Difference between revisions of "CallMeCanon/Kitsune/Charms"

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= Kitsune Magic =
 
= Kitsune Magic =
 
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=== Charm Name ===
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=== _ ===
<b>Cost: </b>Cost<br>
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<b>Cost: </b>_<br>
<b>Minimums: </b>Minimums<br>
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<b>Minimums: </b>_<br>
<b>Type: </b>Type<br>
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<b>Type: </b>_<br>
<b>Keywords: </b>Keywords<br>
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<b>Keywords: </b>_<br>
<b>Duration: </b>Duration<br>
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<b>Duration: </b>_<br>
<b>Prerequisite Charms: </b>Prereqs<br>
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<b>Prerequisite Charms: </b>_<br>
  
Charm Description.
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___
 
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As with the Charms of Spirits, Fair Folk, or the Exalted, Kitsune Magic springs forth from their supernatural essence, and for the most part comes naturally and instinctively and does not require training. The one major exception to this rule is Shape Charms. A Kitsune is born into a single Tribe, and that Tribe's Element comes naturally to her: its Charms are Favored and can be mastered without training. Charms of any other Element, however, are Unfavored, must be learned from a teacher, and carry a mote surcharge equal to the Charm's Attribute Minimum.
 
As with the Charms of Spirits, Fair Folk, or the Exalted, Kitsune Magic springs forth from their supernatural essence, and for the most part comes naturally and instinctively and does not require training. The one major exception to this rule is Shape Charms. A Kitsune is born into a single Tribe, and that Tribe's Element comes naturally to her: its Charms are Favored and can be mastered without training. Charms of any other Element, however, are Unfavored, must be learned from a teacher, and carry a mote surcharge equal to the Charm's Attribute Minimum.
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Kitsune use the same [[CallMeCanon#Excellencies|Excellencies]] as Exalted do, but instead of being based on Abilities or Attributes, they are based on Virtues, and can be used on rolls using an Ability linked to the Virtue in question. For example, First Valor Excellency would cost 1m/2dice, up to (Essence + Valor) times for a single roll, and be usable for any Archery, Athletics, Martial Arts, Melee, Thrown, or War roll. Because Kitsune Excellencies are so much more versatile, they only get their Primary Virtue's Excellencies for free; First at Essence 2, Second at Essence 3, Third at Essence 4.
 
Kitsune use the same [[CallMeCanon#Excellencies|Excellencies]] as Exalted do, but instead of being based on Abilities or Attributes, they are based on Virtues, and can be used on rolls using an Ability linked to the Virtue in question. For example, First Valor Excellency would cost 1m/2dice, up to (Essence + Valor) times for a single roll, and be usable for any Archery, Athletics, Martial Arts, Melee, Thrown, or War roll. Because Kitsune Excellencies are so much more versatile, they only get their Primary Virtue's Excellencies for free; First at Essence 2, Second at Essence 3, Third at Essence 4.
 
=== Mischievous (Virtue) Trick ===
 
=== Mischievous (Virtue) Trick ===
<b>Cost:</b> Varies<br>
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<b>Cost: </b>Varies<br>
The Kitsune takes an action that would require an Ability roll, and chooses a target. The Kitsune pays a number of motes equal to the Difficulty of the action, voluntarily fails the required roll, and instead rolls Essence+(Virtue) at a difficulty of the target's Essence. On a success, the target believes that the Kitsune succeeded at the action. This is an Illusion effect that lasts for one scene. If threshold successes exceed the Difficulty of the action in question, this illusion counts as Unnatural Mental Influence. The Kitsune may thus illusorily mimic any action she is capable of attempting, including Charms or Combos. If the action would require the use of a Charm, Mischievous (Virtue) Trick costs one extra more to cast. If the action would require a Combo, it costs double the motes and 1wp to cast.
+
<b>Minimums: </b>(Virtue) 3, Essence 2<br>
 +
<b>Type: </b>Simple<br>
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<b>Keywords: </b>Illusion<br>
 +
<b>Duration: </b>One Scene<br>
 +
<b>Prerequisite Charms: </b>Any (Virtue) Excellency<br>
 +
The Kitsune takes an action that would require an Ability roll, and chooses a target. The Kitsune pays a number of motes equal to the Difficulty of the action, voluntarily fails the required roll, and instead rolls Essence+(Virtue) at a difficulty of the target's Essence. On a success, the target believes that the Kitsune succeeded at the action. This is an Illusion effect that lasts for one scene. If threshold successes exceed the Difficulty of the action in question, this illusion counts as Unnatural Mental Influence. The Kitsune may thus illusorily mimic any action she is capable of attempting, including Charms or Combos. If the action would require the use of a Charm, Mischievous (Virtue) Trick costs one extra mote to cast. If the action would require a Combo, it costs double the motes and 1wp to cast.
  
 
= Valor =
 
= Valor =
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== Awareness ==
 
== Awareness ==
 
== Bureaucracy ==
 
== Bureaucracy ==
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=== Pen Stealing Technique ===
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<b>Cost: </b>3m<br>
 +
<b>Minimums: </b>Bureaucracy 1, Essence 1<br>
 +
<b>Type: </b>Reflexive<br>
 +
<b>Keywords: </b>Illusion<br>
 +
<b>Duration: </b>One Scene<br>
 +
<b>Prerequisite Charms: </b>None<br>
 +
Kitsune know that paperwork must be signed. When the paperwork is not to their liking, it has a tendency not to get signed. In reaction to someone in the same room as the Kitsune making to sign a document, the Kitsune may activate this Charm. All pens, quills, and other mundane writing implements that the target could reasonably be expected to try to use to sign the document are unable to be found for the duration of the scene. This is an Illusion effect.
 +
 
== Presence ==
 
== Presence ==
 
== Resistance ==
 
== Resistance ==
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== Occult ==
 
== Occult ==
 
== Stealth ==
 
== Stealth ==
= Shape =
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= Warp =
 
== Strength (Metal) ==
 
== Strength (Metal) ==
 
== Dexterity (Air) ==
 
== Dexterity (Air) ==
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=== Grace of Wind ===
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<b>Cost: </b>4m<br>
 +
<b>Minimums: </b>Dexterity 3, Warp (Air) 1<br>
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<b>Type: </b>Supplemental<br>
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<b>Keywords: </b>None<br>
 +
<b>Duration: </b>Essence actions<br>
 +
<b>Prerequisite Charms: </b>None<br>
 +
 +
The air tribe are light and nimble. Use of this charm allows the Kitsune to perfectly keep their balance. They may walk a rope as thin as a piece of twine, or run along leaves atop water without sinking. This Charm is used to supplement a Dexterity plus Athletics* roll, and remains active for a total of Essence actions. (* Abilities other than Athletics may be used with ST approval on a case by case basis.)
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=== Float on the Breeze ===
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<b>Cost: </b>4m<br>
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<b>Minimums: </b>Dexterity 3, Warp (Air) 3<br>
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<b>Type: </b>Simple<br>
 +
<b>Keywords: </b>Obvious<br>
 +
<b>Duration: </b>One Scene<br>
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<b>Prerequisite Charms: </b>Grace of Wind<br>
 +
 +
Just as you must walk before you can run, you must glide before you can fly. While this Charm is active, the Kitsune may treat air as a fluid of any thickness for the purposes of movement; she may float gently down through it, guide the direction of her descent, and with significant effort even swim upward through it. With a stunt, she may even treat pieces of air as momentarily solid, allowing for parkour-style jumps off of points in mid-air.
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=== One With the Air ===
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<b>Cost: </b>6m<br>
 +
<b>Minimums: </b>Dexterity 4, Warp (Air) 5<br>
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<b>Type: </b>Simple<br>
 +
<b>Keywords: </b>Obvious<br>
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<b>Duration: </b>One scene<br>
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<b>Prerequisite Charms: </b>Float on the Breeze<br>
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While this Charm is active, the Kitsune gains a Fly speed equal to her Run speed plus her Warp (Air) rating. Particularly complex or tight maneuvers may require a Dexterity plus Athletics roll at ST discretion.
 +
 
== Stamina (Earth) ==
 
== Stamina (Earth) ==
 
== Charisma (Wood) ==
 
== Charisma (Wood) ==

Latest revision as of 05:32, 25 January 2016

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Kitsune Magic

As with the Charms of Spirits, Fair Folk, or the Exalted, Kitsune Magic springs forth from their supernatural essence, and for the most part comes naturally and instinctively and does not require training. The one major exception to this rule is Shape Charms. A Kitsune is born into a single Tribe, and that Tribe's Element comes naturally to her: its Charms are Favored and can be mastered without training. Charms of any other Element, however, are Unfavored, must be learned from a teacher, and carry a mote surcharge equal to the Charm's Attribute Minimum.

Excellencies

Kitsune use the same Excellencies as Exalted do, but instead of being based on Abilities or Attributes, they are based on Virtues, and can be used on rolls using an Ability linked to the Virtue in question. For example, First Valor Excellency would cost 1m/2dice, up to (Essence + Valor) times for a single roll, and be usable for any Archery, Athletics, Martial Arts, Melee, Thrown, or War roll. Because Kitsune Excellencies are so much more versatile, they only get their Primary Virtue's Excellencies for free; First at Essence 2, Second at Essence 3, Third at Essence 4.

Mischievous (Virtue) Trick

Cost: Varies
Minimums: (Virtue) 3, Essence 2
Type: Simple
Keywords: Illusion
Duration: One Scene
Prerequisite Charms: Any (Virtue) Excellency
The Kitsune takes an action that would require an Ability roll, and chooses a target. The Kitsune pays a number of motes equal to the Difficulty of the action, voluntarily fails the required roll, and instead rolls Essence+(Virtue) at a difficulty of the target's Essence. On a success, the target believes that the Kitsune succeeded at the action. This is an Illusion effect that lasts for one scene. If threshold successes exceed the Difficulty of the action in question, this illusion counts as Unnatural Mental Influence. The Kitsune may thus illusorily mimic any action she is capable of attempting, including Charms or Combos. If the action would require the use of a Charm, Mischievous (Virtue) Trick costs one extra mote to cast. If the action would require a Combo, it costs double the motes and 1wp to cast.

Valor

Archery

Athletics

Martial Arts

Melee

Thrown

War

Compassion

Dodge

Linguistics

Medicine

Performance

Ride

Socialize

Conviction

Awareness

Bureaucracy

Pen Stealing Technique

Cost: 3m
Minimums: Bureaucracy 1, Essence 1
Type: Reflexive
Keywords: Illusion
Duration: One Scene
Prerequisite Charms: None
Kitsune know that paperwork must be signed. When the paperwork is not to their liking, it has a tendency not to get signed. In reaction to someone in the same room as the Kitsune making to sign a document, the Kitsune may activate this Charm. All pens, quills, and other mundane writing implements that the target could reasonably be expected to try to use to sign the document are unable to be found for the duration of the scene. This is an Illusion effect.

Presence

Resistance

Sail

Survival

Temperance

Integrity

Investigation

Larceny

Lore

Occult

Stealth

Warp

Strength (Metal)

Dexterity (Air)

Grace of Wind

Cost: 4m
Minimums: Dexterity 3, Warp (Air) 1
Type: Supplemental
Keywords: None
Duration: Essence actions
Prerequisite Charms: None

The air tribe are light and nimble. Use of this charm allows the Kitsune to perfectly keep their balance. They may walk a rope as thin as a piece of twine, or run along leaves atop water without sinking. This Charm is used to supplement a Dexterity plus Athletics* roll, and remains active for a total of Essence actions. (* Abilities other than Athletics may be used with ST approval on a case by case basis.)

Float on the Breeze

Cost: 4m
Minimums: Dexterity 3, Warp (Air) 3
Type: Simple
Keywords: Obvious
Duration: One Scene
Prerequisite Charms: Grace of Wind

Just as you must walk before you can run, you must glide before you can fly. While this Charm is active, the Kitsune may treat air as a fluid of any thickness for the purposes of movement; she may float gently down through it, guide the direction of her descent, and with significant effort even swim upward through it. With a stunt, she may even treat pieces of air as momentarily solid, allowing for parkour-style jumps off of points in mid-air.

One With the Air

Cost: 6m
Minimums: Dexterity 4, Warp (Air) 5
Type: Simple
Keywords: Obvious
Duration: One scene
Prerequisite Charms: Float on the Breeze

While this Charm is active, the Kitsune gains a Fly speed equal to her Run speed plus her Warp (Air) rating. Particularly complex or tight maneuvers may require a Dexterity plus Athletics roll at ST discretion.

Stamina (Earth)

Charisma (Wood)

Manipulation (Fire)

Appearance (Shadow)

Perception (Light)

Intelligence (Blood)

Wits (Water)