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(* Sea Claims the World)
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'''Minimum Essence: ''' 5<br>
 
'''Minimum Essence: ''' 5<br>
 
'''Prerequisite Charms: ''' Mirror-Striking Feint, Dance of Splashed Reflections<br>
 
'''Prerequisite Charms: ''' Mirror-Striking Feint, Dance of Splashed Reflections<br>
For the mighty Chosen of Water, even a knife reflected in the water can kill. By activating Knife of Reflections, the character can create a number of reflections, paying 2 motes for each. The motes remain committed until the reflections are destroyed. Those reflections work like those in ''Cracked Mirror Prana'', with the exception that they can interact with the world. Each one is animated by a little elemental countained within the character's anima, beleving to be the character. They can attack and move with his statistics, and act on his initiative. The character can use his Charms to enhance their attacks, but is still limited to one Charm per turn in total unless using combos(thus, the character may use the same supplemental Charm with many of his reflection's attacks, or use a Combo with his own action and two other's - however, he is not forced to use the combo with the reflection's attacks). If they are struck, they vanish like the reflections created by ''Cracked Mirror Prana'', but the character can use reflexive Charms to defend against them individually(not that most Chosen bother to drain their pools in such a way).  
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For the mighty Chosen of Water, even a knife reflected in the water can kill. By activating Knife of Reflections, the character can create a number of reflections, paying 2 motes for each. The motes remain committed until the reflections are destroyed. Those reflections work like those in ''Cracked Mirror Prana'', with the exception that they can interact with the world. Each one is animated by a little elemental countained within the character's anima, beleving to be the character. They can attack and move with his statistics, and act on his initiative. The character can use his Charms to enhance their attacks, but is still limited to one Charm per turn in total unless using combos(thus, the character may use the same supplemental Charm with many of his reflection's attacks, or use a Combo with his own action and two other's - however, he is not forced to use the combo with the reflection's attacks). If they are struck, they vanish like the reflections created by ''Cracked Mirror Prana'', but the character can use reflexive Charms to defend against them individually(not that most Chosen bother to drain their Essence reserves in such a way).  
  
  

Revision as of 05:45, 7 February 2008

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Snatch!

Sea Claims the World Approach
Cost: 2 motes
Duration: Instant
Type: Reflexive
Minimum Larceny: 5
Minimum Essence: 4
Prerequisite Charms: Space-Crossing Theft Technique
With the receding tide the sea claims all things that so much as move close to it. The sea does not discriminate. With the attitude of the lowering tide pushing all objects to its depths, the Chosen pulls any object she can visualize within her Permanent Essence in yards to her hands. They disappear, becoming nothing but aquous swirls and foam on the air until they appear at the Dragon's hands, fully usable. This occurs instantly, and can be used to instantly ready a weapon or pick something from the landscape as an improvised weapon; It can be used after declaring a strike or after an enemy has declared theirs', the sudden appearance of a weapon to attack or defend increasing the difficulty of the enemies' attack or defense by 1. This has the same limitations as Space-Crossing Theft Technique in regards to snatching an item held by another.


The World in the Water

Secrets to the Water
Cost: 6 motes
Duration: Essence in Minutes
Type: Simple
Minimum Larceny: 5
Minimum Essence: 3
Prerequisite Charms: Window-in-the-Door Technique
With this Charm, the character can go through the limitations of Window-in-the-Door, and become able to watch what goes anywhere water can reach. To use Secrets to the Water, the character must look upon a stretch of water - such as a filled cup, a pond, or other such thing - commit the motes, and focus on any other stretch of water he knows to exist anywhere within his Essence in miles. He can see as if he within it, watching the scene that unfolds in front of him from its vantage point. He can see the scene clearly, but must make Perception+Awareness rolls every minute at a difficulty 2 to be able to properly hear what is being said through the water.

The stretch of water in the other end may be anything from a bottle of water to a filled glass, but it must be something the character knows of and can clearly visualize. He cannot guess it exists - he must know it exists. Those in the room being scried may notice the character's eyes on the water with a successful roll in a reflexive Perception+Awareness contest against the character's Wits+Larceny. If successful, they will notice the strange shadow or eyes in the water. Note that not all will instantly notice that is supernatural scrying, but most magical beings will. This is an act of magical scrying, and wards against such acts will stop this Charm.

The Charm Tales of a Thousand Droplets is particularly useful to the use of this Charm.

World-In-The-Pond Meditation
Cost: 4 motes, 1 willpower
Duration: Essence in Minutes
Type: Simple
Minimum Larceny: 5
Minimum Essence: 3
Prerequisite Charms: Window-in-the-Door Technique
Sometimes, a thief needs to hide and there is no shadow great enough for him to take shelter on! Dragon-Blooded possess an alternative, however! They can jump into any stretch of water at least a yard wide and simply... disappear. There it has no limit to how shallow it might be - it might be a shallow rivulet left by the rain on a street, a very shallow pond below a fountain or a puddle to the side of a small brook... for the Exalt, it might as well be as thin as a mirror, but it is, when he steps in, large as a room.

The Exalt may remain within the pond for a number of minutes equal to his permanent essence, and as long as he does, only those using Charms may try to find him, and their Awareness rolls have a difficulty equal to his Essence. If one steps into the pond it is as shallow as it should be, but one who notices him inside and purposefully places his hand into the pond to grab at him, or who stab him through the pond with their weapons will do so successfuly, and may push him out. Being within the pond is like being underwater, and aspects other than Water may have problems with drowning. Flowing out of the pond is an unrolled Athletics action.

Become-The-Pond Technique
Cost: 8 motes
Duration: Essence in Minutes
Type: Simple
Minimum Larceny: 5
Minimum Essence: 4
Prerequisite Charms: World-In-The-Pond Meditation
An Exalt may know how to hide within the most shallow ponds... but sometimes, not even those are available! But this is not the end for a craft Exalt, who can create the water himself, and sink into the pond made beneath his own feet! This works in the same way as World-In-The-Pond Meditation, but with one exception! If it is created in a place where the puddle would be suspicious(a rocky road after a long time without rain, the floor of a palace...) those passing by it roll their Wits+Awareness against the Exalt's Wits+Larceny - if they are successful, they can try to locate the character in the pond as if they were using supernatural means.

Through Aquous Gates
Cost: 6 motes, 1 willpower
Duration: Instant
Type: Simple
Minimum Larceny: 5
Minimum Essence: 5
Prerequisite Charms: World-In-The-Pond Meditation
Those who can walk within pounds know that there is a hidden world, within every droplet of water. Through Aquous Gates, one who has already used World-In-The-Pond Meditation to jump into a pond may disappear from the pond and walk in a complete hidden world of narrow ways. The character may go from the pond he is on to being within a pond he knows of anywhere within his Essence in Miles. This is a form of supernatural transportation, and wards against such will deter the character.


Theft of Metaphors Prana
Cost: 1 willpower
Duration: Instant
Type: Reflexive
Minimum Larceny: 6
Minimum Essence: 6
Prerequisite Charms: Through Aquous Gates
Water touches many things. Many of those, few are aware of. Things that have some of Water's nature within them, reflecing like mirrors, like a polished floor... and powerful Water Aspects may learn how to walk through even those peripheral manifestations of Water! This Charm enhances the Water Aspect's Charms - as long as the character spends 1 extra willpower, he may use reflective surfaces - such as mirrors, polished floors, and even great warstrider blades - as if they were ponds.


Water's Mirror

Sky Upon the Sea Mirror
Cost: 6 motes, 1 willpower
Duration: One Day
Type: Simple
Minimum Larceny: 4
Minimum Essence: 3
Prerequisite Charms: Instant Disguise Prana
The water is a mirror. It reflects anything and everytihng, showing the world twin suns and twin moons, a mirror of the sky and of all who look upon it. It follows then, that Water Magic would be the best in reflecting the appearance of something else. To use this Charm, the character must stand in front of another for a full turn, and roll his Manipulation+Larceny with a difficulty equal to the being's Appearance. A success allows the character to perfectly mimic the person's appearance as it is right now, including her clothes or any other props.

This disguise is perfect in all respects to those watching, but does not give the character the creature's voices or manneirisms. However, this disguise is shown to be clearly fake whenever it is touched - it ripples like water to the barest touch. Those using abilities able to see Charms may penetrate the disguise if they suceed on a Perception+Awarness with a difficulty equal to the number of successes beyond the difficulty on the initial roll.

Cracked Mirror Prana
Cost: 5 motes
Duration: One Scene
Type: Simple
Minimum Larceny: 5
Minimum Essence: 3
Prerequisite Charms: Sky Upon the Sea Mirror
Sometimes, a thief needs to run fast, but his pursuers are right behind him! A group of thieves might split up to throw off their pursuit, but a Exalted thief is a group of one! Building upon the principles of splashed water, giving out multiple different reflections, the Exalt who activates this Charm creates a number of duplicates of himself equal to twice his Essence! Those may go in any direction, and may move (the character's Larceny x20) yards away before disappearing. Those duplicates are pure water, not solid, and may not affect any objects other than the ground beneath their feet with footprints.

If attacked, they can abort to parry or dodge, without Charms, and dissolve in water if at least one attack success goes in, or if they receive any damage or successful touches in any other way. One needs to make a reflexive Wits+Awareness roll(with a difficulty equal to half his Larceny(round down) if he is present and fighting, or equal to his Larceny if he is using them to scatter and confuse his foes) to try and find the real one within the clones. During a fight, this must be rolled every turn, before one takes his action. Otherwise, one thinks a clone is the real one instead. This is a form of illusion and misdirection, and Charms that ignore such tricks will still see which is the real one.

Dance of Splashed Reflections
Cost: 1 mote
Duration: Instant
Type: Supplemental
Minimum Larceny: 5
Minimum Essence: 4
Prerequisite Charms: Cracked Mirror Prana
A fist strikes the water at night, and all around, there are droplets... and in each of them, there is a reflection of the moon. So many of them that it can be disorienting... and a Chosen can make them not fall, but flicker, dance, splash about in such a way that one is utterly dumbfolded by their movements! This charm enhances an attack made by the character with at least one clone around him, by making a confusing movement of both him and his clone! By making this movement, he adds his Essence in dice to the attack roll. No clones are lost in this movement.

Mirror-Striking Feint
Cost: 3 motes
Duration: Instant
Type: Reflexive
Minimum Larceny: 5
Minimum Essence: 4
Prerequisite Charms: Cracked Mirror Prana
Sometimes, one thinks he has the Chosen in his grasp... but in fact, he is just striking his reflection upon the water. When struck during a fight, the Chosen can say that he has not, in fact, been struck, and that was a clone all along. The character rolls his Dexterity+Larceny with a difficulty equal to his enemy's Essence - if successful, he successfuly avoids the attack, which instantly hits and destroy one of his clones. This is a form of illusion and misdirection, and Charms that ignore such tricks will still strike at the real Chosen.

Knife of Reflections
Cost: 6 motes +2 motes per Reflection, 1 willpower, 1 health level
Duration: One Scene
Type: Simple
Minimum Larceny: 5
Minimum Essence: 5
Prerequisite Charms: Mirror-Striking Feint, Dance of Splashed Reflections
For the mighty Chosen of Water, even a knife reflected in the water can kill. By activating Knife of Reflections, the character can create a number of reflections, paying 2 motes for each. The motes remain committed until the reflections are destroyed. Those reflections work like those in Cracked Mirror Prana, with the exception that they can interact with the world. Each one is animated by a little elemental countained within the character's anima, beleving to be the character. They can attack and move with his statistics, and act on his initiative. The character can use his Charms to enhance their attacks, but is still limited to one Charm per turn in total unless using combos(thus, the character may use the same supplemental Charm with many of his reflection's attacks, or use a Combo with his own action and two other's - however, he is not forced to use the combo with the reflection's attacks). If they are struck, they vanish like the reflections created by Cracked Mirror Prana, but the character can use reflexive Charms to defend against them individually(not that most Chosen bother to drain their Essence reserves in such a way).



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