Difference between revisions of "BogModAlternateSidereals/Resistance"

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Constellation of the Mast
 
Constellation of the Mast
  
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<b>Outpaced Destiny Method</b><br>
 
<b>Cost:</b> 3m; <b>Mins:</b> Resistance 3, Essence 2; <b>Type:</b> Reflexive<br>
 
<b>Keywords:</b> Combo-OK, Stackable<br>
 
<b>Duration:</b> Indefinite<br>
 
<b>Prerequisite Charms:</b> None
 
  
It is said that the most common phrase regarding Mercury is 'Sorry, you just missed her.'.  This is true in many ways for the Vizier's as well.  Things they don't want to have happen to them have to play catchup to them.  When about to suffer a Poison or Sickness effect the Sidereal can spend 3m.  This puts the effect on delay until she no longer commits the motes.  It doesn't cure the problem it merely makes her have to deal with the penalties and damage later.  The Sidereal can use this charm against multiple effects at once.
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Disease Delayer(1)  Poison Delayer(2)
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<b>No-Time-to-Die Technique</b><br>
 
<b>Cost:</b> 5m/wound; <b>Mins:</b> Resistance 4, Essence 2; <b>Type:</b> Reflexive<br>
 
<b>Keywords:</b> Combo-OK, Obvious<br>
 
<b>Duration:</b> Indefinite<br>
 
<b>Prerquisite Charms:</b> Outrunning Destiny Method
 
  
More then the Solars, more then the Lunars, the Sidereals are the most harried of all the Celestial exalted.  There is only 100 of them afterall.  And they definitly don't have time to go getting hurt and spending weeks in bed.  So they just put it off until they get their sabbaticle and deal with it then.  This charm is activated before damage is rolled.  The damage is still rolled but marked seperately.  Until the Sidereal uncommitts the motes the damage doesn't happen.  Charm that would be caused by a damaging effect will also be put on hold until this charm is uncommitted. The Sidereal can use this charm against multiple blows but can have no more wounds put off then their Resistance.
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Wound Delayer(3), connects from 1 and 2.
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<b>Terms of Survival Method</b><br>
 
<b>Cost:</b> -; <b>Mins:</b> Resistance 5, Essence 4, House of Journeys 2; <b>Type:</b> Permanent<br>
 
<b>Keywords:</b> College<br>
 
<b>Duration:</b> Permanent<br>
 
<b>Prerequisite Charms:</b> No-Time-to-Die Technique
 
  
Having put off disease, poison and maybe even death from wounds the Viziers have no reason to put off treatmentAny effect the Sidereal has delayed with Outrunning Destiny Method, Outpaced Destiny Method or No-Time-to-Die Technique can now receive medical treatment.  The difficulty of such rolls for treatment is increased by one.  Only with medical treatment will they get better without the Sidereal uncommitting the motes and taking the damage. For the time it takes to cure wounds assume that half the dice would come up as damage.  Only a single wound can be treated at a time though doctors can treat any and all diseases and poisons as well as that one wound.
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Mental Effect Delayer(4), connects from 3People can fix delayed effects(5), connects from 3.
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<b>Ready For the World Preperation</b><br>
 
<b>Cost:</b> 4m; <b>Mins:</b> Resistance 2, Essence 2; <b>Type:</b> Reflexive<br>
 
<b>Keywords:</b> Combo-OK, Obvious<br>
 
<b>Duration:</b> Instant<br>
 
<b>Prerequisite Charms:</b> None
 
  
When bad weather calls the hurried Chosen of the Maiden's don't have time to waste getting dressed.  They have to be ready now and on their way.  Luckily with a few motes of starlight they can quickly dress themselves in the finest silks, the sturdiest wilderness wear or even armor for battle.  Used outside of battle the Sidereal can get dressed in an instant if they have clothes nearby for it.  Used in battle or where complicated garments are involved the character suffers a DV penalty equal to the armor's or clothing's Mobility Penalty until her DV refreshes a number of times equal to the mobility penalty.
 
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<b>Ox-Body Technique</b><br>
 
<b>Cost:</b> -; <b>Mins:</b> Resitance 1, Essence 1; <b>Type:</b> Permanent<br>
 
<b>Keywords:</b> None<br>
 
<b>Duration:</b> Permanent<br>
 
<b>Prerequisite Charms:</b> None
 
  
Being more then mortal the Sidereals are blessed with physical resilience beyond that of normal man and woman.  A sidereal can buy this charm a number of times equal to their Resistance rating.  Each purchase lets her get an additional -0 health level, 2 -1 health levels or 3 -2 health levels.
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Armor Donner, instant but DV pen = to mob pen until action refreshes(1b)
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<b>Towel Storage Technique</b><br>
 
<b>Cost:</b> 2m; <b>Mins:</b> Resistance 4, Essence 3; <b>Type:</b> Simple<br>
 
<b>Keywords:</b> Combo-OK, Obvious<br>
 
<b>Duration:</b> Indefinite<br>
 
<b>Prerequisite Charms:</b> Ready For the World Preperation
 
  
Carefully folded into a small and unused corner of Elsewhere the Sidereal stores supplies and gear for later when her travels demand it of her.  A Sidereal can store in Elsewhere a number of items(from a bag of goods, to a set of clothes, to a full set of armor) for 2m each to a maximum number equal to her Essence. When she stops spending two motes the item reappears in her hands or on her person.  This charm is only Obvious when the Sidereal is putting objects away into Elsewhere.  Armor pulled out of elsewhere takes as long to put on as normal and this can be aided by Ready For the World Preperation.
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Elsewhere storer, can carry multiple armor & outfits(2b), connects to 1b.
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<b>Another League Endurance</b><br>
 
<b>Cost:</b> 3m; <b>Mins:</b> Resistance 3, Essence 2; <b>Type:</b> Simple<br>
 
<b>Keywords:</b> None<br>
 
<b>Duration:</b> Indefinite<br>
 
<b>Prerequisite Charms:</b> Any Resistance Excellency
 
  
The Sidereals are tireless in their committment to ensureing Creation's destiny is strong and continuous.  So much so that they can put off having to deal with simple things like physical fatigue or the need to eat and drink until later.  By committing 3 motes the Sidereal does not have to make Fatigue rolls and does not need to eat or drink.  They can keep this up for a number of days equal to their Stamina + Resistance after which they suffer normal penalties from that point on for going without.  The charm can not be used again until they get a full day of rest and 3 square meals.
 
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<b>Iron Ore Toughness Technique</b><br>
 
<b>Cost:</b> 4m; <b>Mins:</b> Resistance 3, Essence 3; <b>Type:</b> Reflexive<br>
 
<b>Keywords:</b> Combo-OK<br>
 
<b>Duration:</b> One scene<br>
 
<b>Prerequisite Charms:</b> Another League Endurance
 
  
The best steel comes first from the best ores.  This charm gives the Sidereal a bonus to all her soaks equal to her EssenceThis charm is compatible with armor. 
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Ox-Body Technique(1c)Options are 1*-0 or 2*-1 or 3*-2. 
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<b>Auspicious Sidereal Lamellar</b><br>
 
<b>Cost:</b> 10m, 1wp; <b>Mins:</b> Resistance 5, Essence 3; <b>Type:</b> Simple<br>
 
<b>Keywords:</b> Obvious<br>
 
<b>Duration:</b> One scene<br>
 
<b>Prerequisite Charms:</b> Iron Ore Toughness Technique
 
  
Forming 5 points of light in the colour of her essence the Sidereal forms a suit of armor for herself.  This shining starmetal suit of medium armor.  The armor gives 8B/8L soak, 4 Hardness, -1 Mobility Penalty and counts as Starmetal armor for purposes of a magical material bonus.  This charm is not compatible with armor.
 
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<b>Virtuous Direction Body</b><br>
 
<b>Cost:</b> 8m, 1wp; <b>Mins:</b> Resistance 5, Essence 4, House of Journey's 3; <b>Type:</b> Simple<br>
 
<b>Keywords:</b> College, Combo-OK, Obvious<br>
 
<b>Duration:</b> One scene<br>
 
<b>Prerequisite Charms:</b> Auspicious Sidereal Lamellar
 
  
Exalted were made to be weapons.  Still it is their strength of soul that gave them the courage and wisdom to stand up against the Primordials and use the powers they had to attempt the impossible.  That virtuous soul can be an armor to turn aside the blows of others.  The Sidereal upon activating this charm chooses a virtue.  Any attack that hits her, after soak, has the damage dice reduced down to a number of dice equal to the attacker's rating in that virtue.  Dice which add damage or damage dice then add on.
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Any Res Ex(1d)
  
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Specific task based fatigue and sleep and food ignorer(2d), connects from 1d.  Soak Booster, +essence to soaks(3d), connects from 1d.
  
== Comments ==
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Armor Maker(4d), connects from 3d.  Hardness charm(5d), connects to 3d.
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Prayer strip charm, sets base damage of attacks against sid equal to a virtue sid chooses during charm activation.

Revision as of 22:58, 16 May 2009

Constellation of the Mast


Disease Delayer(1) Poison Delayer(2)

Wound Delayer(3), connects from 1 and 2.

Mental Effect Delayer(4), connects from 3. People can fix delayed effects(5), connects from 3.


Armor Donner, instant but DV pen = to mob pen until action refreshes(1b)

Elsewhere storer, can carry multiple armor & outfits(2b), connects to 1b.


Ox-Body Technique(1c). Options are 1*-0 or 2*-1 or 3*-2.


Any Res Ex(1d)

Specific task based fatigue and sleep and food ignorer(2d), connects from 1d. Soak Booster, +essence to soaks(3d), connects from 1d.

Armor Maker(4d), connects from 3d. Hardness charm(5d), connects to 3d.

Prayer strip charm, sets base damage of attacks against sid equal to a virtue sid chooses during charm activation.