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    Titan in the Playground
     
    Tavar's Avatar

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    Sep 2009

    Default Re: General Exalted Discussion VI: Ascendancy Mantle of the Playground

    The names are placeholders. As are the prerequisites and stuff. But, how you you think these look?

    The Bright Slap:
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    Cost: 10m, 1wp; Mins: Presence 5, Essence 4; Type: Reflexive (Step 1)
    Keywords: Combo-OK, Obvious, Merged(Martial Arts, Performance), Mirror(You are the End of the World)
    Duration: Instant
    Prerequisite Charms: You Can Be More (Thunder Breaks the Clouds)
    A king broke no whining, and even his gentlest rebuke holds great power. This is not such a rebuke. In a thoroughly humiliating fashion, the Lawgiver shows exactly how the subject is failing to live up to their potential. But this is not to destroy them. No, the King is saddened by this loss, and wishes for the subject to rise up to the occasion. If he exceeds the subjects MDV, then he shatters any negative natural or unnatural mental influences. This effect is so powerful, it even protects the character in the future; any attempt to give the character such mental influences, especially ones of despair, are rendered extremely difficult. The target is rendered immune to such natural influences, and if targeted by unnatural mental influence he may force a roll-off between the Solar's essence at the time this charm was used and that of his assailant by spending 1 willpower. If the Solar wins, the effect is negated. If the opponent wins, he is still subject to the effect. If the Solar botches, this benefit ceases altogether. In addition, the target immediately begins training to change their motivation to something that would qualify them as a heroic mortal, if applicable. Finally, they subject gains an intimacy of some form of respect towards their King.

    If the character using this charm qualifies with Performance as well, then the charm also extends in a way to everyone within distance. If the target of the charm rises up to the occasion, then everyone receives an intimacy of respect towards the subject. If instead, the character ignores the Kings call, then they are instilled with an intimacy of disappointment and disgust as the subject simply wastes himself. For the above to work the Solar must beat their MDV.

    Due to the interaction of their closely related essences, this charm has an additional effect on any Abyssal or Infernal it is used on. The King allows no one to claim a kin's soul. It cannot remove the Resonance or Torment tracks, but it is able to mitigate them somewhat. Once per story, when this charm targets such a character, it can remove 1 resonance or torment from their track. Doing so makes the charm obvious, as the unholy essences are purged from the other with solar fire.

    If presence is used, this charm must effect a social attack. If Martial arts was used to qualify for this charm, then it can only be used with physical attacks that hit.


    You are the End of the World
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    Cost: 10m, 1wp; Mins: Presence 5, Essence 4; Type: Reflexive (Step 1)
    Keywords: Combo-OK, Obvious, Mirror(Bright Slap), Merged(Martial Arts)
    Duration: Instant
    Prerequisite Charms: Broken Heart Triumph

    Some Abyssals have learned a powerful truth from the dead titans they serve. They are herald of the end, true, but they are not the cause. No, the End of all things is inevitable, because everyone's actions aid it. This charm supplements a social or physical attack, and reveals this horrid truth to the recipient. That, far from preserving and defending the world, his very presence dooms it. This truth shreds any positive mental influences the subject holds, as he realizes his entire life has been a lie. This effect is so powerful, it even protects the character in the future; any attempt to give the character such mental influences, especially ones of hope, are rendered extremely difficult. The target is rendered immune such to natural influences, and if targeted by unnatural mental influence he may force a roll-off between the Abyssal's essence at the time this charm was used and that of his assailant by spending 1 willpower. If the Abyssal wins, the effect is negated. If the opponent wins, he is still subject to the effect. If the Abyssal botches, this benefit ceases altogether.

    For Heroic mortals, this charm makes them lose their heroic motivation and all benefits of being a heroic mortal.

    If targeting a being with a limit track, this charm adds one limit to the track, or an additional limit if it is resisted as an unnatural mental influence. If the being would then go into Limit break, the Abyssal's words become even more damning. The Deathknight gains +(essence) successes on any social roll against the opponent for the duration of the Limit break, and even afterword all social effects are considered undodgeable. This effect is considered an ongoing unnatural mental influence.


    Grit Your Teeth
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    Cost: 10m, 1wp; Mins: Charisma 5, Essence 4; Type: Reflexive (Step 10)
    Keywords: Combo-OK
    Duration: Instant
    Prerequisite Charms: ????

    Some question why the Lunars did not try and help their mates out of the maddness that gripped them in the High First Age. In truth, they did, but there is only so much they could do against the Death Curse of the Neverborn. Using this charm on a successful physical or social attack allows the Lunar to strip mental influences, either natural or not, from the character(s) effected. If used on a character the user has a positive intimacy towards, the character also reduces his limit or similar track by 1, though any character can only benefit from this effect once per year.

    If used on a character undergoing limit break, this charm has a different effect altogether. This charm causes the character to immediately snap out of limit break, but at a cost. They avoid the effects for 1 scene, and during this time they can spend 1 willpower to avoid Unnatural Mental Influences instead of gaining limit to do so. After the scene is up, or the next time they gain limit, they revert back into Limit break(though do not gain the limit), but the duration of the limit break is doubled. If this charm is used again, the duration it lasts is doubled again, and so on till the new Limit break's duration elapses.
    Last edited by Tavar; 2011-08-02 at 01:41 PM.
    He fears his fate too much, and his reward is small, who will not put it to the touch, to win or lose it all.
    -James Graham, 1st Marquess of Montrose
    Satomi by Elagune