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Arete

Page history last edited by Huitzil 13 years, 9 months ago

Celestial Swiftness(·)

Cost: 1 Wisp

Dice Pool: None.

Action: Reflexive.

Effect: Double your Speed for the remainder of the scene.

If your Inner Light is 3 or higher, you use the higher of your Dexterity or Wits as your Defense against melee attacks, and you may apply your normal Defense (ie, the lower of your Dexterity or Wits) against ranged attacks while this Charm is active.

 

Celestial Comet (··)

Cost: 1 Wisp

Dice Pool: None.

Action: Reflexive.

Effect: Quadruple the distance you travel (horizontally or vertically) with a jump, or reduce the effective distance of a fall you experience by 75% (take one bashing damage for every 12 yards fallen, and damage becomes lethal at 120 yards or more).

If your Inner Light is 4 or higher, you may jump from a standing start as if you had a running start in whichever direction you wish to travel.

 

Celestial Grace (···)

Cost: 1 Wisp

Dice Pool: None

Action: Reflexive.

Effect: You move with breathtaking grace and agility. For the rest of the scene, you may balance or move as if you weighed less than a pound. You ignore penalties to your movement due to terrain, and can perform such feats as running across water, balancing on the edge of a sword, wall-jumping up great heights like a Super Mario Brother, or any other activity that weight normally makes impossible. You choose whether or not a given effect or situation will treat you as weightless; you will not blow away in the wind even when balanced on something impossibly light.

 

If your Inner Light is 4 or higher, you may combine Celestial Grace with other Arete Charms for vastly increased effect. If you use the Celestial Swiftness Charm while under the effects of Celestial Grace, your speed is multiplied by 5 instead of doubled. If you use the Celestial Comet Charm while under the effects of Celestial Grace, multiply the distance you can jump or fall by 12 instead of four. This IL upgrade is probably too good at 3 dots. Maybe this Charm should just be incorporated into Celestial Comet, maybe as its IL upgrade? What goes in its place?

 

Flash Step (····)

Cost: 1 Wisp

Dice Pool: None or Dexterity + Athletics

Action: Reflexive

Effect: You disappear with a blink, and appear in another location, accompanied by a distinctive "zwee" sound, faster than the eye can see. When you activate this Charm, immediately move a distance up to your normal movement rate in any direction. The path from your point of origin to your destination cannot pass through a solid object but needn't be in a straight line, and does not have to obey gravity (but you will fall if you end up in the air). Movement with this Charm counts against your normal movement limit for the turn. If you Flash Step behind someone and attack, they must make a Composure + Dexterity roll, penalized by your Arete, or they lose their Defense. You may also attempt to Flash Step out of the way of an incoming attack by rolling Dexterity + Athletics; if you exceed the number of successes rolled for the attack, you nimbly evade damage altogether provided your destination point wouldn't also be subject to the attack.

 

If your Inner Light is 4 or higher, movement with Flash Step does NOT count against your normal movement limit for the turn.

 

Something Exalted-Ish (·····)

I am thinking this Charm would let you use the Exalted stunting rules for the rest of the scene: no penalties for degree of difficulty, +1 to +3 bonus for how cool it is. I am not quite sure how to word it, or if it would make Arete 2 and 3 obsolete.

 

Invocations

Swift: At an additional cost of 3 Wisps, casting this Charm becomes a Reflexive action if it is normally an Instant action. You may not cast another Charm this turn unless you do so silently -- you can only get so many words out of your mouth in three seconds.

Bonus: Something that adds +2 to the Charm when a certain condition is met.

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