Difference between revisions of "CallMeCanon/Kitsune/Charms"

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== Strength (Metal) ==
 
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== Dexterity (Air) ==
== Stamina (Metal) ==
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== Charisma (Wood) ==
 
== Charisma (Wood) ==
 
== Manipulation (Fire) ==
 
== Manipulation (Fire) ==

Revision as of 04:01, 29 November 2015

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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
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.

Valor

Archery

Athletics

Martial Arts

Melee

Thrown

War

Compassion

Dodge

Linguistics

Medicine

Performance

Ride

Socialize

Conviction

Awareness

Bureaucracy

Presence

Resistance

Sail

Survival

Temperance

Integrity

Investigation

Larceny

Lore

Occult

Stealth

Shape

Strength (Metal)

Dexterity (Air)

Stamina (Earth)

Charisma (Wood)

Manipulation (Fire)

Appearance (Shadow)

Perception (Light)

Intelligence (Blood)

Wits (Water)