Difference between revisions of "TheHoverpope/ZurathaCharms"

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=== Base Charm ===
 
=== Base Charm ===
 
'''Mutable Recumbent Divinity'''
 
'''Mutable Recumbent Divinity'''
Cost: ----<BR>
+
Cost: -<BR>
 
Minimums: Essence 1<BR>
 
Minimums: Essence 1<BR>
 
Type: Permanent<BR>
 
Type: Permanent<BR>
 
Keywords: none<BR>
 
Keywords: none<BR>
 
Prerequisite charms: none<BR>
 
Prerequisite charms: none<BR>
Zuratha is quiescent. But just as he does not choose to act himself, does not mean that he is impotent. He merely refines himself and waits until he has a goal to expend the energy on. This charm permanently enhances the character's ability to rest. With every eight hours rested, the character regains one virtue channel and must redefine his nature - he assigns a +3 specialty to any ability. The character cannot keep the same specialty after resting. This can give the character more than 3 specialties in one ability, and the cap for specialty dice applied to rolls supplemented by this charm becomes essence or three, whichever is higher.
+
Zuratha is quiescent. But just as he does not choose to act himself, does not mean that he is impotent. He merely refines himself and waits until he has a goal to expend the energy on. This charm permanently enhances the character's ability to rest. With every eight hours rested, the character regains one virtue channel and must redefine his purpose - he assigns a +3 specialty to any ability. The character cannot keep the same specialty after resting. This can give the character more than 3 specialties in one ability, and the cap for specialty dice applied to rolls supplemented by this charm becomes essence or three, whichever is higher.
  
 
=== Combat Charms ===
 
=== Combat Charms ===
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Branch one - <BR>
 
Branch one - <BR>
- supplement guard actions<BR>
+
'''Majestically Restful Pose'''
 +
Cost: -<BR>
 +
Minimums: Essence 2<BR>
 +
Type: Permanent<BR>
 +
Keywords: none<BR>
 +
Prerequisite charms: Mutable Recumbent Divinity<BR>
 +
The restful god cannot be harmed; his lack of action means that he is ready to move reactively away from anything, his whole existence a coiled spring waiting for a purpose, the only limiting factor the bounds his own soul inflicts. His chosen are likewise ready to respond to anything that would disturb their torpor. This charm permanently enhances the guard actions of Zuratha's chosen. Guard actions now increase DV by the chosen's lowest virtue. This changes the nature of the guard action, rather than being a DV bonus from charms.
 +
 
 
- weapon creation charm<BR>
 
- weapon creation charm<BR>
 
- upgrade: willpower with attacks<BR>
 
- upgrade: willpower with attacks<BR>
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=== Self-definition Charms ===
 
=== Self-definition Charms ===
 
Charms based on Zuratha's desire to define and know himself.<BR>
 
Charms based on Zuratha's desire to define and know himself.<BR>
- add essence to a virtue, make it irresistable. Purchase again to convert virtue dice to successes.<BR>
+
 
- upgrade: grant virtues to others<BR>
+
'''Profound Truth of Self'''
 +
Cost: 4m<BR>
 +
Minimums: Essence 2<BR>
 +
Type: Reflexive<BR>
 +
Duration: Story<BR>
 +
Keywords: Combo-OK<BR>
 +
Prerequisite charms: Mutable Recumbent Divinity<BR>
 +
Zuratha defines aspects of himself to the needs of every circumstance, or at least every circumstance that catches his interest. Each personality that his souls take is as true and real as any other, and his souls have learned to mimic this ability. The exalt adds essence to one of his virtues, and gains that many virtue channels as well. At essence 4, the exalt changes their definition of the virtue - they may spend one mote instead of one willpower to suppress an augmented virtue. At essence 5, the chosen may spend an extra 3 motes when channeling to convert the dice into successes.
 +
The chosen may buy this charm multiple times. Each purchase increases the number of virtues that the exalt may augment at once. A fifth purchase at essence 6 allows the user to augment their permanent willpower.  
 +
 
 +
'''Solipsistic Mirror Games'''
 +
Cost: 4m<BR>
 +
Minimums: Essence 3<BR>
 +
Type: Reflexive<BR>
 +
Duration: Story<BR>
 +
Keywords: Combo-OK<BR>
 +
Prerequisite charms: Profound Truth of Self<BR>
 +
The soul of Zuratha is self-defined. But it is the sign of his power that his self-definition reflects on the souls of others. The chosen of Zuratha know the arts by which their own soul's knowledge and power is granted to others. The user rolls charisma+performance against a target in sight range. If successful, raise one of their virtues by essence.<BR>  
 +
At essence 4, the chosen is able to spend a willpower when activating the charm. If they do, their targets cannot spend a willpower to supress their augmented virtue. This is an emotion effect that costs 2 willpower per scene to resist. Spending a total of their increased rating in that virtue ends the effect, but the increased virtue remains. This does not stack with Profound Truth of Self if applied on another Chosen of Zuratha.
 +
 
 
- create a new motivation as a mental defense<BR>
 
- create a new motivation as a mental defense<BR>
 
- perfect disguise charm<BR>
 
- perfect disguise charm<BR>

Revision as of 00:45, 26 April 2009

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Zuratha Charms

Zuratha has no green sun princes, but his various souls all have their various goals, and it is in his nature to not question their plans too deeply. There are therefore many akuma of Zuratha in the world, compared to some yozi- but they often are working at cross purposes. Most of their urges follow the format of "Help someone accomplish this task" - usually, with task specified and someone not.

Point form notes are for charms yet to be written

Zuratha Excellencies

First Zuratha Excellency
Cost: 1m/die
Minimums: Essence 1
Type: Reflexive (step 1 for attacker, step 2 for defender.
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None

The quiescent god is passive, resigned, and given to being self-righteous and petty. He is eager to help, but often misleading. He can give great short-term gains, but is fickle and inconstant over the long term. He feels the passions of others and is empathetic, but is rarely interested in opposing others to complete his goals.

Characters may apply this charm to actions that aid others or affect only themselves, as well as actions that are brief or not taxing. He may use this charm to maintain his own definition of self against attempts by others to change that definition, such as by physical or social attacks or shaping. He may not use this charm for any action taken in the heat of passion, and may not benefit long-term exertion.

Zuratha Mythos Exultant
Cost: -
Minimums: Essence 3
Type: Permanent
Keywords: none
Prerequisite Charms: First Zuratha Excellency
Zuratha accomplishes his tasks easily, but rarely profits from them. Double the dice granted by stunts, but gain no reward.

Base Charm

Mutable Recumbent Divinity Cost: -
Minimums: Essence 1
Type: Permanent
Keywords: none
Prerequisite charms: none
Zuratha is quiescent. But just as he does not choose to act himself, does not mean that he is impotent. He merely refines himself and waits until he has a goal to expend the energy on. This charm permanently enhances the character's ability to rest. With every eight hours rested, the character regains one virtue channel and must redefine his purpose - he assigns a +3 specialty to any ability. The character cannot keep the same specialty after resting. This can give the character more than 3 specialties in one ability, and the cap for specialty dice applied to rolls supplemented by this charm becomes essence or three, whichever is higher.

Combat Charms

Combat charms based on reliance on others to do your work and changing self-definition to defend and attack.

Branch one -
Majestically Restful Pose Cost: -
Minimums: Essence 2
Type: Permanent
Keywords: none
Prerequisite charms: Mutable Recumbent Divinity
The restful god cannot be harmed; his lack of action means that he is ready to move reactively away from anything, his whole existence a coiled spring waiting for a purpose, the only limiting factor the bounds his own soul inflicts. His chosen are likewise ready to respond to anything that would disturb their torpor. This charm permanently enhances the guard actions of Zuratha's chosen. Guard actions now increase DV by the chosen's lowest virtue. This changes the nature of the guard action, rather than being a DV bonus from charms.

- weapon creation charm
- upgrade: willpower with attacks
- upgrade to above: damage virtues with attacks
- change aim actions - multi-purchase to increase aim total.
- upgrade to above: if aim bonus exceeds mdv, attack becomes perfect.

Branch two -
- Coordinated attack augment
- extra actions charm to give teammates attacks
- perfect defense: redirect attacks onto allies (flaw: cannot be used alone)
- upgrade: redirect damage to enemies.


Self-definition Charms

Charms based on Zuratha's desire to define and know himself.

Profound Truth of Self Cost: 4m
Minimums: Essence 2
Type: Reflexive
Duration: Story
Keywords: Combo-OK
Prerequisite charms: Mutable Recumbent Divinity
Zuratha defines aspects of himself to the needs of every circumstance, or at least every circumstance that catches his interest. Each personality that his souls take is as true and real as any other, and his souls have learned to mimic this ability. The exalt adds essence to one of his virtues, and gains that many virtue channels as well. At essence 4, the exalt changes their definition of the virtue - they may spend one mote instead of one willpower to suppress an augmented virtue. At essence 5, the chosen may spend an extra 3 motes when channeling to convert the dice into successes. The chosen may buy this charm multiple times. Each purchase increases the number of virtues that the exalt may augment at once. A fifth purchase at essence 6 allows the user to augment their permanent willpower.

Solipsistic Mirror Games Cost: 4m
Minimums: Essence 3
Type: Reflexive
Duration: Story
Keywords: Combo-OK
Prerequisite charms: Profound Truth of Self
The soul of Zuratha is self-defined. But it is the sign of his power that his self-definition reflects on the souls of others. The chosen of Zuratha know the arts by which their own soul's knowledge and power is granted to others. The user rolls charisma+performance against a target in sight range. If successful, raise one of their virtues by essence.
At essence 4, the chosen is able to spend a willpower when activating the charm. If they do, their targets cannot spend a willpower to supress their augmented virtue. This is an emotion effect that costs 2 willpower per scene to resist. Spending a total of their increased rating in that virtue ends the effect, but the increased virtue remains. This does not stack with Profound Truth of Self if applied on another Chosen of Zuratha.

- create a new motivation as a mental defense
- perfect disguise charm
- upgrade - make charms appear to be of a different type.
- willpower reserve, only fillable with rest. multi-purchasable.


Aid charms

Charms based around Zuratha's tendency to go along with the plans of others.
- Change a target's motivation so that you can help them
- make a target's motivation contagious
- automatically organize groups with shared motivation
- add successes to aid rolls
- upgrade to above: gives penalties to anyone he has aided who is disappointing
- give targets demonic traits to aid them. Multi-purchasable for more traits.


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