Difference between revisions of "Crickets Conundrum:Swiftly Flowing Silver:Charms and Artifacts"

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* '''Type:''' Light Melee Weapon (Or Light Armor)
 
* '''Type:''' Light Melee Weapon (Or Light Armor)
* '''Tags:''' Artifact, Paired, Flexible, Pulling (Medium Range), Disarming
+
* '''Tags:''' Artifact, Paired, Pulling (Medium Range)
  
 
When not in use, these chains also move on their own to wrap around their wearer in a protective embrace, acting as light armor. In combat, it takes an action on Step 1 to switch between armor or weaponry, but it can be reflexive for 1 Power.
 
When not in use, these chains also move on their own to wrap around their wearer in a protective embrace, acting as light armor. In combat, it takes an action on Step 1 to switch between armor or weaponry, but it can be reflexive for 1 Power.

Latest revision as of 11:48, 16 May 2023

Main Page Character Sheet Scrapbook Glossary


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:

  • Athletics



General[edit]

Augmented Attribute[edit]

Cost -
Step 1
Type Buff
Duration -

When adding dice from a relevant Excellency, treat the relevant Attribute as 1 higher (to a maximum of 5).

Attributes Augmented: - Finesse

Portable Utility Compartment[edit]

Cost 1m
Step (1)
Type Utility
Duration Instant

Swiftly's malleable body can easily store or shape into useful tools so they're always available. The GM has final say as to what is reasonable for her to produce with a given use.

Out of combat, this Charm adds two automatic successes to a related roll. In combat, this Charm supplements a Build Power action, adding 2 Power to the result of the roll.

Fortitude[edit]

Identity Obfuscation Matrix[edit]

Cost Commit 1-2m
Step (1)
Type Buff
Duration Scene

Swiftly's appearance changes completely, as dictated by the player. If the character has had upgrades like an extra limb or spider-like legs that are harder to hide, she must commit 2 motes to conceal these features.

If Swiftly Purchases this Charm again, she'll be able to spend 1 mote to perfectly mimic another character’s voice and inflection.

Fluid Transformation Mode[edit]

Cost Commit 2m
Step (1)
Type Buff
Duration Scene

Swiftly fully melts into a shifting pool of liquid metal. She gains her Fortitude in Bruised Health Levels. Subtract 1 level of damage from decisive attacks she suffers. Penalties to mobility or difficult terrain that wouldn't apply to a liquid don't apply to her.

Athletics[edit]

Flow Like Blood[edit]

Cost Commit 1m / 1m
Step 1 (2)
Type Defense
Duration Scene

Swiftly adds one to her Defense against attacks at close range, and steals 1 Power from her attacker when she successfully defends against such an attack. If the target has no Power to steal, he suffers a two-die penalty to his next attack instead.

Onslaught Deflection Technique (Alchemical): Spend 1 additional mote. On Step 2, add the Swiftly's Essence rating to their defense against a single attack.

Mongoose-and-Cobra Escape[edit]

Cost 1m
Step 4
Type Defense
Duration Scene

After successfully defending against an attack, Swiftly may move one range band as a reflexive action. This is Step 4 unless modified by the mode.

Vector Improvisation Methodology (Alchemical): She also gains her Essence in dice to her next Rush attack against the target she dodged.

Close Combat[edit]

Fists of Iron Technique[edit]

Cost 1m
Step 1
Type Attack (Any)
Duration Instant

Swiftly's body is one of the most flexible, adaptable weapons in Creation. At the start of any combat scene, she may choose that her unarmed attacks count as medium or heavy weapons, rather than light. Spend 1 mote on Step 1 to change this as a reflexive action. This does not count as the her Charm on that Step. When activating this Charm, also choose one tag to apply to Swiftly's unarmed attacks while Fists of Iron is active, excluding Artifact. The tag does not change when the weapon classification changes. This maybe used during a clash.

Armament Integration Program: Swiftly may commit 1 mote to give an existing weapon the Natural tag for as long as the mote remains committed. She does not pay this cost for attuned Artifact weapons.

ARTEFACTS[edit]

Arms of the Elegant Kraken (Primary)[edit]

These delicate, yet impossibly strong moonsilver chains on matching cuffs make flexible weapons out to short range, but can unfurl as self-propelling limbs when activated by the right ritual dance by its wearer.

  • Type: Light Melee Weapon (Or Light Armor)
  • Tags: Artifact, Paired, Pulling (Medium Range)

When not in use, these chains also move on their own to wrap around their wearer in a protective embrace, acting as light armor. In combat, it takes an action on Step 1 to switch between armor or weaponry, but it can be reflexive for 1 Power.

Cadenza contains the following Evocation (more remain undiscovered):

Silver Spider Stride
The four chains stir to life as a second, greater set of limbs to walk and climb all about. Commit 1 Mote. For the rest of the scene, you may reflexively add one additional range band to move actions along any surface and two to any leap actions, and you may additionally move up to medium range away from whatever surface is supporting you (usually the ground, but also vertical surfaces or ceilings you're scaling if you're able). While above the ground this way, the cost of knockback and knockdown gambits against you is reduced by one for each range band away the surface you are, and an additional 1 if any of your arms are used for combat rather than supporting your motion. When attempting to climb on walls or ceilings, you may flurry an attack against the surface with the movement action without penalty, carving handholds for the arms if successful
* Resonant: The Arms gain a greater sort of intelligence, reaching for supporting surface and moving to brace their wearer without direction. Attempts to grab surfaces for support (including the above attack against walls or ceilings) become Reflexive. Furthermore, as long as this is active, falls are (for the purposes of damage) treated as one range band shorter if two or more arms are unentangled, or two if all four are free.