Difference between revisions of "LunarManipulation/BogMod"
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<b>Prerequisite Charms:</b> False Burrow Pursuit | <b>Prerequisite Charms:</b> False Burrow Pursuit | ||
− | While the charm before this makes a paticular thing seem very important in a person's mind this charm inserts the belief that the Steward is not important at all. So important they are not even worth noticing. By moving around slowly and not making threatening moves the Lunar supports the illusion into their minds that they are beneath notice. The player rolls Manipulation + Stealth and compares successes rolled against the MDV of those around him. Anyone with an MDV lower then the successes pays the character no mind and does not even remember him. This effect can be thrown off by spending 2 willpower against it. A character who does outright violent or aggresive actions breaks this charm | + | While the charm before this makes a paticular thing seem very important in a person's mind this charm inserts the belief that the Steward is not important at all. So important they are not even worth noticing. By moving around slowly and not making threatening moves the Lunar supports the illusion into their minds that they are beneath notice. The player rolls Manipulation + Stealth and compares successes rolled against the MDV of those around him. Anyone with an MDV lower then the successes pays the character no mind and does not even remember him. This effect can be thrown off by spending 2 willpower against it. A character who does outright violent or aggresive actions breaks this charm. |
+ | |||
+ | === Military Unit Charms === | ||
+ | |||
+ | <b>Knotted Snake Technique</b><br> | ||
+ | <b>Cost:</b> 5m; <b>Mins:</b> Manipulation 3, Essence 3; <b>Type:</b> Simple<br> | ||
+ | <b>Keywords:</b> Combo-OK, War<br> | ||
+ | <b>Duration:</b> Special<br> | ||
+ | <b>Prerequisite Charms:</b> School Becomes Shark Formation | ||
+ | |||
+ | The Stewards are masters of using a foes strength against them and striking at where they are most vulnerable. They move amongst the ordered ranks of their foe and make them unordered and send mixed signals as her foes desperately try to respond. The player rolls the Lunar's Manipulation + War at a difficulty of the targetted Unit's Commander's War rating. If successful the enemy unit counts as having no Relays for a number of turns equal to the number of successes the Lunar rolled. A commander can rally a unit back to cohesion faster by making a regular Rally roll at an additional difficulty equal to the number of turns remaining in the charm. | ||
== Comments == | == Comments == |
Latest revision as of 05:13, 15 April 2011
Belief Charms
Unobtrusive Presence
Cost: 5m; Mins: Manipulation 4, Essence 3; Type: Supplemental Keywords: Illusion, Combo-OK Duration: One scene or until broken Prerequisite Charms: False Burrow Pursuit
While the charm before this makes a paticular thing seem very important in a person's mind this charm inserts the belief that the Steward is not important at all. So important they are not even worth noticing. By moving around slowly and not making threatening moves the Lunar supports the illusion into their minds that they are beneath notice. The player rolls Manipulation + Stealth and compares successes rolled against the MDV of those around him. Anyone with an MDV lower then the successes pays the character no mind and does not even remember him. This effect can be thrown off by spending 2 willpower against it. A character who does outright violent or aggresive actions breaks this charm.
Military Unit Charms
Knotted Snake Technique
Cost: 5m; Mins: Manipulation 3, Essence 3; Type: Simple
Keywords: Combo-OK, War
Duration: Special
Prerequisite Charms: School Becomes Shark Formation
The Stewards are masters of using a foes strength against them and striking at where they are most vulnerable. They move amongst the ordered ranks of their foe and make them unordered and send mixed signals as her foes desperately try to respond. The player rolls the Lunar's Manipulation + War at a difficulty of the targetted Unit's Commander's War rating. If successful the enemy unit counts as having no Relays for a number of turns equal to the number of successes the Lunar rolled. A commander can rally a unit back to cohesion faster by making a regular Rally roll at an additional difficulty equal to the number of turns remaining in the charm.