GUARDIAN

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It is every God’s and Champion’s responsibility to protect the World, but some take this duty more seriously than their fellows. It’s from them that this Purview arises.

 

Innate Ability: By in vesting 5m a Champion with this Blessing can be aware of everything in a one yard radius. He effectively can see 360 degree’s even if his eyes are hindered in someway.


VIGILANT GUARDIAN'S BRAND

Cost:  2m

Mins: Essence 1

Type: Simple

Keywords: Touch,

Duration:  Invested

Prerequisite Charms: NONE

The Champion touches a person, an object or the entrance to a location and lays a mystical brand there that marks that subject as being under her protection. While the champion keeps the essence invested he Champion receives a reflexive intuition to that effect whenever that subject is in physical danger (as determined by the Storyteller). Should her player then succeed on a (Perception + Awareness) roll, she gains a clearer understanding of the subject’s condition, location and current situation. The Champion can also use this Blessing to check up on a subject at any time, but only one subject at a time.

A Champion cannot brand herself with this Blessing , but she can brand as many other subjects as she has essence. A subject can be branded by more than one Champion at the same time. Each brand is unique to the Champion who made it.

 

RIGHTEOUS PROTECTORS BLESSING

Cost:  4m, 1wp

Mins: Essence 2

Type: Simple

Keywords: Touch

Duration:  Scene

Prerequisite Charms: VIGILANT GUARDIAN'S BRAND

By touching a mortal or an object, the Champion grants it a measure of divine physical protection. Her player rolls (Manipulation + Resistance), adding her essence in successes. Successes on this roll then apply to the subject of the Champion’s protection as a temporary Hardness rating for the next 24 hours.

 

UNSEEN DEFENDER METHOD

Cost:  6m, 1wp

Mins: Essence 3

Type: Simple

Keywords: Stackable

Duration:  1 day

Prerequisite Charms: RIGHTEOUS PROTECTORS BLESSING

By touching the entrance to a location, the Champion lays a ward on the area that bars entrance to a certain type of threat. Such a ward could bar ghosts, walking dead, a breed of demon, human beings, lesser animals or Champions. The ward acts as a sphere with a circumference area equal to 50 square feet per dot of Essence the Champion has. It lasts for one day.

The Champion can ward an area against as many different types of threats as she wants, but each threat requires its own activation roll and expenditure. (In effect, she must stack multiple wards on the same area.) Characters with more Essence than the Champion who laid down the ward can attempt to batter their way through the perimeter, thus destroying the ward. The ward can take a number of health levels of damage equal to (Manipulation + Lore plus essence), and it has a Hardness rating equal to the Champion’s Essence.

 

GUARDIANS AWARENESS METHOD

Cost:  8m, 1wp

Mins: Essence 4

Type: Simple

Keywords: None

Duration:  1 DAY

Prerequisite Charms: Unseen Defender Method

The Champion immediately rushes to the aid of anyone or anything on whom she has placed a VIGILANT GUARDIAN'S BRAND. When she gets a sensation that her branded charge is in danger (as determined by the Storyteller), she may disappear from her current location and instantly reappear in view of the brand she laid down. It helps to concentrate long enough for the player to make the (Perception + Awareness) roll to get an idea of what the danger is before she disappears, but it’s not necessary. Yet, while the character can use Vigil Brand to check up on a charge at any time, the Champion can use Come Running only when the charge in question is in imminent danger

 

MAGNIFICENT SHIELD OF PROTECTION

Cost:  10m,1wp

Mins: Essence 5

Type: Simple

Keywords: NONE

Duration:  1 Day

Prerequisite Charms: Guardians Awareness Method

The Champion concentrates and projects an invisible, semi-spherical shield of pure force around herself and those she’s trying to protect. The base of this shield can be as big as two yards in area per dot of Essence the character has, though she can keep it smaller. Ghosts, spirits and physical beings of lesser Essence than the Champion cannot penetrate this shield. If such a being has an equal or higher Essence rating (and can bring a physical force to bear), it can attempt to batter the shield apart with physical attacks. The shield can take a number of health levels of damage equal to Manipulation +  presence activation roll successes, and it has an all-purpose Hardness rating equal to the Champion’s Essence. Unless some enemy’s effort shatters it, the shield lasts for one scene. Once the Champion produces it, she can move around freely within. She can also adjust the shield’s size during the scene, though moving the boundary exerts a physical force that pushes people and objects in contact with it.


HEALTH

 

This Purview pertains to the physical well-being of beasts, mortals or other Champions. Titanspawn and supernatural creatures are also legitimate subjects of these Blessing , but a Champion cannot use these Blessings on himself.

 

Innate Ability: The Champion is either immune to mundane diseases or is immune to mundane diseases and a carrier of any disease he come into contact with.


INSTANT HEALTH ASSESSMENT FOCUS

Cost:  2m

Mins: Essence 1

Type: Simple

Keywords: Touch

Duration:  Instant

Prerequisite Charms: NONE

The Champion can instantly, automatically assess the current medical condition of a single living patient in his presence. Each success on a perception + medicine roll reveals a fact about the subjects health. He can tell how many levels of damage the patient is suffering, as well as any physical addictions he suffers, any illnesses or diseases with which he is infected and any genetic defects that afflict him.

 

BLESSING OF RELIEF / CURSE OF AGONY

Cost:  4m, 1wp

Mins: Essence 2

Type: Simple

Keywords: Shaping, Obvious, Touch

Duration:  scene

Prerequisite Charms: Instant Health Assessment Focus

A champion with this charm can relieve the pain in another by flooding their skin with his benovolent essence. The champion removes all penalties due to pain of any sort. Upon activation the Champion reduces the pain penalty that the patient is suffering by one point per point of essence.

In contrast the Champion can curse some one to suffer pain. The target of the charm suffers a external penalty for every point of essence the Champion possesses.

 

HEAVENS HEALING  CARESS / DEATHS GENTLE REMINDER

Cost:  6m, 1wp

Mins: Essence 3

Type: Simple

Keywords: Shaping, Obvious, Touch

Duration:  Instant

Prerequisite Charms: Blessing Of Relief / Curse Of Agony

The Champion can repair a patient’s injuries or inflict harm directly. On one hand, he can heal as many health levels of bashing damage as his player gets successes on a (Stamina + Medicine) roll. Doing so costs Essence. Alternatively, he can downgrade a number of health levels equal to successes on the roll from lethal to bashing damage. Doing so costs one Willpower. On the other hand, he can inflict as many health levels of bashing damage as his player gets successes on the (Stamina + Medicine) roll. Doing so also costs one Essence. Alternatively, he can upgrade a number of health levels equal to successes on the roll from bashing to lethal damage. Doing so costs one Willpower.

The Champion can use this Blessing on the same person only once per day. He can use it on as many different people in the same day as he can afford to spend the points.

 

CELESTIAL CRADLE SONG

Cost:  8m, 1wp

Mins: Essence 4

Type: Simple

Keywords: Compulsion

Duration:  Essence Hours

Prerequisite Charms: Heavens Healing  Caress / Deaths Gentle Reminder

By singing or playing some sweet lullaby, the Champion makes a number of people equal to the successes on the activation roll drift quietly off to sleep. Characters of higher Essence than the singer are not affected. Those of equal Essence get to oppose the activation roll with a (Willpower + Integrity + Essence in success) roll. This soporific effect knocks out any living creature that can hear the Champion’s voice, for a number of hours equal to the Champion’s Essence. Victims with no Essence rating remain asleep the whole time, never waking up regardless of what’s going on around them. Characters with a Essence rating can be woken up by those who went unaffected, if the player of the character trying to rouse the sleeper makes more successes on an extended (Manipulation + Medicine) action to bring the sleeper around. (Such an action constitutes shaking the sleeping person, slapping his cheeks, pinching him, hollering at him or whatever else might wake him from a dead sleep.) Suffering a level of lethal or aggravated damage will also wake a sleeper with a Essence rating. If prospective victims are engaged in relatively normal behavior—working at their desks, walking on patrol, raking leaves—using this Blessing costs only one Essence point. If the intended victims are engaged in combat or some other strenuous undertaking—such as playing at a sport or making love with wild abandon—the Blessing costs one Essence and one Willpower. The Champion cannot activate this Blessing if he is participating strenuously in some activity himself. He must devote each action, instead, to calmly singing the song. The activation of the Blessing occurs in the character’s first actual action (a Speed 5, DV -2 action), but the Champion may keep singing for as long as he likes if he has not yet affected a total number of people equal to his activation roll’s successes. Once the character has affected the maximum number of people, though, the player must roll again (and pay the activation costs) if he wants to put a larger number of people to sleep. The effect targets those closest to the Champion first.

 

Kiss Of Restoration / Winters Withering Touch

Cost:  10m, 1wp

Mins: Essence 5

Type: Simple

Keywords: Shaping, Obvious, Touch, Crippling

Duration:  Instant

Prerequisite Charms: Celestial Cradle Song

The Champion can either heal the most terrible damage a patient suffers or inflict awful damage that’s almost impossible to heal. The Champion need only touch his patient or victim and will that person’s body to react. If the Champion chooses to heal and his patient is mortal, he can instantly heal all of a patient’s bashing damage, half of her lethal damage or heal one point of her aggravated damage. (This Blessing can’t bring a patient back from the dead, though.) Alternatively, the Champion can restore one lost or damaged body part or internal organ to its full functionality without a scar. From restoring an amputated leg to replacing a punctured eye to re-inflating a collapsed lung, the Champion can effect miraculous cures instantaneously. If the Champion chooses to harm a mortal patient, his touch inflicts a point of aggravated damage instead. If he chooses, he can target that point of aggravated damage in such a way that an affected limb or non vital organ withers and disintegrates. The aggravated damage will heal in its normal time, but the missing body part stays gone thereafter. Mortals cannot resist these effects. Their only chance to escape the damage (or the healing powers if they’re so inclined) is to keep the Champion from touching them. If the Champion wishes to  inflict this Blessing’s effects on an unwilling target who is an Essence user the Champion’s player must roll (Intelligence + Medicine) against the victim’s (Stamina + Resistance). If the victim’s roll garners more successes, the Champion can inflict only a single level of lethal damage or heal only a single level of bashing damage. If the Champion’s roll fails to get more successes, he can’t inflict the withering effect at all.