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Salvation

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

This Charm is obsolete. It needs to be updated.

 

Detect Magic‭ (‬·)
Dice Pool:‭ ‬Wits‭ ‬+‭ ‬Composure‭ ‬+‭ ‬Salvation
Cost:‭ ‬1‭ ‬Wisp
Action:‭ ‬Instant

For the remainder of the scene,‭ ‬you gain the Unseen Sense merit,‭ ‬but rather than being attuned to a specific type of phenomenon,‭ ‬it is triggered by ANY sort of magical or supernatural phenomenon.‭ ‬You can discern enough from this sense to get a general idea of what type of powers are at work,‭ ‬and if your Inner Light is three or higher,‭ ‬you may analyze the nature of the magics present,‭ ‬determining such things as their effect,‭ ‬duration,‭ ‬and any built-in ways to stop them.



Banish‭ (‬··)

Dice Pool:‭ ‬Presence‭ ‬+‭ ‬Resolve‭ ‬+‭ ‬Salvation vs.‭ ‬Power‭ ‬+‭ ‬Resistance
Cost:‭ ‬1‭ ‬Wisp or‭ ‬1‭ ‬Willpower per roll
Action:‭ ‬Extended.‭ ‬Each roll represents one turn of banishing.

You expel ghosts,‭ ‬spirits,‭ ‬demons,‭ ‬and other possessing or haunting entities.‭ ‬This Charm works like an Abjuration or Exorcism attempt‭ (‬see the World of Darkness Rulebook,‭ ‬page‭ ‬213‭)‬,‭ ‬with the caster's dice pool,‭ ‬cost,‭ ‬and scale of time modified as above.‭ ‬The caster suffers no penalty for insufficient dots in Belief,‭ ‬Occult,‭ ‬or Academics.

This Charm can banish spirits from the hybrid Spirit-Claimed,‭ ‬returning people to their normal human selves,‭ ‬cannot itself repair the damage to the soul done by tearing out the infesting spirit.

 


Ward‭ (‬···)
Dice Pool:‭ ‬Presence‭ ‬+‭ ‬Persuasion‭ ‬+‭ ‬Salvation
Cost:‭ ‬2‭ ‬Wisps
Action:‭ ‬Special.‭ ‬This Charm takes ten minutes to prepare the ward,‭ ‬but activating it later is an Instant action.

You imbue an object with warding power,‭ ‬making it radiate an aura that repulses those you don't want to approach.‭ ‬The ward affects an area of ten square feet per point of Inner Light you have.‭ ‬Upon casting it,‭ ‬you choose who the ward works on‭ ‬--‭ "‬ghosts‭"‬,‭ "‬shapeshifters‭"‬,‭ "‬red-haired people‭"‬,‭ "‬anyone who isn't in my nakama‭"‬,‭ ‬and so on.‭ ‬The ward can't read minds,‭ ‬and any attempt to make a criteria based on mental state,‭ ‬such as‭ "‬people who intend to do me harm‭" ‬or‭ "‬followers of the Queen of Tears‭"‬,‭ ‬automatically fail,‭ ‬and the ward can't block inanimate objects.‭ ‬Anyone who the ward is active against must make a successful Resolve‭ ‬+‭ ‬Composure roll,‭ ‬penalized by your casting successes,‭ ‬in order to enter the area,‭ ‬and anyone warded against who is already within the area when the ward is created must make the same roll or be forced to leave by the most direct route possible.‭ ‬Anyone who fails this roll but is somehow forced into the ward's area suffers a penalty to all actions equal to your casting successes,‭ ‬but those who succeeded may pass through the warded area without ill effect.‭ ‬The ward lasts for a number of hours equal to twice your Inner Light,‭ ‬or until the warding object is destroyed.


Dispel‭ (‬····)
Dice Pool:‭ ‬Intelligence‭ ‬+‭ ‬Occult‭ ‬+‭ ‬Salvation
Cost:‭ ‬1‭ ‬Wisp or‭ ‬2‭ ‬Wisps,‭ ‬1‭ ‬Willpower
Action:‭ ‬Instant

You choose an ongoing magical effect,‭ ‬either one you have detected with Detect Magic or with more conventional means,‭ ‬normal observation or deduction.‭ ‬Compare the number of successes for this Charm to the number of successes used to cast the magical effect,‭ ‬or a target number set by the Storyteller if it is a type of magic not cast with a die roll.‭ ‬If your successes exceed that number,‭ ‬the effect immediately ends as if its duration has expired.‭ ‬If it has no duration at all,‭ ‬the effect is instead totally suppressed for one scene.‭ ‬If your Inner Light is five or higher,‭ ‬you may pay the higher cost of‭ ‬2‭ ‬Wisps,‭ ‬1‭ ‬Willpower to compare your dispel attempt against ALL ongoing magical effects in your immediate vicinity‭ ‬--‭ ‬you cannot choose to exclude effects that you like.

When dispelling something that is a natural effect of a supernatural being's existence such as a Promethean's Disquiet,‭ ‬a Leviathan's Wake,‭ ‬or Bedlam incited by a Changeling,‭ ‬the target number of successes is the Inner Light-equivalent of the supernatural individual in question.‭ ‬Effects that grow weaker as the individual grows in power,‭ ‬such as a Changeling's Mask and the Azoth's power to hide Disfigurements,‭ ‬have a target number of‭ ‬7‭ ‬minus the individual's Inner Light-equivalent.‭ ‬This effect can never undo a Princess's Blinding Transformation,‭ ‬any similar effect‭ (‬such as a werewolf's shapeshifting or a Leviathan's Eldritch Transformation‭)‬,‭ ‬and cannot be used to temporarily remove a supernatural template from anyone.


Seal‭ (‬·····)
Dice Pool:‭ ‬Intelligence‭ ‬+‭ ‬Occult‭ ‬+‭ ‬Salvation
Cost:‭ ‬2‭ ‬Wisps,‭ ‬1‭ ‬Willpower
Action:‭ ‬Extended

You repair damage done to the very fabric of reality itself.‭ ‬This would be the proposed Balm‭ ‬5‭ "‬fix the universe‭" ‬Charm,‭ ‬with the ability to seal rifts to the Abyss,‭ ‬Hallows,‭ ‬Loci,‭ ‬shore up a worn-down Gauntlet or pare down an excessively thick one,‭ ‬close gates to the Hedge,‭ ‬Alhambra,‭ ‬Underworld,‭ ‬maybe even kill Silhouettes since they are,‭ ‬by nature,‭ ‬holes in the universe.‭ ‬The details and target successes for each would be set by the ST and there should be a guide to how to do so,‭ ‬but there isn't one yet.

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