Difference between revisions of "Caelene/Fera"

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=== To-Do List ===
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/Ananasi<br>
*Go through Breedbooks
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/Bastet<br>
**Ananasi (in progress)
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/Corax<br>
**Bastet
+
/Garou<br>
**Corax
+
/Gurahl<br>
**Garou
+
/Kitsune<br>
**Gurahl
+
/Mokolé<br>
**Kitsune
+
/Nagah<br>
**Mokolé
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/Nuwisha<br>
**Nagah
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/Ratkin<br>
**Nuwisha
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/Rokea<br>
**Ratkin
 
**Rokea
 
 
 
 
 
<br>
 
 
 
=== Ananasi ===
 
*Forms
 
**True Forms - Homid, Pithus
 
**DBT form - Lillan
 
**Other form (gained through Charms?) - Crawlerling
 
*Blood and Gnosis
 
**Can regain Essence from blood, ala Abyssals (expend 3 motes for fangs in Homid, use natural fangs in other forms)
 
***Mortals - One Blood Point converts to one mote
 
***Other Supernaturals - One Blood Point converts to motes equal to the victim's Essence
 
**One Gnosis point is equal to 3 motes in terms of gift use, as is one Blood Point
 
*Aspects and Factions
 
**Aspects
 
***With the balance between the Triat restored (albeit forcefully), the Ananasi no longer need to perform the roles that those beings have forsaken.  Thus, the aspects fade, although the rank markings left by Queen Ananasa remain as part of the Ananasi's Tell
 
**Factions
 
***Unlike the aspects, the factions remain, as they are geared toward certain tasks.
 
***For purposes of Caste animas, treat Myrmidons as Full-Moons, Viskrs as No-Moons and Wyrstas as Changing-Moons
 
 
 
*Gift Changes and Clarifications
 
**Alter Mood (level 1 Wyrsta, pg. 94-5) - Roll Manipulation + Socialize; even one success is enough to slightly nudge the target's emotional state.
 
**Blood of Pain (level 1 Hatar, pg. 90) - Roll for not wretching is Stamina + Resistance; toxin wears out in Exalted in (attacker's Essencex2) in turns.
 
**Illusion of Size (level one Myrmidon, pg 92) - Player rolls Manipulation + Presence against the target's Willpower; Exalted add +1 dice to the roll.  Those who fail the roll lose one die from their pool when acting against the Ananasi for a number of turns equal to his Valor.
 
**Inspire (level 1 Kumoti, pg. 91) - Adds +3 dice to any one Presence, Socialize or Performance roll to inspire a single target either positively or negatively.
 
**Wyrmling Kinship (level 1 Hatar, pg. 90) - Works on creatures of darkness.
 
**Blood of Illusion (level 2 Hatar, pg. 91) - Exalted get +2 dice to Willpower roll to resist the toxin; lasts for turns equal to the Ananasi's Essence.
 
**Hand Fangs (level 2 basic, pg. 86) - Inflict Strength in lethal rather than agg
 
**Lead-Line (level 2 Kumoti, pg. 92) - 4 motes, base difficulty of Wits + Investigation roll is (2 plus successes made to hide the item or person being searched for/2, rounded up).  Gift lasts until the target is found or until the Ananasi stops looking for it.
 
**Minor, Lesser and Greater Unweavings, Shattering (levels 2-5 Viskr, pg, 94) - Ruling to come, as these mimic Sorcery Countermagic a bit too closely
 
**Safety Line (level 2 basic, pg. 86) - Line has a soak of 4B/2L
 
**Spines (level 2 basic, pg. 86) - Deals lethal damage rather than agg
 
**Aura of Ananasa (level 3 Wyrsta, pg. 95) - Manipulation + Presence, difficulty (target's Essence + 1).  If successful, all targets in a hundred-foot radius (barring Exalts who make a difficulty 3 Willpower roll) are down two dice on all pools for the scene due to the sheer amount of tension and near-panic building inside them.  If startled, mortals may quickly panic and go nucking futz.
 
**Blood Hunt (level 3 Myrmidon, pg. 93) - Roll Wits + Survival, difficulty equal to target's Essence (target must have been encountered w/in the last 24 hours).  Add 2 to the difficulty if the target is hiding himself magically.
 
**Blood Pump (level 3 basic, pg. 86) - 5 motes, reduces cost of charms by 2 (min of 1) for (Essx2) in turns
 
**Calficy (level 3 Viskr, pg. 94) - Essence roll; each success adds 3B/2L soak to an inanimate object for a scene.
 
**Corrupt (level 3 Hatar, pg. 91) - Player rolls Essence; target item loses either 2B or 1L soak OR 2 health levels for the scene.  Does NOT affect items made of the Magical Materials.
 
**Sense Motion (level 3 Kumoti, pg. 92) - 4 motes to activate; any movement not hidden by Charms in the area of the Ananasi's range of perception can be sensed with a reflexive difficulty 2 Perception + Awareness roll, diff 4 to sense Charm-enhanced movement.
 
**Touch of Blood (level 3 Hatar, pg. 91) - Permanent; allows Blood of Pain or Blood of Illusion to be used by touch rather than ingestion of blood.
 
**Tick Body (level 3 basic, pg. 88) - Allows the Ananasi to store an additional 10 motes of peripheral Essence per dot of permanant Essence she has.
 
**Hydraulic Strength (level 4 basic, pg. 89) - 3 motes per dot of Strength gained; max gained is equal to Ananani's Essence, lasts for one scene
 
**Ill Wind (level 4 Hatar, pg 91) - Instead of weakening the Gauntlet directly, each success lowers the difficulty of summoning creatures of darkness by 1 to a minimum of 1.
 
**Nature of the Beast (level 4 Kumoti, pg. 92) - This gift turns a target into a living embodiment of his Nature; a Hedonist will fly into any situation to experience pleasure while a Follower will take almost no action unless directed to by a superior.  The Ananasi spends 5 motes then makes an Essence roll, resisted by the target's Willpower.  The effects of the Gift last for a scene.
 
**Still Blood (level 4 Hatar, pg. 91)- Roll to resist ichor's effects is Stamina + Resistance (difficulty 2 for Exalts, difficulty 4 for mortals).  Target can only lose dots in Strength equal to the Ananasi's Essence; lost dots return at a rate of one per hour for Exalts, one per day for mortals.
 
**Web Sheet (level 4 Tenere, pg. 90) - Soak of the webbing is 10B/7L; players may add an additional 2B/lL for each additional 3 motes they spend.
 
**Burning Blood (level 5 Hatar, pg. 91) - 5 motes to activate, lasts a scene.  Deals 5L upon contact with target, plus an additional 3L if the target fails a diff 3 Stamina + Resistance roll.
 
**Carapace (level 5 basic, pg. 89) - Player spends 1 mote and 1 Willpower to activate, then an additional 3 motes for each attack the character wishes to nullify.  <i>This is a perfect soak.</i>  Lasts one scene or until the Ananasi runs out of Willpower or Essence. <i>Note:  Shamelessly snagged from Konpeito's Invulenerable Moonsilver Carapace, which can be found at [[Konpeito/SecondEdLunarsNowDefensive]]) - Caelene</i>
 
**Image of the Great Mother (level 5 Myrmidon, pg. 93 - Spend 8 motes and 1 Willpower, then Roll Charisma + Occult, difficulty 5.  If successful, gain the following traits:  Strength +5, Stamina +6, Perception +2, bladed hands that deal Strength+2 aggravated damage.  All those looking upon the Ananasi must make a difficulty 4 Valor check or run screaming from the room.  Gift lasts one scene or until the Ananasi shifts once more.
 
**Mass Confusion (level 5 Kumoti, pg. 92) - The Ananasi spends 6 motes and 1 Willpower; for the remainder of the scene, those in the area (barring the Ananasi who used the Gift) must make a Wits + Awareness roll (difficulty of the Ananasi's Essence) to do <i>anything</i> a certain target (this includes attacks, speeches, Gift use, even dodges).  If this roll fails, the Storyteller chooses another target at random and the attack happens to them instead.  The Ananasi using the Gift can take no other action while it is active, and the Gift ends one turn after the Ananasi takes another action.
 
**Summon Paradox-Spirit (level 5 Viskr, pg. 94) - Spend 6 motes, then roll Wits + Occult, difficulty 3.  What the spirit does is up to the ST, usually depending on the environment into which the spirit was summoned.
 
**Touch of the Unweaver (level 5 Hatar, pg. 91) - 6 motes 1 willpower to activate, difficulty on the Intelligence + Medicine roll is the target's Essence.  Each success allows the Ananasi to do one of the following:  reduce one of a target's attributes by one, inflict one health level of unsoakable aggrivated damage, or - with five or more successes - give the target one debility of the player's choice (either those found in Exalted: the Lunars or one of the many metis deformities found throughout the line).  While the Attribute loss and mutation is permanent without magical aid, the health level of agg heals as though they are a -4 Aggravated wound. <i>Note:  The effects of this charm were taken from  Form-Destroying Touch, a charm made by Dinosaur, a fellow TFSer; the charm in question (as well as many of his other Lunar charms, can be found at [http://thefreedomstone.com/phpbb/viewtopic.php?t=1286&postdays=0&postorder=asc&start=0 The Freedom Stone forums] - Caelene</i>
 
**Web of Illusion (level 5 Viskr, pg. 94) - Roll Manipulation + Presence + Essence (difficulty of the highest Essence among the targets), with each success adding to the difficulty of seeing through the illusion.  Characters trying to see through the illusion must make a Perception + Awareness + Essence roll with a difficulty of (2 + the Ananasi's successes).  The illusion lasts for a number of days equal to the Ananasi's Essence.
 
 
 
*Webspinning
 
**Basic webbing
 
***3 motes for enough to cover a doorway
 
***Can be done in Pithus, Lilian and Crawlerling forms
 
***Soak of 2B/0L
 
**Speciality webbing (can be bought for 1 BP or 2 XP; 3 motes for same amount as basic webbing)
 
***Iron Web - This webbing is sturdy as steel, with a soak equal to it's creator's and an additional 5 HLs after that.  It can last for months if properly cared for.
 
***Razor Webs - Every 3 motes spent on this type of webbing makes enough to cover a DBT-sized form.  If placed on a doorway or something of the like, it remains until it takes six levels of lethal damage; those who brush up against it take at least 1L, more if they run into it.  If used on a living target, any motion uses the victim's Strength to damage them when they try to break free of the webbing.
 
***Slick Webs - These webs are almost completely frictionless, causing a 3-die penalty to a difficulty 3 Dexterity + Athletics roll to stay standing.
 
***Web of Smoke - Upon being touched, the web bursts into a cloud of thick black smoke.  Those who fail a difficulty 3 Stamina + Resistance roll go into a fit of vomiting lasting (the Ananasi's Essence) turns.
 
 
 
*Rites
 
**Spinning (level 1, pg. 96) - Roll remains the same; spend 15 motes for webbing.  Each success on the roll above the difficulty increases the number of motes regained while inside the Sylie by one.
 
**Studying the Great Web (level 1, pg. 98) - Roll Charisma + Occult difficulty 2; works as written otherwise
 
**Summon Paradox (level 1, pg. 98) - Difficulty of Wits + Occult roll is 3; works as written otherwise.
 
**Recorder (level 2, pg. 96) - Roll Charisma + Occult diff 2 for the rite; spend 3 motes for the webbing.
 
**Rite of Appeal (level 2, pg. 96) - Spend 10 motes and roll Charisma + Occult difficulty 3; rite works as written otherwise.
 
**Tapping Ananasa's Wisdom (level 2, pg. 96) - Roll Charisma + Occult diff 2; the Ananasi, rather than learning a new Gift, may use this connection to the Queen Mother to gain one bit of information about a subject.  This requires a second Charisma + Occult roll, difficulty equal to (5 - the Resource value of the item offered during the rite).
 
**Guardians (level 3, pg. 96) - Spend 6 motes for each guardian created; each guardian has physical stats equal to half of those they had in life, rounded up.
 
**The Gathering Children (level 3, pg. 97) - Roll Charisma + Occult; same as written otherwise.
 
**Rite of Weaving (level 4, pg. 98) - Costs 15 motes; roll Intelligence + Occult, difficulty 5.
 
**Rite of One (level 5, pg. 98) - Works as written.
 
 
 
 
 
*DBT gifts
 
**Alter Lilian (level 3 Kumoti, pg. 92) - May move Attribute points around on a point-for-point basis; costs a Willpower and lasts a scene.
 
**Blades of the Mantis (level 4 Kumoti, pg. 95) -  Spd +3 Acc +4 Dmg +7L Def +4
 
**Blinding Spit (level 2 Wyrsta, pg. 95) - Roll Dexterity + Archery or Dexterity + Firearms to hit; target is blinded for a number of turns equal to the successes on the roll.
 
**Pincers (level 2 Myrmidon, pg. 92) -  Spd +2 Acc +2 Dmg +4L (P) Def +1
 
**Replenishment of the Flesh (level 2 basic, pg. 86 BB:A) -
 
**Scorpion Tail (level 3 Myrmidon, pg. 92) - Spd +4 Acc +1 Dmg +3L Def -1; normal venom equivalent to frog arrow poison.
 
 
 
 
 
Back to /WoDLunars
 
 
 
=== Comments ===
 

Revision as of 05:51, 17 December 2007

/Ananasi
/Bastet
/Corax
/Garou
/Gurahl
/Kitsune
/Mokolé
/Nagah
/Nuwisha
/Ratkin
/Rokea