Mortal Charms - sparks stolen from fires of gods

Опять же для игры морталами хотелось бы сделать мортальные Чармы — не обязательно деревья как у экзальтов, но и не то убожество которое есть сейчас в стандартных экзальтах.
Очевидным образом персонаж теряет все мортальные Чармы если получает Возвышение или любой другой темплейт с собственным Чармсетом, получая обратно опыт или превращая Мортальные Чармы в Чармы соответствующего сплата в тех случаях когда есть подходящие.



New Keyword: Anima
Anima charms utilize characters anima in some way. They can only be activated when a character's anima is at at least 8+ levels.
Character cannot have more than one Anima Charm active at any given time.

Mortal Dice Caps
No combination of Charms can give mortal more than his Essence dice to any single dicepool.

General Charms

Mortal (Ability) Excellency
Cost: 2 motes per die,
Mins: (Ability) 3, Essence 2, Type: Reflexive (Steps 1 or 2)
Keywords: None
Duration: Instant
Prerequisites: None
Even mortals can increase the power of their skills. The mortal purchases bonus dice on any roll Ability for which this Charm is purchased. No more dice may be purchased than characters Essence. Every two motes spent purchases one die.

Mortal (Ability) Supremacy
Cost: 5m, 1wp,
Mins: (Ability) 4, Essence 2, Type: Reflexive (Steps 1 or 2)
Keywords: None
Duration: Instant
Prerequisites: None
Character may activate this Charm after her Ability roll is completed in order to re roll. The second roll must be applied; the character may not apply the better of the two rolls. It can also be used to increase a static parameter by Essence/2, rounded up.

Resistance Charms

Mortal Ox-Body Technique
Cost: — Mins: Resistance 3, Essence 2,
Type: Reflexive (Steps 1 or 2)
Keywords: Stackable
Duration: Instant
Prerequisites: None
Дает [-1] уровень здоровья.

Pain Resistance Meditation
Cost: 2 motes per die,
Mins: (Ability) 3, Essence 2, Type: Reflexive (Steps 1 or 2)
Keywords: None
Duration: Instant
Prerequisites: None
Ignore the pain. Tap the source.
Character ignore internal penalties that are applied to him for 2m per -1. These dice do not count as dice added by Charm.

Exalted Body Transmutatioon
Cost: 5m
Mins: Resistance 5, Essence 3,
Keywords: Obvious, Anima
Duration: Scene
Prerequisites: Mortal Ox-Body Technique, Pain Resistance Meditation
Flow of the essence fully envelopes the mortal, permeating and enhancing his body, which starts to shine with white light.
While his anima banner and this Charm are active, he may soak lethal damage with half his Stamina the same way an Exalt would.

Lore

Essence Attunement
Cost: — Mins: Lore 3, Essence 2,
Type: Reflexive (Steps 1 or 2)
Keywords: None
Duration: Instant
Prerequisites: None
The character learns to attune to artifacts and Manses as though she were an Exalt, in part. She may not attune to artifacts with a rating higher than (her Essence +1), and she must spend double motes to harmonize with all five Magical Material types — which she can only do with artifacts of a rating equal to her Essence or lower. She may also wear a Hearthstone to recover (its rating) in motes every hour, or may recover (Manse Level x2) motes per hour resting in the Manse. The character may only use one Hearthstone at a time; she may attune to others, but must spend a Willpower and a miscellaneous action to change which Hearthstone she is gaining the benefits of.

Integrity-Protecting Aura
Cost: 5m
Mins: Lore 4, Essence 2,
Type: Reflexive (Steps 1 or 2)
Keywords: Obvious
Duration: Scene
Prerequisites: None
The radiance of the Awakened Essence of the Mortal repels and burn away the chaos of the Wyld, mirroring the light of the Unconquered Sun himself.
While his anima banner is at at least 8m+ level, character is protected agains mutations inflicted by Wyld, as well as Wyld-addiction. He also adds his Essence in successes against any other shaping attacks.

External Energy Attunement
Cost: 0m or 1wp
Mins: Lore 5, Essence 3,
Type: Simple (1 Hour)
Keywords: Obvious
Duration: Instant
Prerequisites: None
The mortal, lacking his own power, can attune himself to external sources of power, as a sacrifice of a human or a creature with awakened essence, artifact, hearthstone or tapping demesne or raw Wyld.
If he does that, after the end of the sacrifice ceremony, he receives 10*Essence Rating of creature/Rating of Artifact/Rating of Demesne/Manse Rating/Level of Wyld motes of Essence to his Periferal Pool the sacrificed creature or thing is then destroyed. If the Charm is activated with the payment of 1wp, he may go over his normal maximum Essence pool. He will loose «extra» motes at the speed of 1m per every hour, until his essence pool dips below his normal maximum.
When he taps a Demesne or Wyld, they do not expire, but he instantly must make a roll as if power-questing in the Wyld for appropriate time, adding 1 to the difficulty of the roll for each successive use of the Charm within one week.
Multiple uses of this charm do not stack — one cannot further increase amount of motes of Essence above his pool by using this charm several times.

Occult

Terrestrial Circle Sorcery
Cost: —; Mins: Occult 3, Essence 3; Type: Permanent
Keywords: None
Duration: Instant
Prerequisite Charms: None
The Exalted shape the Essence of the world. This Charm
lets the character hone her will to the razor-sharp edge necessary
to perform magic of the so-called First Circle—a power infinitely
greater than mortal thaumaturgy. This magic can affect up to
a few hundred individuals at a time, and its spells take only a
few moments to cast. This Charm allows the character to take
Terrestrial Circle Sorcery actions (see p. 252).

Forging Mandate of Heaven Technique
Cost: 10m
Mins: Occult 4, Essence 3,
Type: Supplementary
Keywords: None
Duration: Scene
Prerequisites: Terrestrial Circle Sorcery
Character can imitate having the Mandate of Heaven for the purposes of summoning Demons of First Circle and Elementals.
While the Charm is active, he may engage in a contest of wills with a summoned demon or elemental as if he was an Exalt, albeit with a -2 external penalty to his rolls.

Survival
Trackless Step Method
Cost: 3m
Mins: Survival 3, Essence 2,
Type: Supplementary
Keywords: None
Duration: Scene
Prerequisites: None
The mortal is at home in any environment, from urban sprawls of Nexus to red-hot mountains of far South, blending into his surrounding harmoniously, without disturbing it.
Character with this Charm activated cannot be tracked without relying on either the hunting dogs (or other beings capable of tracking without relying on visual clues and tracks) or Charms other than Excellencies that enhance the Wits+Survival roll to track him, used by a person with a higher Essence or someone with equal Essence but higher total pool.
E.g., e.g. UNSHAKEABLE BLOODHOUND TECHNIQUE is an example of such roll.

Spirit Companion Binding.
Cost: 5m, 3xp; Mins: Survival 3, Essence 2; Type: Simple
(Dramatic Action)
Keywords: Combo-OK, Touch
Duration: Instant
Prerequisite Charms: The target of this Charm must
be an animal loyal (see p. 175) to the character. This Charm is a
dramatic action requiring several hours of interaction with the
target. It increases the characters Familiar Background by one dot,
to a maximum appropriate to the creature in question. When the Exalt’s Familiar Background
reaches a sufficient level to have the animal as a Familiar, it
becomes his familiar. For example, a tiger requires three applications
of this Charm before it becomes the familiar.

Soul-sharing Method
Cost: 10m, 2xp
Mins: Survival 5, Essence 3,
Type: Simple (one month)
Keywords: None
Duration: Instant
Prerequisites: Spirit Companion Binding
The character infuses his familiar with his essence, by putting a piece of his soul inside of his Familiar.
The characted commits 10m to this charm for a month. If at any point within that month the Familiar is killed, or he and the charater are at a distance of greater than character's Essence in miles, the Charm instantly becomes deactivated and the character permanently looses one dot from his highest Virtue.
At the end of the month, provided the charm remained active, the Familiar rolls on a Wyrd mutation chart as if he has spent a month in the Bordermarches. On a success the Familiar gains a Pox Mutation of players' choice, on failure nothing happens, and a botch inflicts a deficiency of Game Masters choice.
Any one Familiar may be subjected to this Charm no more times than Essence + Characters Survival Specialty related to knowledge of appropriate type of animals.

Stealth Charms
Perfect Silence Prana
Cost: 2m
Mins: Stealth 3, Essence 2,
Type: Simple
Keywords: None
Duration: Instant
Weakest strive to stay unnoticed, unseen and unheard.
This charm allows a character to do almost any simple action in complete silence, as long as it is plausible. Opening squeaky doors, moving over floorboards designed to creak, drawing weapons — anything can be done in complete silence.
Character still has to roll a Dex+Stealth roll of a difficulty determined by GM, but if he is successful, he adds his Stealth to the difficulty of rolls to hear him.

Refuge in Insignificance Method
Cost: 5m
Mins: Stealth 5, Essence 3,
Type: Simple (one month)
Keywords: None
Duration: Scene
Prerequisites: Mortal Stealth Excellency, Mortal Stealth Supremacy,
Mortal's anima is a fickle and weak thing, even though it shines with a true light of Awakened Essence, it is as much a testament of his insignificance in comparison with the true masters of the world as it is evidence of his inner strength, skill, and dedication. It is not as powerful as banner of Exalted, but no enlightened mortal has gone far without learning to forge strength from his weaknesses
While this charm is active, instead subtracting his character adds successes to his Stealth abilities from anima banner when usually it would add to difficulty. At his anima banner at 16+ level he becomes completely invisible
Those who try to attack her suffer a +2 external penalty on their attacks, and she adds two successes to any attempts to reestablish surprise. Because of the blur she leaves in the air as she passes, those nearby still know where she is unless she attempts to conceal herself using Stealth. The Storyteller may apply bonuses to those trying to find the her depending on when they last saw her. As a general guideline, someone who saw her disappear or who knows where she was on her last action adds three dice. Those who have no idea she’s nearby add nothing. Each action in which an individual fails to locate or keep track of the charm user, he loses one bonus die (to a minimum of zero).

Awareness
Essence Sight
Cost: 4m; Mins: Awareness 3, Essence 2;
Type: Simple(Dramatic action)
Keywords: None
Duration: Endless
When the character activates this Charm the irises of his eyes go completely white and he turns blind to the material world.
Until he stops committing motes to the Charm he can see only dematerialized spirits and anima banners of beings with awakened Essence, as well as hearthstones and demesnes. This does not allow to see through walls or other obstacles.
Agains every opponent except dematerialized spirits or beings wiht active anima banners (at 4+ mote level at least) he suffers usual penalties associated with blindness, as long as this charm is active.
This charm does not allow those normally blind to see.

Opponent-Scanning Gaze
Cost: 4 motes; Mins Awareness 3, Essence 2
Duration: Instant
Type: Simple
Prerequisites: None
As per Measure the Wind Charm

Acute Observers Sight
Cost: 4m; Mins: Awareness 5, Essence 3;
Type: Simple(Dramatic action)
Keywords: None
Duration: Scene
Prerequisite Charms: First Awareness Excellency, something, something.
Trained observer can notice little clues, subtle signs and indicators that are unnoticed by someone less acute, and thereby make striking conclusions that seem to be almost prophetic by an observer.
Character must examine an item, person or a place for at least several minutes. After that a player rolls Wits+Alertness, and for every success rolled, the character learns a useful piece of information at GMs discretion.
If character scrutinized a person: He may learn his or her Motivation, Intimacies, chief Virtue, Willpower, his best skill in every category (one per success), social status, profession and what kind of supernatural it is (Exalt/God/Demon/FairFolk/etc).
If he used this charm on an object, he may either learn information about its previous owner as above, or learn it's cost, location where it was made, composition, function or approximate Resource value.
If the charm was used to study a place the player may ask yes/no questions regarding past, current or future events that would affect large parts of it or large proportion of people in it.
In any case, character may add up to successes in dice to his dice pool to a single action of his choice taken in the place studied or against an opponent studied. This Charm explicitly allows to enhance rolls based on other Abilities.

Athletics
Immaculate Stepping Technique
Cost: 4m; Mins: Athletics 3, Essence 2;
Type: Simple(Dramatic action)
Keywords: None
Duration: Scene
Character can move at his top speed for hours on end, without getting tired.
He may run at most his Athletics+Essence hours at speed equal 5*athletics rating in km/h, regardless of terrain (as long as it is not dangerous). He may then reactivate this charm again either after short rest, or by paying additional 1L damage as activation cost.

Spirit Strengthens the Body Approach
Immaculate Stepping Technique
Cost: 2m per die; Mins: Athletics 3, Essence 2;
Type: Reflexive
Keywords: None
Duration: One Tick
Character may increase his strength for a short instant. He may not raise Strength above 6 (before mutations or artifact enhancements).
This Charm explicitly allows to enhance actions based on other Abilities, and dice added by this Charm do not count as dice added by Charms.

Size-Increasing Attitude
Cost 2m 2xp, Mins: Athletics 5, Essence 3
Type: Permanent
Keywords: Stackable
Duration: Permanent
Characters strength changes his body in permanent and obvious ways.
Once character commits motes to this charm he gains the Large mutation. He may activate this charm (commiting motes to it every time), up to Specialty related to strength times, upgrading to Huge and Giant mutations as normal.
If his commitment for any activation of Size-Increasing Attitude ever lapses, he loses all benefits of his mutations, gaining as many Rotundity deficiencies as he had Large mutations instead, until he recommits requisite number of motes and pays 1wp. He need not pay xp cost again.

Performance

Stopping the Mob Prana
Cost: 5m, Mins: Performance 4, Essence 2;
Type: Reflexive
Keywords: None
Duration: Instant
Mortal enhances his voice, enveloping it ins his Essence, easily covering the din of the crowd and penetrating the noise.
His voice is easily heard within 100* Essence yards, and any social attack he makes ignores up to his Essence MDV bonuses from opponents' Magnitude.

Presence Charms

Fear-Inspiring Rhetoric Posture
Cost: 4m (4m+1wp), Mins: Presence3, Essence 2;
Type: Simple (5 long ticks)
Keywords: None
Duration: Instant
Character infuses his voice and body with essence, appearing larger, stronger and much more dangerous that he is.
The character rolls his Charisma+Intimidation vs victims MDV. If he is sucessful, then his target finds himself paralyzed with fear of the solar, his tongue tied and his knees weak. Until the end of his next action, he may not attempt any social attacks against the mortal who used this charm.
For a surcharge of 1wp, this Charm can be used in combat as a 5-tick action.
Against creatures of higher Essence than mortal, the target is only affected until the end of next Tick, rather than next action.

Dodge, Melee, Thrown, Archery & Martial Arts
There are no Charms for these abilities.That's what TMAs are for.

Bureaucracy and War Charms
Mortals lack the Mandate of Heaven. They are a joke of Primodials, never meant or even conceived to be able to rule, much less do so effectively. As such they do not have access to any Bureaucracy or War charms.

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