FrivYeti/HeroicAllies

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Back to The Heroic Exalted

Allies Charms

http://img.photobucket.com/albums/v365/Friv/AlliesCharmTree.gif

Birds of a Feather Technique</b>

<b>Cost: 3 motes
Type:: Reflexive
Duration: Instant
Minimum Allies: 1
Minimum Essence: 1
Prerequisites: None

On a certain level, people can tell whether or not someone is friendly or hostile. By activating this Charm, the Exalt can tell the disposition of someone towards them; whether they are worshipful, helpful, friendly, unfriendly, hostile,or the like. If the target of the Charm is using magic to conceal their intentions, roll Perception + Socialize against their Manipulation + Socialize in order to succeed; each side applies their Essence as automatic successes. On a failure, the Charm returns whatever the target is pretending instead of the truth.

A Friend In Need Method</b>

<b>Cost: 1 mote
Type:: Reflexive
Duration: Instant
Minimum Allies: 3
Minimum Essence: 2
Prerequisites: Birds of a Feather Technique

When someone is in need of help, you can instinctively know it. This Charm activates automatically whenever one of the character's Allies, Familiars, Followers, Mentors, or fellow PCs is in trouble and the character could help them. The character gains an instant sense of the person who is in trouble and their approximately distance and direction, but not the nature of the danger itself. This Charm will not activate repeatedly for the same danger.

Noble Guardian Opposition</b>

<b>Cost: 2 motes
Type:: Reflexive
Duration: Instant
Minimum Allies: 4
Minimum Essence: 2
Prerequisites: A Friend In Need Method

Sometimes the only way to protect someone is to step into the path of an attack against them. The character chooses an attack targeting anyone within 5 yards of them. The character is now the target of the attack. The character may dodge or parry normally, provided she has an action to do so.

What's Mine Is Yours Prana</b>

<b>Cost: 2 motes per die, 1 Willpower
Type:: Simple
Duration: One Scene
Minimum Allies: 3
Minimum Essence: 1
Prerequisites: Birds of a Feather Technique

There are times when someone needs abilities that only you can provide. With this Charm, the character may lend her expertise to another, though advice and gestures. The other must be able to hear or see the character for the duration of the Charm; if they lose both sight and sound, the Charm ends. The character may raise any Ability of the target at a cost of 2 motes per die; the Ability may not be raised above that of the character, nor may it be raised above the target's maximum ratings for that Ability (usually 5). The character does not lose access to this Ability, and they may continue to take actions, provided that these actions do not prevent both speech and gestures from working (for example, spellcasting would end this Charm).

What's Yours Is Mine Prana</b>

<b>Cost: 2 motes per die, 1 Willpower
Type:: Simple
Duration: One Scene
Minimum Allies: 4
Minimum Essence: 2
Prerequisites: What's Mine Is Yours Prana

It is not enough to help others; sometimes, they must help you. The character may target any consenting being and activate this Charm. This Charm functions exactly as with What's Mine Is Yours Prana, except that the character gains the dice and the caps are based on the consenting being. The being in question need not continue to offer advice and suggestions for this Charm to continue functioning.

Essence-Granting Technique</b>

<b>Cost: 1 mote
Type:: Simple
Duration: Instant
Minimum Allies: 3
Minimum Essence: 2
Prerequisites: What's Mine Is Yours Prana

Simple advice is not nearly enough, and the skilled Advocate can give stronger boons. With this Charm, the Advocate may immediately transfer up to her Allies + Essence worth of motes of Essence to the target of the Charm. The Advocate must touch the Charm's target in order to activate this effect.

Close Friend Care Technique</b>

<b>Cost: 8 motes, 1 Willpower
Type:: Simple
Duration: One Day
Minimum Allies: 4
Minimum Essence: 2
Prerequisites: What's Mine Is Yours Prana

In addition to offering advice, a friend is always present when you are under the weather. The character chooses a target who is either sick or injured, and spends a full day caring for them. The target heals at (the character's Essence) times normal speed, and may roll to recover from any diseases at the end of the day, adding the character's Essence as bonus dice on the recovery roll.

Incredible Recovery Method</b>

<b>Cost: 8 motes, 1 Willpower,  1 Health Level
Type:: Simple
Duration: Ten minutes
Minimum Allies: 5
Minimum Essence: 2
Prerequisites: Essence-Granting Method, Close-Friend Care Technique

There are times when it isn't sufficient to just be there. By simply spending a few minutes with a target, the character gives of their energy to help their target. At the end of the ten minutes, the target heals a number of health levels of bashing or lethal damage equal to the character's Essence score, and may roll to recover from any disease, adding a number of automatic successes to each roll equal to the character's Essence.

Thankful Healing Technique</b>

<b>Cost: 2 or 4 motes per health level, 1 Willpower
Type:: Simple
Duration: Ten Minutes
Minimum Allies: 4
Minimum Essence: 3
Prerequisites: Close Friend Care Technique

There are times when amazing feats of healing are needed. The character thinks of the well-wishes of others, using it to heal themselves. The character may immediately heal up to their Essence in health levels of bashing or lethal damage, paying 2 motes per bashing level and 4 motes per lethal level healed. This Charm requires ten minutes of quiet repose.

Essence-Sharing Method</b>

<b>Cost: 3 motes
Type:: Reflexive
Duration: One Scene
Minimum Allies: 5
Minimum Essence: 2
Prerequisites: Essence-Granting Technique

There are times when an Advocate's best use is as support for others. Using this Charm, the Advocate links her Essence pool to another. For the Charm's duration, the target of this Charm may spend the Advocate's Personal and Peripheral Essence for all purposes. The target, not the Advocate, glows if they spend Peripheral Essence. The Advocate must touch her target to activate this Charm.

Power-Linking Friendship</b>

<b>Cost: 2 motes per person, 1 Willpower
Type:: Simple
Duration: One Scene
Minimum Allies: 5
Minimum Essence: 3
Prerequisites: Essence-Sharing Method, What's Yours Is Mine Prana

Two souls link as one and fight as one. The character must touch one or more consenting targets in order to activate this Charm - the character may affect up to her Allies + Essence worth of targets, at a cost of 2 motes for every target. For the Charm's duration, any person affected by this Charm may use the Personal Essence, Peripheral Essence, or Willpower of any other person affected by this Charm. Any Peripheral Essence spent causes the spender, not the original owner of the motes, to flare. Furthermore, at the cost of 2 motes, any member of this link may reflexively take one health level of damage away from any other member of the link and apply it to themselves. Incapacitated character may not take health levels, nor may a character take more health levels than would kill them. Any person affected may withdraw themselves from this Charm freely at any time; if so, they may not put themselves back in. No character may be affected by more than one link at a time. The character activating this Charm need not be a member of the link, and it will persist for the scene if she leaves it or is killed.