Cas Charms

Casiana’s CHARMS

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EXCELLENCIES

  • Archery, Athletics, Awareness, Dodge, Integrity, Investigation, Larceny, Melee, Occult, Resistance, Socialize, Stealth
    The Solar Exalted may use their Excellencies to enhance any rolled action, or any application of a static value.
    To enhance a rolled action, the Solar simply spends one mote of Essence per die added to the roll. The Solar may spend up to (Attribute + Ability) motes, subject to the normal limitations on adding dice to a roll with magic (see “Using Charms and Charm Limitations,” above). When using an Excellency to enhance a static value, the Solar spends two motes of Essence for every point by which she raises the static value, and may spend up to (Attribute + [Ability that contributes to the static value]) motes, again, subject to normal static value-raising limitations. All Excellency use is of instant duration. If the Excellency is being used to enhance a dice roll it is considered supplemental. If it is being used in a defense it is considered reflexive.

ARCHERY

  • Wise Arrow (1m)
    Type: Supplemental | Duration: Instant | Keywords: NA | Prereqs: Archery 2, Essence 1
    • Enhances: An Archery attack.
    • Effect: Reduce the target’s Cover bonus by 1. Targets with no Cover bonus take -1 Defense instead. If your attack benefits from an Aim action, you may use this Charm to attack a target in Full Cover, as long as any path to the target exists. That target gains +3 Defense. (Normally, attacks against targets in Full Cover automatically miss.)
  • Trance of Unhesitating Speed (4m, 1wp)
    Type: Simple | Duration: Instant | Keywords: Quickshot | Prereqs: Archery 3, Essence 1; Wise Arrow
    • Make up to (Dexterity) Decisive attacks. You must divide your Initiative as evenly as possible between them, and each attack must contain at least 3i.
    • Special: For each 10 rolled on an attack, that attack gains +1d to damage.
  • Phantom Arrow Technique (1m)
    Type: Reflexive | Duration: Instant | Keywords: NA | Prereqs: Archery 3, Essence 1
    • Trigger: Make an Archery attack.
    • Effect: You create an arrow which lasts for the duration of the attack.
    • _ Special_: 1/scene, when activating this Charm, choose an Intimacy. Your attack with the created arrow gains +(Intimacy rating)d to the attack. You may not use that Intimacy with this effect again until effort or circumstances reinforce your commitment to that Intimacy.
    • Upgrade (Essence 3+): 1/scene, an arrow (whether created with this Charm or not) is indestructible. It cannot be removed from any target it strikes without cutting out the surrounding material, except with your permission.

AWARENESS

Note: The Awareness Excellency gains the Extended keyword.

  • Sensory Acuity Prana (5m)
    Type: Reflexive | Duration: One scene | Keywords: NA | Prereqs: Awareness 2, Essence 1
    • You can detect minute variations in all five senses. Your Awareness rolls gain double-9s. If any Unsurpassed (Sense) Discipline is active and would apply to a roll, that roll also gains recurring-6s.
  • Surprise Anticipation Method (—) [MODIFIED]
    Type: Permanent | Duration: Permanent | Keywords: NA | Prereqs: Awareness 3, Essence 1; Sensory Acuity Prana
  • For every 9 on an Awareness roll to detect hidden enemies or threats, you gain 1m; for every 10 on such rolls, you gain 2m. These motes can only be used to pay for Awareness Charms and cannot be committed past the end of the scene. You may activate Awareness Charms even while asleep or unconscious; if you detect a threat, you automatically awaken

DODGE

  • Reed in the Wind (2i+)
    Type: Reflexive | Duration: Instant | Keywords: Perilous | Prereqs: Dodge 3, Essence 1
    • Trigger: You are attacked.
    • Effect: For each 2i spent on this Charm, add +1s to your Evasion. Regardless of how much you spend, add +(Essence) to your Evasion cap.
    • Upgrade (Dodge 5, Essence 3+): If you successfully dodge the attack, gain 1m, though no more than once per round.
  • Reflex Sidestep Technique (5m)
    Type: Reflexive | Duration: Instant | Keywords: NA | Prereqs: Dodge 3, Essence 1; Reed in the Wind
    • Trigger: You are ambushed, set off a trap, or otherwise face an unexpected damaging effect against which your Evasion would be 0.
    • Effect: Your Evasion is 2, +1 Evasion for each 1 or 2 rolled in the attack (ignoring magic that would remove these numbers). If this produces your normal full Evasion or more, you may activate additional Dodge Charms as normal. (Normally, you cannot use Dodge Charms when ambushed.)
    • Special: This Charm may be activated even when ambushed.

INTEGRITY

  • Enduring Mental Toughness (1m)
    Type: Reflexive | Duration: Instant | Keywords: Bridge | Prereqs: Integrity 1, Essence 1; None, or any 5 Presence, Resistance, or Socialize Charms
    • Trigger: You apply your Resolve or Guile.
    • Effect: Ignore all wound, illness, and crippling penalties to your Resolve or Guile.

INVESTIGATION

  • Watchman’s Infallible Eye (—)
    Type: Reflexive | Duration: Instant | Keywords: NA | Prereqs: Investigation 1, Essence 1
    • Trigger: You begin a scene in which a Case Scene or Profile action would be appropriate.
    • Effect: You become aware of which action is appropriate, and broadly why ("You sense danger’’ or "There is something odd about that man,’’ for instance).
  • Crafty Observation Method (5m)
    Type: Simple | Duration: Instant | Keywords: Mute | Prereqs: Investigation 3, Essence 1; Watchman’s Infallible Eye
    • Make a Case Scene action with +(Essence)s and double-9s. This action resolves in a few seconds.
  • Judge’s Ear Technique (3m)
    Type: Reflexive | Duration: Instant | Keywords: NA | Prereqs: Investigation 4, Essence 1; Crafty Observation Method
    • Trigger: Another character makes a claim in your hearing.
    • Effect: You know whether that character believes the claim to be true, half-true, or false; if half-true, you know which parts are untrue.
    • Special: If magic would contest this Charm, it rolls (Perception + Investigation) with +(Essences). For each 1 in the opposing roll, add +2ns to your roll.
  • Truth-Rendering Attitude (3m) [MotSE]
    Type: Simple | Duration: One action | Keywords: Mute | Prereqs: Investigation 4, Essence 2; Judge’s Ear Technique
    • As a witness describes a scene or character, you may take a Case Scene or Profile Character action as though you were there yourself. Add +(witness’s successes on that actions to your own roll. You may not enhance this roll with any Charms that would require actually touching evidence.

LARCENY

  • Seasoned Criminal Method (—)
    Type: Permanent | Duration: Permanent | Keywords: NA | Prereqs: Larceny 1, Essence 1
    • You may choose to benefit from any or all of the following conditions at any time:
      Familiarity: Criminals feel they have met you before. You may treat any member of such an organization as if he had a Minor Principle committing him to the belief that you are a current or prospective member.
      Dissonance: Bystanders cannot remember your face, and any Bureaucracy or Investigation actions to identify you take a -2 penalty.
      Vulnerability: Criminals believe you are a likely mark for pickpocketing, a con game, a quick mugging, or whatever other form of crime they practice.
      Receptivity: Criminals believe you would be interested in buying drugs or other contraband, trading for stolen goods, hiring a prostitute, or similar activity. Such characters spontaneously direct you in the direction of such activities.
  • Flawless Pickpocketing Technique (3m)
    Type: Supplemental | Duration: Instant | Keywords: Mute | Prereqs: Larceny 2, Essence 1
    • Enhances: A Pickpocket attempt.
    • Effect: The attempt is automatically successful unless contested by magic. If contested by magic, add +(Essence)s to the roll, and apply a -4d penalty to the opponent. Actions enhanced with this Charm does not trigger magic that would detect applications of the Larceny Ability, unless the other character also knows this Charm.
    • Special: You may not steal attuned Artifacts or objects currently in use with this Charm.
  • Stealing From Plain Sight Spirit (6m)
    Type: Supplemental | Duration: Instant | Keywords: Mute | Prereqs: Larceny 4, Essence 2; Flawless Pickpocketing Technique
    • Enhances: You attempt to steal an object from plain sight.
    • Effect: The attempt is automatically successful unless contested by magic. If contested by magic, add +(Essence)s to the roll, and apply a -4d penalty to the opponent. This theft cannot be noticed for (Essence) minutes unless a character would attempt to interact with the stolen object (such as a soldier reaching for a stolen sword). Actions enhanced with this Charm does not trigger magic that would detect applications of the Larceny Ability, unless the other character knows Stealing From Plain Sight.
    • Special: You may not steal attuned Artifacts or objects currently in use with this Charm.
  • Magpie’s Invisible Talon (1wp)
    Type: Supplemental | Duration: Instant | Keywords: NA | Prereqs: Larceny 5, Essence 2; Stealing from Plain Sight Spirit
    • Enhances: An attempt to steal or pickpocket an object.
    • Effect: The attempt gains double-9s and may be made from (Essence) yards away. Attempts enhanced with this Charm may be made through glass (or similar barriers) without breaking the glass.
  • Reversal of Fortune (4m)
    Type: Reflexive | Duration: Instant | Keywords: NA | Prereqs: Larceny 4, Essence 3; Flawless Pickpocketing Technique
    • Trigger: Someone attempts to pickpocket you. (You may activate this Charm without being aware of the attempt in-character.)
    • Effect: Gain +2s to the Awareness roll to notice the attempted theft. If you succeed, you are informed of every object on the thief’s person that can be stolen, and you may attempt to steal one of these of these objects as per Flawless Pickpocketing Technique.
  • Iron Wolves’ Grasp (3m, 4i)
    Type: Supplemental | Duration: Instant | Keywords: NA | Prereqs: Larceny 5, Essence 3; Stealing from Plain Sight Spirit, Reversal of Fortune
    • Enhances: A Disarm gambit.
    • Effect: This Charm’s cost replaces the normal cost of a Disarm gambit. The enhanced gambit is reflexive, and the Initiative roll gains double-9s. If you succeed at the gambit, you may steal the target’s weapon for your own use. If that weapon requires attunement, it is deattuned, and you may immediately attune to it.
  • Lock-Opening Touch (1m or 5m)
    Type: Reflexive | Duration: Instant | Keywords: NA | Prereqs: Larceny 2, Essence 1
    • Trigger: You attempt to open a lock.
    • Effect: If the lock is mundane, you may pay 5m to automatically open it as a reflexive action. If the lock is not mundane, you may take a normal Lockpicking action with appropriate tools. In the latter case, you pay 1m, and this action gains +(Essence)s and double-9s. In the latter case, you open the lock regardless of the roll’s result, but you trigger some unwanted side-effect if you roll too few successes.
  • Flawlessly Impenetrable Disguise (6m)
    Type: Simple | Duration: Until you sleep | Keywords: NA | Prereqs: Larceny 4, Essence 1
    • Make a Disguise attempt. You may change genders or race, double or halve your apparent age, alter the pitch of your voice or your apparent height, and even affect your scent or other non-visual cues, with no penalty to your roll. (Normally, each such change inflicts a -2d penalty on your roll.) Your Disguise attempt gains double-9s and +2s. This disguise is automatically successful against human or animal-level examination. Superhuman detection attempts lose -2s . Even if your disguise fails, the observer cannot discern your true appearance. This Charm may be used to impersonate specific individuals, but it does not negate the normal -4d penalty for doing so.

MELEE

  • Excellent Strike (3m)
    Type: Supplemental | Duration: Instant | Keywords: NA | Prereqs: Melee 2, Essence 1
    • Enhances: Any Melee attack.
    • Effect: That attack gains +1s and recurring-1s.

OCCULT

  • Spirit-Detecting Glance (3m)
    Type: Reflexive | Duration: One scene | Keywords: NA | Prereqs: Occult 1, Essence 1
    You can see (but cannot touch) dematerialized spirits. (Normally, dematerialized spirits are invisible.)

RESISTANCE

  • Durability of Oak Meditation (3m)
    Type: Reflexive | Duration: One tick | Keywords: NA | Prereqs: Resistance 2, Essence 1
    • Trigger: You are attacked.
    • Effect: Any Withering or Decisive attack against you reduces its raw damage by 2. Gain 4 Hardness.
  • Ox-Body Technique (—)
    Type: Permanent | Duration: Permanent | Keywords: Stackable | Prereqs: Resistance 1, Essence 1
    • Gain additional health levels based on your Stamina:
      ∙ Stamina 1-2: One -1 and one -2 health level.
      - Stamina 3-4: One -1 and two -2 health levels.
      - Stamina 5: One -0, one -1, and two -2 health level.
      This Charm’s bonus increases appropriately if you later raise your Stamina.
    • Repurchase (Special): You may purchase this Charm up to (Resistance) times.

SOCIALIZE

  • Shadow Over Day (1m)
    Type: Reflexive | Duration: Instant | Keywords: Mute | Prereqs: Socialize 3, Essence 1; NA
    Trigger: You apply your Guile.
    Effect: Add +1s to Guile.

STEALTH

  • Easily-Overlooked Presence Method (3m)
    Type: Simple | Duration: One scene | Keywords: NA | Prereqs: Stealth 3, Essence 1
    • As long as you do not call attention to yourself or Join Battle, you cannot be noticed. This Charm does not function in situations where everyone would be examined, such as a checkpoint. You can be detected by magic used by character with an Intimacy to you, or by characters with a Major or Defining Intimacy to something you threaten. In such cases, roll ([Wits or Dexterity] + Stealth) vs. the other character’s (roll of a relevant Attribute + Ability, or Resolve) to determine whether you are detected.
  • Mental Invisibility Technique (5m, 1wp)
    Type: Simple | Duration: One scene | Keywords: Mute | Prereqs: Stealth 4, Essence 2; Easily-Overlooked Presence Method
    • Roll (Dexterity + Stealth) vs. the Resolve of all observers. Any character whose Resolve you overcome cannot perceive you by any means. Characters may pay 1wp to ignore this Charm if you are pointed out to them, if you intentionally reveal yourself to them, or if you threaten something for which they have a Major or Defining Intimacy.
    • Special: This Charm ends if you Join Battle.
  • Blinding Battle Feint (3m)
    Type: Supplemental | Duration: Instant | Keywords: NA | Prereqs: Stealth 3, Essence 1
    • Enhances: A Join Battle roll made with any Ability.
    • Effect: You may roll (Dexterity + Stealth) for your Join Battle. Treat the result as a reflexive attempt to hide. If your opponent’s Join Battle roll is Awareness-based, this roll counts as his attempt to detect you; otherwise, he makes a reflexive (Perception + Awareness) roll, losing -(difference in your Intitiatives)d.
  • Guardian Fog Approach (2m+)
    Type: Simple | Duration: Scene | Keywords: Mute, Touch | Prereqs: Stealth 3, Essence 1; Blinding Battle Feint
    • The Solar touches an ally and commits 2m for the scene, targeting up to (Essence) allies at once. While the targeted ally remains at close range, the character can pay a 2m surcharge to affect the ally with any Stealth Charm she activates for herself. Leaving close range does not negate the benefit of active Charms, but it does negate the ongoing effect of this Charm. This Charm can be activated again once the ally returns to close range, however. Allies targeted by this Charm always succeed in Perception checks to see one another if the character activating this Charm wishes.

Cas Charms

Champions of the Sun elisabeth