Dreams of a Distant Sea:Moonlit Coral Veiled In Sorrow:Charms and Artifacts

From RPGnet
Jump to: navigation, search

Charms[edit]

Close Combat Excellency[edit]

When purchasing this Charm, choose an Ability. Spend 1 mote. This applies on Step 1 during combat. Outside of combat, this may be used freely. Add bonus dice equal to the Ability’s rating to any applicable roll involving the chosen Ability.

Special: This Charm may be applied to resistance rolls (such as to resist a hazard or trap) or to reflexively created actions, e.g. a reflexive build Power action, regardless of Step.

Artful Maiming Onslaught[edit]

Spend 1 mote and 1 Power on Step 1. A successful decisive attack leaves a painful, scarring wound that inflicts a one-success penalty to all actions for the rest of the scene. This stacks up to three times. These count as wound penalties for the purposes of other effects. Only the Exalted heal these scars naturally over time. This may be used during a clash. Gain an additional anima.

Corpse-Commanding Attitude[edit]

Spend 1 mote. As a simple action, reanimate a single corpse within close range as one of the walking dead with a Major Tie of obedience to the Exalt which cannot be weakened. Only one corpse may be animated at a time.

Alternatively, spend 1 mote to add the higher of Essence or three dice to social influence with an undead target. Social influence enhanced by this Charm may affect Mindless undead.

Flickering Shadow Evasion[edit]

Spend 2 motes on Step 2. On Step 4, roll your choice of Attribute + Athletics, and add your successes to your Defense against the attack.

Mist Over Ice (Graceful Crane Stance)[edit]

Commit 1 mote. For the rest of the scene, the Exalt can stand on or run along things too narrow or weak to support them normally, with no chance of falling or breaking through. They never have to roll to avoid falling. Increase the cost of the Knockdown gambit by his Essence.

Abyssal: The Exalt may walk across water as if it were solid ground and may stand still on its surface without falling through. He leaves no footprints behind.

Necromantic Initiation[edit]

The necromancer gains the ability to learn and cast First Circle Spells. This Charm can be repurchased at Sagacity 3, Essence 3 to gain access to Second Circle Spells. A final repurchase at Sagacity 5, Essence 5 grants access to Third Circle Spells. Not every Exalt can use every circle.

With each purchase of this Charm, the necromancer also gains a free Spell and shaping ritual.

Soul-Drinking Bite[edit]

Spend 1 mote on Step 3 on a decisive attack while in a grapple. The attack inflicts two additional dice of damage and causes the target to lose motes equal to the damage suffered. The Abyssal gains the stolen motes at the same amount up to a limit of her Essence. The Exalt gains one anima. Outside of combat, feeding on a willing or helpless victim confers a single mote and inflicts (Essence) damage. If the Exalt needs sustenance, she may treat feeding in this manner as a full meal and drink.

Wickedness-Unveiling Method[edit]

The Exalt gains double 8s on a Read Intentions action. The Exalt may spend 1 mote to ask one of the following questions. Additional questions cost 1 mote each.

  • How many people have they killed?
  • Who did they kill last?
  • Who was the last person they saw die?
  • Are they feeling guilty about something?
  • Who is another murderer that they know?

At Storyteller’s discretion, each question answered may reveal a single relevant Intimacy.

Artifacts and Hearthstones[edit]

Chill of Death[edit]

Soulsteel Grimscythe
Type: Heavy Melee Weapon
Tags: Artifact, Chopping, Melee, Reaching, Two-Handed
Hearthstone Slots: 2
Statistics: Accuracy +1, Damage +4, Defense +2, Overwhelming 3
Withering attacks with Chill of Death gain 2 additional Power if the target is not completely immune to frost. In addition, no mortal may wield or even lay a hand on Chill of Death without undergoing severe and often deadly hypothermia.