TheHoverpope/ZurathaCharms
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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 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.
Combat Charms
Combat charms based on reliance on others to do your work and changing self-definition to defend and attack.
Branch one -
- supplement guard actions
- 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.
- add essence to a virtue, make it irresistable. Purchase again to convert virtue dice to successes.
- upgrade: grant virtues to others
- 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.