Cry Havoc (·)
Cost: 1 Wisp
Dice Pool: Presence + Intimidation + Kiai - target's Composure
Action: Reflexive
Effect: You provoke one opponent, presenting yourself as an irresistible threat that must be dealt with. The targeted opponent suffers a penalty to all actions, except for actions resisted or contested by you, equal to your casting successes. If more than one character uses Cry Havoc on the same target, he may attack either one of them without penalty. You may choose to end the effect of this Charm early. If this Charm is cast in combat, its duration is three turns. If not cast in combat, it lasts until 3 turns after the target succeeds on a resisted or contested roll that he initiated against you, or the scene ends, whichever comes first. Opposing a contested roll that is made against you is not an action and is not penalized.
If your Inner Light is 3 or higher, you may make the target also suffer a -1 penalty on resisted or contested actions made against you for the first turn after you cast this Charm, but he can only be affected by this Charm once per scene.
Sentinel Strike (··)
Cost: 1 Wisp
Dice Pool: As Attack
Action: Reflexive
Effect: You are able to strike with lightning speed, exploiting holes in your opponent's defense. When an opponent in your melee range moves away from you without taking a full dodge action or performs an action that causes him to lose his Defense, he exposes himself to attack and you may activate this Charm to make a free normal Brawl or Weaponry attack against him before that action or movement resolves. If your opponent provoked this attack by taking an action that caused him to forfeit his Defense, then he loses the action and ends his turn if this attack hits. Your stance when you are prepared to use this Charm makes it obvious to observers that these actions will provoke free attacks -- you can't surprise someone with it.
If your Inner Light is 4 or higher, your stance no longer signals to observers what provokes these attacks and may use this Charm to make a free attack after someone in your melee range attacks you but rolls no successes.
Giant's Fist (···)
Cost: 1 Wisp
Dice Pool: Resolve + Athletics + Kiai or None
Action: Instant or None.
Effect: For a number of turns equal to your Inner Light, your Strength is increased by one for each success rolled on this Charm's activation.
While Transformed, even if you have not specifically activated this power, you treat the Size and minimum Strength of any object as being 2 lower than normal for the purposes of wielding it as a weapon.
If your Inner Light is 4 or higher, do something. Do we even want to keep this power? It's a way for non-Swords Champions to boost Strength, but with it and Titanic Might then 40% of this Charm family boosts Strength.
Some 4-Dot Power (····)
Titanic Might (·····)
Cost: 2 Wisps + 1 Willpower
Dice Pool: None
Action: Reflexive
Effect: For one turn, your Strength is tripled. Apply this multiplicative effect after any bonuses that add to your Strength, such as that of Celestial Power, but before any effects that merely add dice to a Strength roll, such as the Practical Magic of the Queen of Swords. Objects you can pick up with this Charm might provide more than the theoretical +5 maximum equipment bonus when used as weapons; smashing something with a Buick Skylark is probably at least a +6 bonus.
If your Inner Light is 6 or higher, This used to not be able to apply directly to attacks without the IL upgrade, but that just made it less effective and more costly than a Volley, and too situational outside of combat to justify 5 dots. What should the IL upgrade be?
Invocations
Modifier: Something that changes the properties of the affected Charm in some way.
Armed: You may apply the equipment bonus of a piece of equipment you have to the casting of this Charm, if its use is related to and incorporated into its casting.
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