom In Bondage Approach
As the Infernal solders his armour to his flesh with rivulets of scathing Essence, his gear ceases to feel like an encumbrance and more like a part of him. For each mote committed to this Charm, the fatigue value of the Infernal’s armour is reduced by one. Characters using this charm often lose the skin beneath their armour, revealing bare muscle underneath.
Never-Tiring Tool Attitude
- Cost: 5 motes per dose
- Duration: Instant / One day
- Type: Simple
- Minimum Endurance: 3
- Minimum Essence: 2
- Prerequisite Charms: Slave Feels No Burden
The Infernal harmonises with his hatred, coalescing it into pulsing light green plasm that is hacked from his lungs. If this gelatinous substance is injected into a person’s arteries, it provides enough contempt to sustain them without food, water, or rest for a day. When using this method of nourishment, characters cannot channel Virtues, although they can channel Sins normally. A substantial amount needs to be injected for this to work - coating a weapon in the substance would be insufficient, but forcibly injecting a restrained person may. Regular users of this form of nourishment develop bulging blood vessels, slowly growing to a raw red matrix across all exposed skin.
Joy In Suffering
- Cost: 1 mote
- Duration: Instant
- Type: Reflexive
- Minimum Endurance: 2
- Minimum Essence: 2
- Prerequisite Charms: None
Many Infernals seek to become better accustomed in their task of spreading pain and suffering in the world, reshaping their Essence to better fit their task. Harnessing the sadistic aspect of their nature, a character who knows this Charm can activate after hitting someone in combat. For every point of damage he deals before soak is applied, his player may roll one die. Each success on this roll causes the character to gain a mote of Essence, up to a maximum of their permanent Essence score. This cannot be used on extras, as damage is not rolled against them. A character cannot gain more Essence from any given attack than his Perception score. This Charm may be activated in other circumstances (such as when torturing people) at the Storyteller’s discretion.
Purpose In Anarchy
- Cost: 3 motes
- Duration: Instant
- Type: Reflexive
- Minimum Endurance: 3
- Minimum Essence: 2
- Prerequisite Charms: Joy In Suffering
Some Infernals become willing slaves of the Yozis' cause, serving them freely and seeing each triumph of the Demon Princes as one of their own. Tapping into this deluded resolve, a character who knows this Charm can activate after hitting someone in combat. For every point of damage he deals before soak is applied, his player may roll one die. Each success on this roll causes the character to gain a point of temporary Willpower, up to a maximum of their permanent Essence score. This cannot be used on extras, as damage is not rolled against them. A character cannot exceed his maximum temporary Willpower in this way. This Charm may be activated in other circumstances (such as when torturing people) at the Storyteller’s discretion.
Strength In Weakness
- Cost: 5 motes, 1 Willpower
- Duration: Instant
- Type: Reflexive
- Minimum Endurance: 4
- Minimum Essence: 3
- Prerequisite Charms: Purpose In Anarchy
A rare few Infernals align every Essence channel in their body in the arcane signs of the Yozis, their body harmonised alongside their mind and soul. Empowering themselves by this unification, a character who knows this Charm can activate after hitting someone in combat. For every point of damage he deals before soak is applied, his player may roll one die. Each success on this roll allows the character to increase one physical attribute by one dot for the rest of the scene. This cannot be used on extras, as damage is not rolled against them. Each invocation cannot add more dots than the Infernal's permanent Essence, and no physical attribute may be raised by more than that number in this way. This Charm may be activated in other circumstances (such as when torturing people) at the Storyteller’s discretion.
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Feedback
The soak Charms have neat imagery. I'm not sure that Never-Tiring Tool Attitude needs SFNB as a prerequisite; it looks like a perfectly reasonable root Charm to me.
How does the Attribute bonus of Strength in Weakness apply? If it's Instant, then the Exalt can increase...Strength, to any mechanical effect. Interesting Charm, but I'd like it to be worded a little more clearly. - willows
Ah! I forgot to write 'for the rest of the scene' afterward. Thanks for pointing that one out. NTTA correlates to similarly-placed Endurance Charms on Solar and Abyssal Charm trees, so I thought I'd put it there...DeathBySurfeit
Ah, ok. Then it just turns back to the fact that I don't like how canonical Charms are connected in weird ways just because some Charms need prereq depth, but there aren't any extant Charms that make sensible prereqs. Nice work! - willows
Comparing Strength in Weakness to the (roughly) equivalent Solar charms, Str Inc Ex, and Bloodthirsty Sword Dancer... 5m, even with the significantly increase requirements, is much too low a price to pay for a potential +2/3 to each of your physical attributes. Lets just say you hit with a moderatly weak attack (9L), and roll poorly (3 successes), you still have +3 att dice (from dex) or +3 damage(from strength). Very reasonable. Now imagine hitting for 20L and getting 12 successes (you have Ess4 and max all three)! Thats very nearly the same att bonus as a level5 DeadlyBeastmanTrans!!! No one should be boosting there physical stats higher than a lunar! I think you either need to make the total bonus equal to the Chars Ess, or increase the cost to at least 10m +1Will. This charm is also, , it hasnt even cost you an action! All this said, I do like the idea behind the charm a lot, just not the mechanics. Shining Mongoose
Do note that the equivalent Solar Charms don't require attack rolls; this has higher prerequisites and requires that blows be landed on an important character in order to work. Then again, it <i>isn't Simple, so I'd agree that a little rebalancing is in order. I've restricted the gain from each activation, and added a Willpower cost for good measure. I've also nerfed the prerequisite Charms in line with Player's Guide modifications. Thanks for pointing these out, and I hope things are more palatable now...DeathBySurfeit