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Latest revision as of 17:07, 8 June 2010
Lunars often act as intermediaries to the Gods and elementals and Fair Folk for their tribes. They walk the line between threat of destruction and the promise of chinenage for the sake of their people.
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See the Invisible
Cost: 4 motes Duration: One Scene Type: Simple Minimum Perception: 2 Minimum Essence: 1 Prerequisite Charms: None
See immaterial beings.
Know the Spirit's Name
Cost: 3 motes Duration: One Scene Type: Simple Minimum Intelligence: 4 Minimum Essence: 3 Prerequisite Charms: See the Invisible
Make an Intelligence + Occult roll, difficulty equal to the target's Essence. With a simple success, the Lunar knows the spirit's basic name and duties. With 3 successes, it's knows the spirit's abilities, precise duty, and it's true shape. With 5 successes, it knows anything it wants to know about the spirit, including it's true name.
Know the Spirit's Name may only be attempted a number of times equal to the Lunar's Permanent Essence. Trying more than this simply fails, producing nothing, as does trying to use Know the Spirit's Name against anything not a spirit- be it god, elemental, ghost, demon, or fae.
Devil Restraining Leash
Cost: 3 motes per Essence Duration: Until Released Type: Simple Minimum Intelligence: 3 Minimum Essence: 2 Prerequisite Charms: See the Invisible
Traps a spirit within Essence yards of the Lunar. They are incapable of either Materializing or Dematerializing, and must remain within Essence yards of the Lunar. Furthermore, they may not act in a hostile fashion; violence may be used only in self-defense.
This Charm costs 3 motes per point of Permament Essence the spirit has, and is broken if the Luanr takes any hostile action against the spirit.
Rend the Fleshless Body
Cost: 2 motes Duration: Instant Type: Supplemental Minimum Intelligence: 4 Minimum Essence: 2 Prerequisite Charms: Devil Restraining Leash
Touch or strike an immaterial creature as if it were material.
Cross the Veil
Cost: 8 motes, 1 Willpower Duration: One Scene Type: Simple Minimum Wits: 3 Minimum Essence: 2 Prerequisite Charms: Rend the Fleshless Body
Become Immaterial for a scene.
Spirit Devouring Attack
Cost: 4 motes, 1 Willpower Duration: One Scene Type: Simple Minimum Intelligence: 5 Minimum Essence: 3 Prerequisite Charms: Rend the Fleshless Body, Know the Spirit's Name
Make a single attack against an immaterial being. This attack deals aggravated damage. If a spirit is destroyed by the Spirit Devouring Attack, it is destroyed forever and will never reform.
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Pact with God
Cost: 6 motes, 1 Willpower Duration: Instant Type: Simple Minimum Wits: 3 Minimum Essence: 1 Prerequisite Charms: None
Allows the Lunar to make a deal with a God. They must be able to see and speak with the God, but the deal will be accepted.
Such deals typically involve some chiminage in exchange for the God's blessings.
Roll Wits + Performance, against a difficulty of the spirit's Essence. If the Lunar knows the spirit's true name, convert the Wits into automatic successes. Keep in mind, lesser spirits are simply more limited in scope; they may want to do more, but are incapable of such. Additionaly, Spirits are usually incapable of granting a Boon (in any category) with a level of more than their Essence.
Successes are spent on Boons, Time Maintained and Number of People. If there are not enough successes, the Lunar may add additional by accepting Taboos, on himself or a group of people, for some length of time, but such are ranked one level down.
Put another way- if a Lunar needs 3 more successes to get the Boon he desires, he can personally accept a level 4 Taboo that affects only himself and is over almost instantly. Alternatively, he can accept a level 2 taboo that affects a family for an entire year.
Boons
1: Very minor boon (1 extra die on a given action once per day) 2: Minor boon (2 extra dice on a given action, once per day; a very minor boon once per scene) 3: Modest boon (4 extra dice, once per day; 2 extra dice once per scene; negate a botch once per day) 4: Major boon (4 extra dice, once per scene; 2 extra dice once per scene when carrying out some general category of actions) 5: Extreme boon (the spirit serves as a personal servant)
Taboos
1: Relatively minor taboo (say the God's name once a day) 2: Minor taboo (a weekly offering of food) 3: Modest taboo (swear only by the spirit's name) 4: Major taboo (never eat certain kinds of food or drink) 5: Extreme taboo (spend 4 hours a day upon a prayer wheel)
Number of People
1: Only the Lunar 2: A family 3: A clan 4: A gathering of tribes 5: A nation
Time Maintained
1: One time only, in the next year. 2: A year 3: A generation (20 years) 4: To the third generation (60 years) 5: To the twenieth generation (400 years)
If the Lunar, or the people under the Lunar, break the pact before that time, the difficulty of all further uses of Pact with God increases by 2 and the Boon ends immediately. If the Spirit breaks a Pact, it loses 1 Permanent Essence.
A Lunar who needs a boon of higher level than they rolled can gain free successes by offering chiminage. Likewise, a Lunar who craves a lesser boon than what they could recieve may offer less to get less.
Typical uses of such Pacts
- One With The Land: Add dice to survival rolls within a Spirit's domain (level of boon dependent on number of dice)
- Ten Thousand Eyes and Ears: Act as a spy network in the domain (level of boon equal to background rating it's worth)
- Blood Peace: Create peaceful relationships between the Spirit (and it's subordinates) and the beneficaries of the Boon. (level dependent on previous hostility and the spirit's nature)
- Heaven's Mighty Arms: Enlist a spirit as an ally in a time of war (usually level 4 or 5)
As a note, using Pact with God is not a violation of the Celestial Order. It is looked on somewhat like contract work. However, a Lunar who abuses Gods with whom he has made Pacts with will incur the wrath of Heaven.
Pleasing Prayer Howl
Cost: 6 motes, 1 Willpower Duration: One Scene Type: Simple Minimum Wits: 4 Minimum Essence: 3 Prerequisite Charms: Pact with God
Add a Lunar's Essence as automatic successes to any Presence, Performance or Socialize roll involving a single spirit.