Difference between revisions of "TheHoverpope/SpiritCharms"
(Spirit charm - sight bent inwards.) |
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Back to TheHoverpope<BR> | Back to TheHoverpope<BR> | ||
Back to TheHoverpope/MyCharms | Back to TheHoverpope/MyCharms | ||
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+ | == Conviction == | ||
=== Sight bent inwards === | === Sight bent inwards === | ||
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Prerequisite charms: Stoke the flames<BR> | Prerequisite charms: Stoke the flames<BR> | ||
The essence channeled by the spirit flows into the minds of everyone nearby, and their thoughts are bent slightly to its will. <BR> | The essence channeled by the spirit flows into the minds of everyone nearby, and their thoughts are bent slightly to its will. <BR> | ||
− | All beings present when the spirit has invoked this charm must make a successful wits + perception roll, at a difficulty of the spirits conviction. The spirit using the charm rolls its conviction + essence; it may reduce the social pools of any being that fails by that many dice, or instill emotions as per Stoke the Flames. | + | All beings present when the spirit has invoked this charm must make a successful wits + perception roll, at a difficulty of the spirits conviction. The spirit using the charm rolls its conviction + essence; it may reduce the social pools of any being that fails by that many dice, or instill emotions as per Stoke the Flames. |
+ | |||
+ | === Hasted Mind === | ||
+ | Cost: 2 motes<BR> | ||
+ | Duration: instant<BR> | ||
+ | Type: reflexive<BR> | ||
+ | Minimum Conviction: 2<BR> | ||
+ | Minimum essence: 1<BR> | ||
+ | Prerequisite charms: none<BR> | ||
+ | The spirit may add a number of dice equal to its conviction to any wits or perception roll requiring quick thought. It could be a roll to spot an ambush, a roll to solve a riddle quickly, or to compose a snappy remark. When used for longer endeavors, the charm adds dice to each roll of an extended action. However, it can only be used on one endeavor at a time, the essence invested in the charm cannot be regained, and the charm cannot be recast until the task has been completed or abandoned. | ||
+ | |||
+ | === Thoughts-Bound-and-Guided === | ||
+ | Cost: 2 motes<BR> | ||
+ | Duration: special<BR> | ||
+ | Type: simple<BR> | ||
+ | Minimum Conviction: 2<BR> | ||
+ | Minimum essence: 2<BR> | ||
+ | Prerequisite charms: none<BR> | ||
+ | This charm allows the spirit to think with all the depth possible to it on any task that it has time to consider. When using this charm, roll perception + conviction for the spirit. Every success gained on this roll may be added to a single intelligence roll designed to carry out a slow and thoughtful process. This applies to processes of contemplation; designing an artifact would count, but building it would not. Planning a siege would qualify, but not holding the line. Writing a speech would count, but not delivering it. |
Revision as of 18:54, 20 November 2005
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Conviction
Sight bent inwards
Cost: 3 motes, 1 willpower
Duration: Scene
Type: Simple
Minimum Conviction: 4
Minimum essence: 2
Prerequisite charms: Stoke the flames
The essence channeled by the spirit flows into the minds of everyone nearby, and their thoughts are bent slightly to its will.
All beings present when the spirit has invoked this charm must make a successful wits + perception roll, at a difficulty of the spirits conviction. The spirit using the charm rolls its conviction + essence; it may reduce the social pools of any being that fails by that many dice, or instill emotions as per Stoke the Flames.
Hasted Mind
Cost: 2 motes
Duration: instant
Type: reflexive
Minimum Conviction: 2
Minimum essence: 1
Prerequisite charms: none
The spirit may add a number of dice equal to its conviction to any wits or perception roll requiring quick thought. It could be a roll to spot an ambush, a roll to solve a riddle quickly, or to compose a snappy remark. When used for longer endeavors, the charm adds dice to each roll of an extended action. However, it can only be used on one endeavor at a time, the essence invested in the charm cannot be regained, and the charm cannot be recast until the task has been completed or abandoned.
Thoughts-Bound-and-Guided
Cost: 2 motes
Duration: special
Type: simple
Minimum Conviction: 2
Minimum essence: 2
Prerequisite charms: none
This charm allows the spirit to think with all the depth possible to it on any task that it has time to consider. When using this charm, roll perception + conviction for the spirit. Every success gained on this roll may be added to a single intelligence roll designed to carry out a slow and thoughtful process. This applies to processes of contemplation; designing an artifact would count, but building it would not. Planning a siege would qualify, but not holding the line. Writing a speech would count, but not delivering it.