Difference between revisions of "Crickets Conundrum:Radiantly Transcendent Diamond:Charms and Artifacts"

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Spend 2 motes. If purchased as a Craft Charm, the Exalt spends a dramatic scene making a meal for her companions. For the rest of the session, anyone who partook in the meal may double 9s on a roll of their choice ''or'' begin the next combat scene with 1 Power.
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Spend 2 motes. If purchased as a Craft Charm, the Exalt spends a dramatic scene making a meal for his companions. For the rest of the session, anyone who partook in the meal may double 9s on a roll of their choice ''or'' begin the next combat scene with 1 Power.
  
 
'''Shared Network (Alchemical):''' The Exalted work together as a smoothly run system. Until the end of the session, Alchemical Exalted who shared the meal may reflexively exchange Charms as per the Rite of Reconfiguration or reflexively gain an Evocation on any artifact belonging to an ally who also shared the meal.
 
'''Shared Network (Alchemical):''' The Exalted work together as a smoothly run system. Until the end of the session, Alchemical Exalted who shared the meal may reflexively exchange Charms as per the Rite of Reconfiguration or reflexively gain an Evocation on any artifact belonging to an ally who also shared the meal.

Latest revision as of 21:23, 30 April 2023

Main Page Character Sheet Scrapbook


Charms[edit]

Excellencies[edit]

Cost 1m
Step 1
Type [Applicable]
Duration Instant

Add [Ability] dice to an applicable roll. You may buy this charm for multiple Abilities, but must choose a new Ability each time. This is a full Charm purchase and not a repurchase. During combat, this applies on Step 1. Outside of combat, it may be used freely.

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.

Alchemical: When making the roll, also choose an Attribute (typically the one paired with the Ability for this action). If your Attribute is higher than the chosen Ability, you may add it as a dice bonus instead.

Purchased Excellencies:

  • Sagacity

Athletics[edit]

Graceful Crane Stance[edit]

Cost Commit 1m
Step (1)
Type Buff
Duration Scene

Exalt can stand/run along things too narrow or weak to support them. No chance of falling or breaking through. They never have to roll to avoid falling. Increase the cost of the Knockdown gambit by (Essence).

Personal Gravity Manipulation Apparatus: Whenever taking a movement action, "down" is wherever the Exalt wants it to be, within close range. This allows him to walk up walls, stand on ceilings, etc.

Craft[edit]

Morale-Boosting Meal[edit]

Cost 2m
Step -
Type Buff
Duration Session

Spend 2 motes. If purchased as a Craft Charm, the Exalt spends a dramatic scene making a meal for his companions. For the rest of the session, anyone who partook in the meal may double 9s on a roll of their choice or begin the next combat scene with 1 Power.

Shared Network (Alchemical): The Exalted work together as a smoothly run system. Until the end of the session, Alchemical Exalted who shared the meal may reflexively exchange Charms as per the Rite of Reconfiguration or reflexively gain an Evocation on any artifact belonging to an ally who also shared the meal.

Force[edit]

Future-Proclaiming Canticle[edit]

Cost 1m
Step -
Type Buff
Duration Scene/Chapter

The Exalt’s starmetal circuitry helps them to calculate a probable future. Spend 1 mote to make a prediction about another character. This takes the form of a short statement which must be fulfilled during the current chapter, though the Storyteller has the final say over the statement and its implementation.

If this Charm is used on another player’s character, that player may spend Stunt dice to fulfill the prediction at a convenient moment. Whenever the Exalt or his companions spend the Stunt dice to make a prediction come to pass, both the Alchemical and the recipient gain 1 anima.

Sagacity[edit]

Master Physician Technique[edit]

Cost Commit 1m
Step -
Type Venture
Duration -

Commit 1 mote for the duration of treatment. Using appropriate tools, the Exalt may spend a scene treating a patient, accomplishing one of the following effects:

  • Treat a diagnosed disease. Treat as a venture with a time scale of three sessions or scenes of downtime. Mundane diseases are typically difficulty 3, while particularly deadly, esoteric, or supernatural diseases may be difficulty 5 to achieve the same effect. Some supernatural diseases such as the Great Contagion may not be treated by this Charm.
  • Treat injuries. Make a Sagacity roll with double 9s against difficulty equal to the total levels of damage in their patient’s health track. Success allows the patient to treat the scene as if it were a recovery scene and regain all lost health levels. This may heal aggravated damage.

Body-Purifying Admonitions (Upgrade, Sagacity 4): Using precision strikes to their patient’s pressure points, the Exalt may force deadly poison from the body. Spend 1 mote. As a simple action, the Exalt nullifies a mundane poison hazard’s damage to immediately cure a patient receiving treatment. Against supernatural and esoteric poisons, he must make a Sagacity roll with a difficulty equal to the hazard’s damage rating. Failure refunds the mote.

Sorcerous Initiation[edit]

Cost -
Step -
Type -
Duration Permanent

The sorcerer 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 sorcerer also gains a free spell and shaping ritual.

Wellness-Restoring Meditation[edit]

Cost Commit 1m
Step -
Type Venture
Duration -

Commit 1 mote. Over the course of three recovery scenes, the Exalt may assist a patient in recovering from a dramatic injury, either through miraculous restoration or wellness training to help the patient incorporate their disability into their daily life. A patient blinded in battle might grow accustomed to operating without sight, or have his eyesight restored through efficacious treatments. The Exalt must dedicate a few hours of downtime per recovery scene to treating the dramatic injury with the appropriate tools or description.

Shaping Rituals[edit]

Soul-Perfecting Elixir[edit]

You found enlightenment at the bottom of a cauldron, concocting awareness-expanding potions. When the sorcerer has the opportunity to retrieve complicated or unusual ingredients and render them into an elixir through intricate procedures, he gains 3 Will.

Spells[edit]

Death of Obsidian Butterflies[edit]

Spend 5 Will. Make a decisive area of affect attack as a medium ranged weapon that affects every range band up to long range, so long as it is within the character’s field of perception. This attack reduces heavy cover to light and destroys light cover. The player may optionally treat the character’s remaining Will as though it were Power. The butterflies remain after the spell is cast, creating difficult terrain.

Flight of the Brilliant Raptor (Sorcery): The sorcerer conjures an eagle-sized bird of diamond and ruby flame that possesses the flame tag. The bird explodes when it reaches a target within long range, making an attack against everything in the target’s close range and creating an environmental hazard equivalent to a burning building that persists for three rounds.

Proton Cannon (Alchemical): The Alchemical sorcerer activates a series of targeting matrices that outline an area in Autochthonian sigils before unleashing a massive beam of coruscating energy to demolish it. Treat this as Death of Obsidian Butterflies, but the beam acts as a heavy ranged weapon instead of medium, gains the piercing tag and destroys all cover in the area completely regardless if its light or heavy; but it does not create difficult terrain nor may the sorcerer treat Will as though it were Power.

The Violent Opening of Closed Portals[edit]

Spend 3 Will. Any portal within a single structure the sorcerer touches or stands inside that is blocked by materials less durable than steel is violently destroyed. Windows shatter, wooden doors are smashed to splinters, and even iron bars are blasted from the rock. With an appropriate Stunt or means, this may also force open spiritual or magical barriers. If there are no barriers to breach, the spell creates one, making a roughly sorcerer-sized hole. This may be used to blast an entry through an environmental hazard, allowing safe passage for all characters for one round.