WoSCharms/WoSThrown
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The Doctrine of Spread Flowers (Thrown, Spring, Burial)
Vital Breath Infusion Style
Cost: 1+ motes; Mins: Thrown 2, Essence 1; Type: Simple (Speed 5, DV -1)
Keywords: None
Duration: Indefinite
Prerequisite Charms: Any Thrown Excellency
This Charm allows an Arcadian to use his Essence to breathe life into a number of weapons, giving them the ability to hope, feel, wait, and want, as if they were new children brought into the world. As the Essence that animates the weapons is still tied to the Arcadian's own Essence, he or she may create diverse effects and manipulate the thrown weapons from a distance. Weapons awakened in this fashion tend to hum oddly as they travel, and may even develop voices, as per the player's wishes; these special effects should provide stunting benefits but none other.
For every mote expended in the activation of this Charm, the character may breathe life into, or 'awaken', a number of thrown weapons equal to (his Essence x 3). As long as the motes remain committed to the Charm the weapons will remain 'awakened'. No character may have more than five motes committed to this effect at any one time, however.
'Awakened' weapons may be sensed by a reflexive action and the expenditure of one mote of Essence - doing so allows the character to sense the location of any of his awakened weapons within (Birth x 100) yards. Awakened weapons will always remain stuck in the body of a target they damage; it takes a miscellaneous action (A successful Strength + Athletics check) to remove one. Having an awakened weapon imbedded in you offers no penalty to actions or healing, but will prove disadvantageous should the weapon's owner begin using techniques later in this Charm Tree.
Slings and Artifact weapons such as Slings of Deadly Prowess and Infinite Jade Chakrams need only be activated once; they confer the benefits of awakening to a sling's ammunition or the phantom chakrams.
Savage Blade Suckles Teat
Cost: None; Mins: Thrown 4, Essence 2; Type: Permanent
Keywords: None
Duration: NWoSCharms/WoSThrown/A
Prerequisite Charms: Vital Breath Infusion Method
This Charm enhances Vital Breath Infusion Method by increasing the difficulty of removing an awakened weapon from the body; replace the base difficulty of removing such a weapon (normally 1) with the Arcadian's Essence. This Charm can be purchased multiple times; each additional purchase past the first increases the difficulty of removing an awakened weapon by 2 (or 1? I'm not certain if 2 is too much). It can be purchased a number of times equal to the character's Essence. This Charm has no cost - it is a permanent addition to the magics of the steward.
Should a Charm's effect create a scenario where a nonstandard roll is used to extract a given awakened weapon, this Charm increases that difficulty appropriately. If a character has this Charm twice and has used a weapon with both Unfurling Petals Harvest of Misery and Plant Deep Bloom Strong, the Medicine difficulty should be (Character's Essence x 2 +2 -1). (BerserkSeraph: The -1 in that equation is to represent that the initial difficulty increase from this Charm replaces, rather than adds directly to, the base difficulty of extraction)
Steel Brood Nurturing Mother
Cost: None; Mins: Thrown 3, Essence 3; Type: Permanent
Keywords: None
Duration: NWoSCharms/WoSThrown/A
Prerequisite Charms: Vital Breath Infusion Method
This Charm enhances Vital Breath Infusion Method by increasing the number of weapons awakened by each mote; it increases the multiplier by 2 each time it is purchased, and may be purchased up the Arcadian's Essence in times. For example, if purchased twice, each mote of Essence expended for Vital Breath Infusion Method will awaken (Essence x 7) weapons instead of (Essence x 3). This Charm has no cost - it is a permanent addition to the magics of the steward.
Blood Nourished Birth of Ammunition
Cost: 3m; Mins: Thrown 3, Essence 2; Type: Reflexive
Keywords: Combo-OK, Obvious, Static (Birth)
Duration: Instant
Prerequisite Charms: Vital Breath Infusion Method
This Charm awakens the energy of Birth in an imbedded awakened weapon; which joyously uses the agony of its host to produce fellows. It can only be activated when near an awakened weapon currently imbedded in a subject it injured, and can only be activated once for each such weapon
When activated, this Charm produces one duplicate of the 'awakened' weapon for each health level of damage that the original has dealt to the subject; this includes additional damage due to Charms such as Unfurling Petals Harvest of Misery. These weapons drop to the ground in front of the wounded subject - they are nonmagical, unexceptional copies of the weapon that spawned them, but each functions as an awakened weapon for the Charm user. The newborn weapons wither into dust and flower petals at the end of combat.
Charm Concept: Awakened weapons
For a character to count as 'near' to an awakened weapon, as to allow its use in a number of relevant Charms, he must be within the maximum range to which that weapon could normally be effectively used (For most weapons, this is three times its range increment) and aware of its presence as a concrete concept, whether through observation, common sense, or by using the effects of Vital Breath Infusion Method to sense it. This means that if a character struck with an awakened knife flees around a corner, as long as he is within 45 yards, the Arcadian considers that weapon 'near'. If he fled, the Arcadian couldn't sweep the city randomly activating Unfurling Petals Harvest of Misery until he found his quarry, but he could sweep the city with his awakened-weapon sensing ability, and then activate Charms in regards to the weapon. Obviously, for the purpose of these charms any awakened weapon referenced must have been awakened by the Charm's user.
Many of these Charms can only be activated once per weapon; this should be noted as also containing 'per attack'. If an awakened weapon is used to harm a foe, activated for Blood Nourished Birth of Ammunition, retrieved from the subject, and used to harm that foe again in a separate attack, it can be activated for Blood Nourished Birth of Ammunition again; this is because the life cycle of an awakened blade is internally cyclical, and its potential is born again with each attack. This causes colossal paperwork in Heaven, a source of much amusement for the average steward.
Poison Blossom Sowing of Agony
Cost: 3m; Mins: Thrown 3, Essence 2; Type: Reflexive
Keywords: Combo-OK, Poison, Stackable, Static (Sowing)
Duration: Instant
Prerequisite Charms: Vital Breath Infusion Method
This Charm awakens the energy of Sowing in an imbedded awakened weapon; which viciously exudes agonizing toxins to inhibit the subject. It can only be activated when near an awakened weapon currently imbedded in a subject it injured, and can only be activated once for each such weapon.
When activated, this Charm forces the victim of the weapon to reflexively roll (Stamina + Resistance) against a Toxicity of the Charm user's Essence (This lacks the M tag, making the roll more difficult for mortals); should they fail they suffer the deletrious effect of the poison, which inflicts a -2 internal penalty to all checks and reduces all static values by 1 (These are the same effect, noted redundantly for clarification) until the end of the scene. Up to three doses of this toxin can affect a given subject at a time; their effects stack.
Unfurling Petals Harvest of Misery
Cost: 3m; Mins: Thrown 3, Essence 2; Type: Reflexive
Keywords: Combo-OK, Static (Harvest)
Duration: Instant
Prerequisite Charms: Vital Breath Infusion Method
This Charm awakens the energy of Harvest in an imbedded awakened weapon; which sprouts sharp-edged petals and wicked thorns. It can only be activated when near an awakened weapon currently imbedded in a subject it injured, and can only be activated once for each such weapon.
When activated, this Charm causes the subject to immediately suffer damage as if he had been struck by the awakened weapon; damage from this attack is equal to the base damage of the weapon plus the Arcadian's Essence. The Arcadian's Strength is ignored, and the damage from this Charm ignores armor.
This effect also makes the weapon difficult to pull out; when removed its barbed nature causes an immediate 2 dice of lethal damage that, similarly, ignores armor. It requires a successful Dexterity + Medicine check, a miscellaneous action requiring the patient's remaining still and the doctor's entire attention, to remove the weapon without harming the victim.
Stunts routinely trump rationality; a solid stunt will allow the check to be performed as part of a flurry, without sacrificing one's defensive options or remaining stationary.
Plant Deep Bloom Strong
Cost: None; Mins: Thrown 5, Essence 3; Type: Permanent
Keywords: None
Duration: NWoSCharms/WoSThrown/A
Prerequisite Charms: Unfurling Petals Harvest of Misery
This Charm allows the Arcadian to cause a weapon he has already brushed with his Essence to spring into life once more, spinning and burrowing heavily into the body of the victim. It enhances the ability of the character to use the Charm Unfurling Petals Harvest of Misery.
By expending three motes of Essence, a character with this Charm can reactivate Unfurling Petals Harvest of Misery for an awakened weapon that the character has already used for that Charm; the damage is identical as to that Charm. A weapon that has been activated for this ability inflicts 4 dice of lethal damage, not 2, when removed by force, as it has burrowed deeper into the body. The difficulty to remove it with Medicine is increased to the Arcadian's Essence. This ability can only be activated once for each awakened weapon.
This Charm itself has no cost; it instead permanently enhances the Arcadian's abilities. This effect is an innate ability, and does not count as a Charm activaton. Accordingly, it does not count for Twining or Gestation and cannot benefit from any relevant mote discounts.
Withering Bloom Burial of Will
Cost: 3m; Mins: Thrown 3, Essence 2; Type: Reflexive
Keywords: Combo-OK, Static (Burial)
Duration: Instant
Prerequisite Charms: Vital Breath Infusion Method
This Charm awakens the energy of Burial in an imbedded awakened weapon; which exudes a miasma that dulls the will and slows the spirit. It can only be activated when near an awakened weapon currently imbedded in a subject it injured, and can only be activated once for each such weapon.
When activated, this Charm causes the subject to immediately lose 3 points of temporary Willpower; a successful reflexive (Charisma + Integrity) roll will reduce this loss to a single point.
Curdled Nectar Alignment of Chakra
Cost: 3m; Mins: Thrown 3, Essence 2; Type: Reflexive
Keywords: Combo-OK, Static (Alignment)
Duration: Instant
Prerequisite Charms: Vital Breath Infusion Method
This Charm awakens the energy of Alignment in an imbedded awakened weapon; which cracks open the victim's vital meridians and bleeds him of his living breath, his very Essence. It can only be activated when near an awakened weapon currently imbedded in a subject it injured, and can only be activated once for each such weapon.
When activated, this Charm causes the subject to immediately lose two times the Arcadian's Thrown + Alignment in motes of Essence; a successful reflexive Willpower roll against a difficulty of the Arcadian's Essence will reduce this to one-half, rounded up. These points are drawn first from peripheral, then personal pools.
Salmon Struggle Upstream
Cost: 1m; Mins: Thrown 4, Essence 2; Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Vital Breath Infusion Method
Called by a pulse of Essence and its natural inclination to be in its home, this Charm pulls an awakened weapon through space and into the hands of its owner, allowing it to be used once more. When activated, a single awakened weapon that the character is aware of comes directly to his hand and may be used as though readied; this will not allow the character to make additional attacks, it merely ensures that he has a weapon at hand. Removing a weapon in this fashion is the same as withdrawing it forcefully for such charms as Unfurling Petals Harvest of Misery. If used at the beginning of combat, this Charm removes the need for a ready weapon action.
All Children Long for Home
Cost: 6m, 1wp; Mins: Thrown 4, Essence 3; Type: Simple (Speed 5, DV -1)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Salmon Struggle Upstream
This Charm pulls on the heartstrings of every awakened weapon around the steward, causing them to leap back to him in a flock of blades that fills the air, each taking its place on his person, eager to be used once more. Upon activation of this Charm, it recalls any awakened weapon that the Arcadian is aware of to his person, moving through the intervening space on their own power and sliding helpfully back into sheathes, concealed holsters, or other methods of storage, so as to allow theiir user easy access. Removing a weapon in this fashion is the same as withdrawing it forcefully for such charms as Unfurling Petals Harvest of Misery.
Fledgling Defends the Nest
Cost: 3m; Mins: Thrown 4, Essence 2; Type: Reflexive (Step 9)
Keywords: Combo-OK, Obvious, Counterattack
Duration: Instant
Prerequisite Charms: Vital Breath Infusion Method
Stirred to violent action by this Charm, one of the Arcadian's awakened weapons leaps to his defense! When activated during a foe's close combat attack, this allows the character to resolve an assault on his attacker with an awakened thrown weapon that he has on his person (it need not be readied). The damage from this attack ignores the Arcadian's Strength, should it hit. This Charm cannot stir a sling to fire its own bullets, however; the weapon called to defend must be a weapon in its own right.
Unchained Bounty Unfettered Blossoms
Cost: 5m, 1wp; Mins: Thrown 5, Essence 3; Type: Reflexive (special)
Keywords: Combo-OK, Obvious, Counterattack
Duration: Instant
Prerequisite Charms: Fledgling Defends the Nest
If an opponent is foolish enough to grapple an Arcadian master of thrown weaponry, he will soon find himself in a precarious position - a pulse of outraged Essence stirs awakened weapons to leap for the heart and throat of his assailant, screaming for his warm blood!
This Charm can only be activated during an opposed clinch, after an opponent has taken control of the clinch but before he decides what he wishes to do as the victor. The aggressor is immediately subject to the Arcadians (Dexterity + 1) Thrown attacks, each made with one awakened weapon the Arcadian had on his person. If the Arcadian is not carrying enough weapons for this cause, reduce the number of attacks appropriately. The Rate of these weapons can be ignored, and they need not be readied in any fashion, leaping to action of their own accord.
The damage from these attacks ignores the Arcadian's Strength, but functions as piercing. This Charm cannot stir a sling to fire its own bullets, however; the weapons called to defend must be weapons in theirs own right. Any weapon that successfully hits imbeds in the target as normal; should the target die from this damage he does not get to resolve what he would have done with control of the clinch, which ends immediately.
Startled Birds Take to Wing
Cost: 8m, 1wp; Mins: Thrown 5, Essence 3; Type: Simple (Speed 5, DV -1)
Keywords: Combo-Basic, Obvious
Duration: Instant
Prerequisite Charms: Fledgling Defends the Nest
A pulse of furious Essence sends each and every awakened weapon an Arcadian is carrying to course away from him, peppering targets and filling the air with shrieking, murderous steel. Upon activation, the Arcadian rolls a single Thrown attack as if he was using the awakened weapon he is carrying the most of. Apply this attack indiscriminately, friend and foe alike, to all individuals and objects within (Essence x 10) yards; the damage for these attacks does not take the Arcadian's Strength into account but is counted as piercing.
All targets damaged are assumed to have at least one awakened weapon imbedded in them - divide the number of carried weapons evenly among the damaged (If the number of weapons is insufficient, a bookkeeping error in Yu-Shan assures that everyone gets at least one, which is pleasing in the eye of the Goddess of Division), and ignore any excess. This attack effectively removes all awakened weapons that a character was carrying; he may explicitly hold onto a single readied weapon if he wishes.
Feedback
My hope is the combo terror possibile with these Charms is somewhat negated in that they all require a successful attack to function; there are likely very few Charms in this tree which actually help obviate defenses or otherwise hit, aside from the basic Excellency; furthermore these Charms are strongly evocative of how I want Arcadian Charms to function - each one has an effect, and you can see a reason to use all of them early and often. This is a charm set that is meant to award the character for getting every Charm he can; there's meant to be no effect that removes the usefulness or obviously trumps the applications of another. It's also exceptional for Twining, which it is meant to be.
As a bit of self-congratulation, I really feel this Charm set does exactly what I want it (And all Arcadian Charm sets) to do, which is keep the Arcadian in constant motion through various avenues, a whirlish dervish of small Charms that ruin a foe's day, instead of one big killer like Cascade of Cutting Terror.
Thoughts? My primary concerns are as always charm costs and combo madness; I want a character with all of these Charms to be able to activate them together, and see no reason why someone who's devoted that many charm slots and that must essence to one foe shouldn't get to wreak havoc, but I'm open to wisdom from wikizens with more experience with 2e -- BerserkSeraph
Unfurling Petals Second idea didn't tack on the Exalt's Essence to the damage tally, I decided to keep this idea in the Charm to make it deal more than 1-3 dice of easilly-ignored damage; I originally removed this out of concern that it would mean more damage between this and Plant Deep than may have been rational, but the more I thought about it the better I felt; using a Charm should always create some effect, and it's possible to roll no damage successes on the few dice of damage these weapons do. Discuss?
The charms look good on a first skim over, but I can't comment yet because I've not properly absorbed the ethos/paradigm/thingy of the Arcadians in general. However, one thing I can ask: Did you mean (Thrown, Spring, Birth)?
-- Darloth seems to be good at spotting this
- I'm in a bit of a snag on this project; I've run into my standard problem with such projects in that I'm not getting enough material out to inspire commentary, and I'm not getting enough commentary to stimulate me to produce more material...the crowbaw is inside the box!
- The abilities are flagged for their Season and their primary Calling; thusly Performance is Spring, Birth, while Thrown is Spring, Burial - using an appropriate Season-tied ability (Spring for Birth) adds bonus dice to weather control, as does using an appropriate Calling-tied ability; thusly someone attempting a Burial miracle gets +1 dice for using Thrown, and one attempting a Performance Birth miracle gets +2 dice - one for season, one for Calling. - BerserkSeraph
- Ah, so!. I see. Most interesting. I hope you do keep it up, these are really good. I'll try and come through and comment on them in a chunk some day.
-- Darloth
- Ah, so!. I see. Most interesting. I hope you do keep it up, these are really good. I'll try and come through and comment on them in a chunk some day.