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Volley

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

You are able to focus the strength of your Inner Light into a magical attack, striking at your foes. Unlike most other Charms, Volley does not have separate effects at each dot level; instead, it provides a basic ranged attack at the one-dot level, and each additional dot upgrades the ranged attack in some way. The Volley Charm can be purchased as an affinity Charm by all Princesses, regardless of Calling.

When you take the Volley Charm, choose any attribute, you roll that Attribute + Occult - target's Armor to cast the Charm. Your Volley may take any form you wish, and certain Invocations may give it additional properties. Occult doesn't seem right for this, but what does? The elemental Invocations let you sub out skills, but the basic one should be usable too.



‭Attack (·):  Your Volley deals one bashing damage per success, costs 1 Wisp to cast, and has a range of 10/20/40 yards.

‭Strike (··): Your Volley's range increases to 20/40/80.

‭Wave (···): You may choose for your Volley to deal lethal instead of bashing damage.

‭Burst (····): At an additional cost of 1 Wisp, your Volley may now affect everyone in a radius equal to your Inner Light in yards. Subtract the highest Defense among all affected targets from your roll.

‭Assault (·····): At an additional cost of 1 Willpower, your Volley may deal aggravated damage. If you apply an Invocation of one of the seven elemental Charms to the Volley, you may instead spend 1 Willpower to change the form of the attack into one of the "super attacks" listed below. If you do so, use your dot rating in the corresponding elemental Charm, instead of your dots in Volley, to cast it.



Fury of the Tides (Aqua):

Action:‭ ‬Extended,‭ ‬each roll is an Instant action.‭
‬You control the shape of a nearby body of water,‭ ‬forming it into waves,‭ ‬hands,‭ ‬whirlpools,‭ ‬whatever you desire.‭ ‬Assume the body of water acts as a character with a base Strength and Dexterity of‭ ‬2,‭ ‬a Speed of‭ ‬8,‭ ‬and a Size of‭ ‬4‭; ‬it has no other attributes or skills,‭ ‬does not suffer an untrained penalty for Physical skills,‭ ‬adds its Size to all of its dice pools involving Strength to affect a person or object that's actually in or floating on a body of water,‭ ‬has no Health and cannot be attacked.‭ ‬Each success accumulated in casting this Charm may be used to add one dot to the water servant's Strength,‭ ‬Dexterity,‭ ‬or Size,‭ ‬but it obviously cannot exceed the Size of the body of water from which it originates.‭ ‬Treat actions performed by the controlled water as being performed by a character,‭ ‬albeit one that's made out of water:‭ ‬smashing a wave down upon someone is a Brawl attack,‭ ‬entrapping them within a whirlpool is a grappling attempt,‭ ‬lifting someone upon a wave uses the maximum weight values determined by its Strength,‭ ‬forming it into a wall of water doesn't really allow it to employ its Strength but stops all ranged attacks passing through it and characters attempting to swim though it must roll Strength‭ ‬+‭ ‬Athletics,‭ ‬et cetera‭; ‬there are certainly many other uses that could be imagined for it.‭ ‬If the water comes from a particularly advantageous source‭ ‬--‭ ‬causing a geyser to burst forth from an already high-pressure fire hydrant,‭ ‬for example‭ ‬--‭ ‬bonus dice may be granted to appropriate actions.‭

Call the Thunder (Aria):

 

Action:‭ ‬Extended,‭ ‬each roll is one turn.‭ ‬Making this roll is a reflexive action.‭
‬As you accumulate successes,‭ ‬the skies grow darker and rolling thunderheads grow.‭ ‬Alternately,‭ ‬you may store these charges within yourself,‭ ‬making your body charge with a crackling nimbus of blue-white electricity.‭ ‬Each success rolled for this Charm represents a charge of lightning building up,‭ ‬whether in the skies or yourself.‭

As an instant action,‭ ‬you may direct a bolt of lightning at one target:‭ ‬Roll Wits‭ ‬+‭ ‬Firearms‭ ‬+‭ ‬Aria,‭ ‬reflexively contested by the target's Stamina‭ ‬+‭ ‬Inner Light.‭ ‬On a success,‭ ‬you may discharge any number of the lightning charges you've built up with this Charm and deal‭ ‬1‭ ‬point of bashing damage to the target for each charge spent.‭ ‬If you are touching the target with your hand,‭ ‬you may do this as a reflexive action and automatically succeed on the roll.‭ ‬If you discharge electricity built up in the air,‭ ‬there is no indication the attack came from you,‭ ‬but the weather must be stormy enough for lightning to actually strike. 8 accumulated successes is enough to turn the skies from clear blue into an ominous thunderhead, with less successes required for more inclement weather. Probably shouldn't just be "simple success = unload all your damage", but shouldn't be "one point per success" either.

Towering Inferno (Fuego):

A circular area with diameter equal to your Inner Light in yards is engulfed in magical flame for the remainder of the scene.‭ ‬Anyone who spends any part of their turn in this area takes lethal damage from the fire equal to your casting successes, but do not themselves catch on fire unless they spend an entire turn in it.‭ ‬Individuals caught in the area of the flame as you cast it may roll their Dexterity‭ ‬+‭ ‬Inner Light against your roll to represent how quickly they can dodge out of the way,‭ ‬and may not make this roll if they attempt to remain within the area.‭ ‬Persons passing through may halve their movement speed as they move through the area of the flames in order to roll their Dexterity and take one less damage per success rolled.‭


‬Special:‭ ‬For each point of Inner Light you have,‭ ‬you may designate one person‭ (‬including yourself‭) ‬to be totally unharmed by this flame,‭ ‬including their clothing and carried possessions.‭

Surge of Life (Legno):

Plants near you grow unnaturally swiftly, entangling and crushing your foes, for the rest of the scene. Once per turn, as a reflexive action, you may cause the plants within Inner Light yards to grow over a target, making a grappling attack or maneuver; their Strength equals the successes rolled, and their Brawl equals your own. If you sacrifice your action for a turn, the plants can grapple twice in that turn. This probably shouldn't require nearby plants, and the attributes/skills should be derived differently.

Earthquake (Terra):

A circular area with radius equal to ten times your Inner Light‭ (‬in yards‭) ‬is affected by the earthquake.‭ ‬All enemies in the area lose their Defense for the round,‭ take one point of bashing or lethal damage (your choice) per casting success, ‬and those who failed to get more successes than you on their Dexterity‭ ‬+‭ ‬Composure roll are knocked prone.‭ Y‬ou and your allies‭ (‬chosen by you‭) ‬are unaffected by this.‭ ‬The area of the earthquake is difficult terrain to traverse,‭ ‬and moving across it requires anyone to halve their movement rate.‭ ‬The changes to the terrain last until the end of the scene,‭ ‬at which point the ground slides back into its normal configuration.

Exceptional Success:‭ ‬The ground buckles and great shards of stone poke out from the earth,‭ ‬providing anyone who wants to take cover behind them substantial‭ (‬-3‭) ‬concealment.

Special:‭ ‬This charm cannot be used if the caster is above‭ "‬ground level‭"‬.‭ ‬If the caster is underground,‭ ‬automatically apply the effect of an Exceptional Success.

Aura of Annihilation (Vetriolo):

Your hatred can no longer be confined within your own soul.‭ ‬An aura of pure fury exudes from your body,‭ ‬destroying anything and everything that would dare to approach you.

You exude an aura of pure corrosion,‭ ‬centered on yourself.‭ ‬The aura has a radius equal to your Inner Light in yards and lasts for one turn for each casting success.‭ ‬Your own body and carried possessions are unaffected,‭ ‬every other object or person takes one point of aggravated damage every time they enter the aura,‭ ‬or at the start of any turn in which they are already inside the aura.‭ ‬No magical spell or effect of any kind can prevent this damage.‭ ‬Objects do not apply their Durability against aggravated damage,‭ ‬and can quickly become twisted and corroded to the point of uselessness.‭ ‬Any ranged attacks made against you that rely on a physical projectile will fail unless the projectile has a Structure of‭ ‬2‭ ‬or more‭; ‬smaller objects disintegrate before striking you.‭ ‬Any object that loses its last Structure point to this effect evaporates altogether.‭ ‬The aura even corrodes the ground beneath you,‭ ‬causing you to suffer a‭ ‬-3‭ ‬penalty to any Athletics rolls as you try and avoid sinking into a hole your aura has worn away.

Use of this Charm also costs the caster one resistant point of aggravated damage.

Black Hole (Vuoto): I don't know what Black Hole should do.



The Volley Charm has no Invocations.

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