Difference between revisions of "FrivYeti/RadiantChimericDex"
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− | Back to [[FrivYeti/Radiant |Radiant]] <br> | + | Back to [[FrivYeti/Radiant|Radiant]] <br> |
− | Back to [[FrivYeti/RadiantChimeric | Chimeric Radiants]] | + | Back to [[FrivYeti/RadiantChimeric|Chimeric Radiants]] |
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=== Dexterity Charms === | === Dexterity Charms === | ||
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<b>Min. Essence:</b> 1 | <b>Min. Essence:</b> 1 | ||
<b>Prereqs:</b> None | <b>Prereqs:</b> None | ||
− | The character transforms herself, becoming more powerful. She gains +1 dot of | + | The character transforms herself, becoming more powerful. She gains +1 dot of Dexterity, which does not count as 'natural' Dexterity for the purpose of Charm effects or limits. This Charm may be purchased a number of times equal to half of the character's Essence, rounded up. Multiple instances of this Charm may be activated simultaneously. |
<b><i>Jellyfish Flesh Method</i></b> | <b><i>Jellyfish Flesh Method</i></b> | ||
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=== Discussion === | === Discussion === | ||
Uh.., I'm thinking you may have cut-pasted overzealously. Otherwise I am confused about why Mastery of Dexterity increases Strength. - [[Hapushet]] | Uh.., I'm thinking you may have cut-pasted overzealously. Otherwise I am confused about why Mastery of Dexterity increases Strength. - [[Hapushet]] | ||
+ | : *Lightning Edit Method* I have no idea what you're talking about... ;) - [[FrivYeti]] |
Latest revision as of 19:53, 8 June 2010
Back to Radiant
Back to Chimeric Radiants
Dexterity Charms
Dexterity Charms are based around physical transformation rather than creation. They are almost always obvious when active; however, using Personal Essence a Chimeric may be able to pass them off as ordinary Radiance mutations, or even hide them. The exact cosmetic description of a Charm's appearance may vary from Chimera to Chimera, but is always the same for a given Chimeric Radiant.
Mastery of Dexterity
Cost: 3 motes Min. Dexterity: 1 Min. Essence: 1 Prereqs: None
The character transforms herself, becoming more powerful. She gains +1 dot of Dexterity, which does not count as 'natural' Dexterity for the purpose of Charm effects or limits. This Charm may be purchased a number of times equal to half of the character's Essence, rounded up. Multiple instances of this Charm may be activated simultaneously.
Jellyfish Flesh Method
Cost: 3 motes Min. Dexterity: 2 Min. Essence: 1 Prereqs: Mastery of Dexterity
The character's skin and bones become rubbery, rippling slightly under pressure, and allowing the character to better withstand impact. The character gains +1B soak, and halves fall heights when determining fall damage. She adds her Essence to her Strength + Athletics when jumping.
Chameleon Skin Approach
Cost: 3 motes Min. Dexterity: 3 Min. Essence: 1 Prereqs: Mastery of Dexterity
The character's skin ripples and changes, flowing over herself. The character gains +3 dice on all Stealth attempts as her skin shifts to match the colours of objects behind her. If the character is wearing much clothing, reduce the bonus to +2. If the clothing is bright, reduce the bonus to +1. If the clothing is particularly suited to the area the character is in, there is no penalty.
Striding Paw Technique
Cost: 3 motes Min. Dexterity: 3 Min. Essence: 1 Prereqs: Mastery of Dexterity
The character's legs twist and stretch, growing about a foot in length and developing numerous joints. The character adds her Essence to her Dexterity when determining running speed and to her Strength when determining jumping distances.
Ground-Covering Stride Approach
Cost: 4 motes Min. Dexterity: 3 Min. Essence: 2 Prereqs: Striding Paw Technique
The character's flows his legs out in front of him, pushing off to gain ground, and then melts them through his flesh to reach the front again, covering ground far faster than he could otherwise. The character's movement rates are all doubled. This Charm does not double movement bonuses granted by other Charms.
Invisible Stalker Stance
Cost: 3 motes Min. Dexterity: 4 Min. Essence: 2 Prereqs: Chameleon Skin Method
The character's body becomes a perfect mirror of anything around him. He gains his Essence in free successes on all Stealth rolls where sight is an issue. Opponents must succeed on a Perception + Awareness roll to see him in combat, with the difficulty beginning at 1 and increasing by 1 per turn, to a maximum of 5. Wearing clothing or armour interferes with this effect, as it will not become invisible, but extra dice will likely still apply to Stealth, at the Storyteller's discretion.
Flowing Body Method
Cost: 5 motes Min. Dexterity: 4 Min. Essence: 2 Prereqs: Jellyfish Flesh Method, Striding Paw Technique
The character's body ripples and flows, letting him twist and shift it as he desires. The character gains +2 dice on all Athletics rolls involving balance, and can, as a full-turn action, flow under, around, or through anything that provides at least six inches of space. Any clothing or equipment the character is carrying will not transform, and may be left behind.
Liquid Form Approach
Cost: 5 motes, 1 Willpower Min. Dexterity: 5 Min. Essence: 3 Prereqs: Flowing Body Method
The character's body gains the consistancy of a liquid when struck, rippling and sending impact safely through it. For the duration of the Charm, all damage done to the character is reduced by one level after it is rolled.
Whirling Essence Tornado
Cost: 6 motes, 1 Willpower Min. Dexterity: 5 Min. Essence: 3 Prereqs: Ground-Covering Stride Approach, Flowing Body Method
The character makes his body warp and shift as needed, responding rapidly to any attacks and fighting back in kind. The character may make two full actions each turn, either of which can be split normally. The character cannot, however, move twice or activate multiple Charms beyond normal rules.
Discussion
Uh.., I'm thinking you may have cut-pasted overzealously. Otherwise I am confused about why Mastery of Dexterity increases Strength. - Hapushet
- *Lightning Edit Method* I have no idea what you're talking about... ;) - FrivYeti