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Intelligence Charms

  • Intelligence of the Moon 1/1
    • Excellent Catgirl Intelligence 2/2
      • Puissant Catgirl Intelligence 3/3
        • Unfailing Catgirl Intelligence 4/4
    • Adept in the Law 3/1
      • Master of the Law 3/2
        • Declare Catgirl Law 4/3
      • Second Argument Method 4/2
    • Cunning Beaver's Way 3/2
      • Master Beaver's Skills 4/3
      • Reconstruction Prana 4/2
    • Cunning Monkey Imitation 3/2
    • Flashback 3/2
      • Transfer Memory 4/2
    • Luna's Cunning Plan 3/1
      • Draw on Experience 4/2


Adept in the Law

  • Cost: 2 motes / die
  • Duration: One Scene
  • Type: Speech
  • Minimum Intelligence: 3
  • Minimum Moe: 1
  • Prerequisite Charms: Intelligence of the Moon

The Catgirl becomes adept in the workings of the law, buying one pip of a specialty in legal matters for every two motes spent. This specialty applies to all relevant pools during the scene.

Master of the Law

  • Cost: 1 mote / die converted to auto-success
  • Duration: Instant
  • Type: Re-Fun
  • Minimum Intelligence: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Adept in the Law

Luna guides the Catgirl's arguments; this allows her to turn any relevant specialty dice into automatic successes without having to roll them, in the area of law.

Declare Catgirl Law

  • Cost: 10 motes + 5 motes / Exalted, 1 WP
  • Duration: One Trial
  • Type: Speech
  • Minimum Intelligence: 4
  • Minimum Moe: 3
  • Prerequisite Charms: Master of the Law

The Catgirl declares Catgirl Law, imposing the laws of Luna on a court. Any non-Exalted will be compelled to try the case according to the usual Catgirl practices. Any Exalted/god/spirit/etc. of less than the Catgirl's Moe is also compelled. Those of equal Moe may burn one willpower per scene to fight this off. Those of superior Moe mock the charm and dance on the grave of your dreams. They also probably become annoyed.

Second Argument Method

  • Cost: 5 motes
  • Duration: Instant
  • Type: Re-Fun
  • Minimum Intelligence: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Adept in the Law

The Catgirl may roll a law-related die pool twice, selecting the best result.


Cunning Beaver's Way

  • Cost: 6 motes
  • Duration: One Task
  • Type: Speech
  • Minimum Intelligence: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Intelligence of the Moon

The Beaver is a great maker; like the beaver, you are a cunning artisan with natural materials. When working with natural materials you process yourself (chopping down trees, carving your own bamboo poles), you can work feats of miraculous artisanry (think what they did with bamboo on Gilligan's island). Such tasks become no more difficult than the equivalent task with fully appropriate materials, though the final product has only the toughness of the materials you used. This still requires a normal Intelligence + Craft roll or rolls for the repair. .


Master Beaver's Skills

  • Cost: 6 motes, 1 WP
  • Duration: One Task
  • Type: Speech
  • Minimum Intelligence: 4
  • Minimum Moe: 3
  • Prerequisite Charms: Cunning Beaver's Way

The Catgirl can now improvise constructions out of natural materials which are sturdy and tough as the constructions would be with more ideal materials. (Though still limited within roughly the same categories of kinds of things--you could make a statuette out of sandstone and have the toughness of granite, but you couldn't make a wall out of wood chips and give it the toughness of granite.) This still requires a normal Intelligence + Craft roll or rolls for the repair. .


Reconstruction Prana

  • Cost: 4 motes
  • Duration: One Task
  • Type: Speech
  • Minimum Intelligence: 4
  • Minimum Moe: 2
  • Prerequisite Charms: Cunning Beaver's Way

The Catgirl may repair anything by using natural materials, and have the natural materials take on the properties of the thing being fixed. (The Catgirl could fix a town's wall with rocks she gathered by the riverbank, for example, and have it be as good as new). This still requires a normal Intelligence + Craft roll or rolls for the repair.


Cunning Monkey Imitation

  • Cost: 3 motes / die
  • Duration: One Scene
  • Type: Speech
  • Minimum Intelligence: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Luna's Wisdom

The Catgirl may buy specialty dice for any Ability, adding up to her Intelligence worth of dice of specialties to any ability (Any given pool can still only benefit from 3 dice worth of specialties) These dice do not count against normal Catgirl die-adder limits.

Flashback

  • Cost: 5 motes
  • Duration: One Scene
  • Type: Re-Fun
  • Minimum Intelligence: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Intelligence of the Moon

The Catgirl may remember anything she has seen or heard or otherwise sensed perfectly. Even things she only glanced at. This memory lasts for only a scene, so she must use the information quickly.

Transfer Memory

  • Cost: 5 motes
  • Duration: One Scene
  • Type: Speech
  • Minimum Intelligence: 4
  • Minimum Moe: 2
  • Prerequisite Charms: Flashback

The Catgirl may now pass her memories to others; this is most commonly used to pass scent memories to people for tracking purposes, but can encompass any kind of memory, up to a scene in length.


Luna's Cunning Plan

  • Cost: 5 motes
  • Duration: Instant
  • Type: Subtle/Mental
  • Minimum Intelligence: 3
  • Minimum Moe: 1
  • Prerequisite Charms: Intelligence of the Moon

The Catgirl greatly speeds the design phase of making something; she can divide the amount of time necessary to make one roll by her Intelligence.


Draw on Experience

  • Cost: 8 motes
  • Duration: Instant
  • Type: Subtle/Mental
  • Minimum Intelligence: 4
  • Minimum Moe: 2
  • Prerequisite Charms: Luna's Cunning Plan

The Catgirl draws on past experience; she may reduce the difficulty of an Intelligence check related to crafting and building by her Intelligence.