Dawn of the Third Age/Custom Charms

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Dawn of the Third Age

Template[edit]

Charm Name
Cost: --; Mins: (Ability) X, Ess X; Type: ???
Keywords: None
Duration: ???
Prerequisites: ???

Solar Charms[edit]

Ability[edit]

Lunar Charms[edit]

Attribute[edit]

Infernal Charms[edit]

Blazing Avatar of Destruction
Cost: 4m, 1wp; Mins: Essence 4;Type: Reflexive
Keywords: Combo-OK, Sorcerous
Duration: One Scene
Prerequisites: Green Sun Nimbus Flare

The Greenfire King's fury has been banked to a killing heat. Entire armies quail at his approach. The Avatar of Destruction has come and even Malfeas fears what he has wrought. When this charm is activated, the Slayer’s anima immediately becomes totemic. Burning green flames wrap and burst and flail around the user, doing damage to everything within (Essence) yards as a Green Sun Nimbus Flare once per action. This includes inanimate objects, as buildings burn to cinders and sand turns to glass under the Slayer’s feet. The "attack" is actually an Environmental Hazard with a Trauma of (Essence)

The Fire Hungers
Cost: 4 motes (+3 surcharge); Mins: Essence 4; Type: Reflexive (Step 7)
Keywords: Combo-Ok
Duration: Instant (one tick)
Prerequisites: Blazing Avatar of Destruction

The Greenfire King’s flames can swallow any attack, no matter how powerful, they are all food for the burning essence of his soul. This charm acts as a Perfect Soak suffering from the Imperfection of the Demon City. Attacks simply find themselves driven into endless fire from the depths of Brazen's being. A re-purchase at Essence 5 allows teh defense to last a full tick with a 3 mote surcharge.

COAL-BLACK EMPHATIC RASURE NUMINA SHINTAI
Cost: 15m, 1wp; Mins: Essence 5;Type: Simple
Keywords Combo-Basic, Obvious
Duration: (Willpower+Essence Actions)
Prerequisites: Isidoros Mythos Exultant, Supreme Above All Things

Much is made of the animal magnetism of Isidoros, but that alone is not the source of this transformation; rather, it is his sheer presence, the force his very existence exerts on reality. No world is big enough to contain him, though the eyes may be fooled in that regard. His every step warps the world around him, leaving creatures twisted and broken, buildings tugged into rubble, and the skies themselves gnarled like the bark of a tree.

As the Infernal activates this Charm, the ground beneath his feet crumbles and shatters, compressing into two halves of a circle like a gigantic hoof-print. His anima flares and darkens, forming a pitch-black cloud that tightens around his form, leaving him an ebon shape at the heart of a black circle. The edges of the circle wobble for a moment before the whole thing judders and, with an anti-sound that pops the eardrums of every creature that hears it, begins to drag the world in towards itself. Reality swirls and distorts where it meets the Infernal, like water drawn down a plughole, and characters nearby must clutch at the ground or else be tugged to his mighty form.

For its duration, this Charm effects everything within ([Willpower+Essence]x5) yards of the Infernal. • If a character (or object) in range wishes to move directly away from the Infernal, their final move rate is halved, after all other modifiers.

• Characters and objects in range suffer from an environmental hazard with a Trauma of (Infernal’s Essence), and a Damage of (Infernal’s Essence)B. For characters or objects in direct contact with the Infernal (such as those in a clinch, or drawn directly into him), the Trauma increases to (Infernal’s Essence+2)L. The ground is collectively considered to take a single level of damage each tick, as chunks of it crumble and rip off, whirling toward the Infernal. This hazard does not correspond to any particular element beyond Isidoros’ own mighty Essence, and so is exempt from most Charms that grant immunity to environmental hazards. It is considered to be simultaneously directed and undirected, depending on which allows it to do more damage to the Infernal’s surroundings.

• Characters and objects compare the Trauma of the hazard to the (Strength+Athletics) total required to lift them as a feat of strength (Exalted Core pg127). If the Trauma is the lower value, they are dragged (Trauma/2) yards directly toward the Infernal, stopping only when they reach him or an immobile structure. If the Trauma is the higher value, they are instead dragged a number of yards equal to the Trauma, plus the amount by which it exceeds the required (Strength+Athletics) value. This movement is treated as knockback for the purposes of resisting it with Charms. If a character or object reaches the Infernal, they slam into his black anima and are twisted apart, increasing the damage done as described above - he takes no damage from this. Any opposed grapple checks they make against the Infernal while this Charm is active suffer an external penalty of (Infernal’s Essence-2), while their DVs are reduced by that amount against any grapple attempt the Infernal makes.

• As this effect proceeds, record every health level of damage it inflicts. When the effect ends, add up every inflicted health level, counting lethal health levels twice and aggravated health levels three times. This is the Damage (B) of the one-time environmental hazard that bursts outward from the Infernal as chunks of boulders, building and broken bodies are sprayed about the landscape. It has a Trauma of (Essence) and a radius of ([Willpower+Essence]x5).

Alchemical Charms[edit]