Difference between revisions of "Nekomimi-Maiden/AstrologySummary"
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Each college essentially allows you to bestow one of eight blessings or curses, per astrology shaping roll, as well as allowing access to Resplendency effects. These blessings and curses are as follows:<br> | Each college essentially allows you to bestow one of eight blessings or curses, per astrology shaping roll, as well as allowing access to Resplendency effects. These blessings and curses are as follows:<br> | ||
+/-1 TN, Diffculty, or Die. Gain or lose 1wp on success or failure respectively, +/- 1 to a Virtue for related rolls.<br> | +/-1 TN, Diffculty, or Die. Gain or lose 1wp on success or failure respectively, +/- 1 to a Virtue for related rolls.<br> | ||
− | Resplendency effects follow. All resplendency effects require | + | |
+ | Resplendency effects follow. All resplendency effects require expenditure of a destiny's Endurance in original system or a roll in my system.<br> | ||
Captain: +Essence dice to Presence rolls for commanding a crew you rule absolutely, Underlings with lower Valor than your Charisma will never complain about your rule [Compulsion], Train [College rating x10] individuals in an Ability, 1 dot per week, to a maximum of your own rating.<br> | Captain: +Essence dice to Presence rolls for commanding a crew you rule absolutely, Underlings with lower Valor than your Charisma will never complain about your rule [Compulsion], Train [College rating x10] individuals in an Ability, 1 dot per week, to a maximum of your own rating.<br> |
Latest revision as of 01:20, 27 September 2010
Each college essentially allows you to bestow one of eight blessings or curses, per astrology shaping roll, as well as allowing access to Resplendency effects. These blessings and curses are as follows:
+/-1 TN, Diffculty, or Die. Gain or lose 1wp on success or failure respectively, +/- 1 to a Virtue for related rolls.
Resplendency effects follow. All resplendency effects require expenditure of a destiny's Endurance in original system or a roll in my system.
Captain: +Essence dice to Presence rolls for commanding a crew you rule absolutely, Underlings with lower Valor than your Charisma will never complain about your rule [Compulsion], Train [College rating x10] individuals in an Ability, 1 dot per week, to a maximum of your own rating.
Gull: Illusion effect: Sidereal appears trustworthy for any menial job or insignificant responsibility; Illusion effect: Sidereal never appears to be slacking off while resplendency is in effect; Gain additional Motivation for regaining willpower: Enjoy myself and fully express enjoyment, plus -1 TN of conviction rolls to regain willpower
Mast: (Str+Ath)x10 for lifting purposes if anyone helps you; +3 dice to any attempt to aid another; Magically evade scrutiny by acting as menial laborer
Messenger: Succeed at any valor rolls that would delay the delivery of a message you carry; Ignore environmental effect penalties on Fatigue rolls; Any familiar can bear or carry you without penalty or ill effect.
Ship's Wheel: Fatigue penalties that do not reduce your dice pool to 0 become bonuses for the duration of a job - once job is complete, take unsoakable levels of bashing damage equal to fatigue penalties; weird 'will see job to completion' effect which is kinda neat but last resort; Extreme terrain is Difficult, Difficult terrain is Open. Roll Sta+Surv or Sail to speed overland or sea travel by 1/8th per success, no matter how fast this makes it.
Ewer: +Charisma to any Bur, Soc, or Pres roll; gain effects of Third Excellency to social ability for no mote cost or charm use if social attack fails; Evade scrutiny
Lovers: Use Presence-based seduction social attacks with eye contact only; give someone sexual ecstasy to forge an Intimacy [phrased to put them under your sway] as a Servitude effect; evade scrutiny
Musician: Force beings presented with a temptation to roll Temperance or succumb as a Compulsion effect; while performing, create +1 difficulty for all TEmperance rolls; Evade scrutiny.
Peacock: Gain +1 Appearance for a social event as long as you have a source of material; When with a spouse or partner, channel Conviction or Temperance to use your MDV against a social attack targetting spouse or partner; evade scrutiny.
Pillar: Comfort someone before sleep to give them two Conviction rolls for regaining willpower; guaranteefinancial backer for a business plan with plausible merit,competence, and no intent of cheating; evade scrutiny.
Banner: Reduce Valor difficulties of those you command by 1; Servitude effect to collect an army from those who have served you before; those under your commandn ever fail valor checks of difficulty 1, and ignore wound and fatigue penalties.
Gauntlet: Identify those who are intimidated or frightened by you, and to what degree; +Essence to intimidation attempt, seen as physical might on your part; Crippling effect, target of unarmed attack that deals damage loses one Appearance dot
Quiver: Reroll a Presence-based social attack without cost; Roll any Int+(Lore, Occult, or Bureaucracy) roll that would require research time instantly; create arrows of reason, which bring creatures into Fate for the scene.
Shield: +(wound levels suffered) to base damage; +9L/9B natural soak when unarmored; transform anima banner into a great bear, imposing Compulsion effect: Those viewing the banner roll Valor, difficulty 1, or cannot face you. You ignore fatigue penalties and cannot fail Valor rolls for the scene.
Spear: Evade scrutiny; those following you cannot fail a valor roll you succeed against, and cannot suffer a higher Fatigue or Wound penalty than you suffer; you may use the highest successes anyone else gained on an Athletics roll to take an action [jumping, climbing, etc], and may raise your Str+Ath to equal the strongest person helping you lift something
Guardians: -2 to difficulty of athletics roll for physical labor, so long as extra successes shorten the time the task takes; identify when those interacting with you intend to take advantage of you; create a talisman of some kind to give to someone else.
Key: When preparing a Lore or Bureaucracy roll, no need to eat or sleep; -1 difficulty of social rolls against anyone with lower Temperance than your Intelligence; summon the Calibration Gate for use in entering Heaven
Mask: Ward [Ess x10] yard area against scrying, teleportation, and other forms of intrusion; reroll one Dex+Stealth roll; Evade scrutiny
Sorcerer: Reflexively block any effect that lowers your permanent Essence, causes memory loss, or reduecs access to charms, combos, abilities, or spells, except for pattern bite and greater sign usage; +3 dice on social rolls against unexalted when acting the part of an exalt; gain bonus dice to any astrology attempt to determine or plan the future with another Sidereal
Treasure Trove: Instant awareness of thaumaturgical astrology readings about you, give any result you want; "+Essence to a Lore or Bureaucracy roll when arguing with someone whose Lore is lower than your own" - kinda useless; Illusion effect: People treat you as cultured and educated, turning to you for intellectual troubles: +Essence to PResence and SOcialize rolls against people with lower Intelligence than your Lore.
Corpse: Ignore a social attack you failed to defend against; target loses any willpower in excess of their Conviction; Pray for a person at a funeral to give their soul due consideration for reincarnating into a terrestrial exaltation.
Crow: Learn last scene of a corpse's life by eating their one of their eyes, plus determine if they left a ghost or hungry ghost; steal something in plain sight, with opposed roll of Per+Aware vs Dex+Larceny to notice; Transform into a crow, flying at triple move or dash speeds. All carried possessions go elsewhere until you transform back.
Haywain: Tell how corrupt or honest a business or organization is, and whether a bureaucratic or criminal misdeed will receive official scrutiny; call a lesser elemental dragon for celestial intervention; avoid scrutiny
Rising Smoke: +Essence to Charisma rolls with gods, judges, and magistrates; burn a letter on fine silk for a fellow sidereal, sending it to them - they may reply within there days by writing on the letter and burning it; scour target with the Silent Wind of Malfeas for three actions - trauma trait loses L tag in Creation.
Sword: Reflexively activate to be able to learn a martial arts charm without a tutor, via normal XP cost and doubled training time; apply fu ll DV against any attack,ignoring all penalties, effects that set DV to 0, and other negative effects, so long as no charm, virtue, willpower, or other effect enhances your defense; Slay a mortal instantly, ensure an Exalt is irrevocably slain when they are reduced to Incapacitated [within next year and a day for celsetials, or lifetime for DBs