FrivYeti/IsidorosCharms

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Charms of Isidoros

Isidoros is a fickle patron, prone to changing his mind on a moment's provocation, and to delighting when long, complex plans come crashing down around those who design them. His Charms spread disorder and misfortune, gain advantage from sudden shifts in temperment and thought, and rely on unpredictability or disdain for consequence in order to function properly. He is a master of trickery and low cunning, but is not a manipulator as he is unable to carry on long-term deceptions effectively.

Excellencies

First Isidoros Excellency</b>

<b>Cost: 1m/die, Mins: Essence 1, Type: Reflexive 
Keywords: Combo-OK
Duration: Instant
Prerequisites: None

The Black Boar is driven, refusing to stop or slow in his path. He is quick to take action, preferring action to reaction, and delights in misfortune. His powers rely on pure luck over skill, and he tends to be self-interested rather than caring about the concerns of others.

Characters may apply this Charm to actions that are brief or unexpected, or those that affirm the prevalence of chaos over order. The Isidoros Excellency may never be used to supplement a dramatic action requiring more than one day, nor may it be used to increase a character's die pool to more than two-and-a-half times the final difficulty of the task being attempted (after external penalties are taken into consideration).

Isidoros Mythos Exultant</b>

<b>Cost: -- Mins: Essence 3, Type: Permanent 
Keywords: None
Duration: Permanent
Prerequisites: First Isidoros Excellency

Isidoros finds that chance often rewards his actions. Stunts enhanced by this application have their die bonus increased by one die. This does not affect stunt rewards.

Risk Charms

Vagaries Of Chance</b>

<b>Cost: -- Mins: Essence 1, Type: Permanent 
Keywords: None
Duration: Permanent
Prerequisites: None

Many of the children of Isidoros learn to appreciate the way that chance can run in their favor or against them, and align their Essence to the nature of random chance. Whenever the character succeeds at a roll in which her die pool was less than double the roll's difficulty (including external penalties), she recovers two motes of Essence. However, whenever she fails at a roll for which her die pool was more than triple the roll's final difficulty (again, including penalties) she loses two motes of Essence. These lost motes are not counted as spent, merely lost. Bonus successes count as two dice each for the purposes of this Charm.