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mighty_vartan

Child's Lament

Sep 7th, 2016
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  1. Child's Lament - Orichalcum Wrackstaff(Artifact *****)
  2.  
  3. Child's Lament has three hearthstone sockets, spaced evenly along the upper half of Child's Lament.
  4.  
  5. Evocations of Child's Lament
  6. A Solar that attunes to Child's Lament and knows any non-Ritual Sorcery spell automatically awakens its first Evocation, Sorcerous Powering Momentum, for free.
  7.  
  8. Sorcerous Powering Momentum
  9. Cost: 2m or 2sm Mins: Essence 1
  10. Type: Reflexive
  11. Keywords: Withering Only
  12. Duration: Instant
  13. Prerequisite Charms: None
  14. When the wielder of Child's Lament makes a successful withering attack, they may pay 2 motes or 2 sorcerous motes to convert all the Initiative they would gain from the Initiative damage inflicted by the attack into sorcerous motes, storing them in the crystal atop Child's Lament. The target still takes the Initiative damage and may be crashed as a result. Initiative gained from landing a successful withering attack or from crashing an opponent cannot be converted into sorcerous motes, they are awarded normally to the Solar.
  15.  
  16. The sorcerous motes gained by this Evocation remain in the crystal for the duration of combat and fades away afterwards. Child's Lament can hold up to ((Essence + 1) * 5) sorcerous motes at once. Each round Child's Lament is not used to attack, the crystal loses three sorcerous motes at the end of the round. The crystal atop Child's Lament glows with power whenever it has motes stored in it, and the more motes it has, the brighter it glows. The glow is not strong enough to impair vision.
  17.  
  18. When the wielder of Child's Lament takes a Shape Sorcery action, they may draw any number of sorcerous motes held within Child's Lament to power the spell, up to the total necessary to cast the spell or the maximum held within the crystal. However, any sorcerous motes not used to cast the spell fade away whether or not the spell is cast successfully, leaving the crystal empty.
  19.  
  20. Reaffirming Imperial Majesty
  21. Cost: - Mins: Essence 1
  22. Type: Permanent
  23. Keywords: None
  24. Duration: Instant
  25. Prerequisite Charms: None
  26. When the wielder of Child's Lament incapacitates a non-trivial opponent with either a spell or a decisive attack, the Solar may gain one temporary Willpower. They may not go over their permanent Willpower, nor may they can gain more than one Willpower from each opponent per combat.
  27.  
  28. Glory Flare
  29. Cost: 5sm Mins: Essence 1
  30. Type: Supplemental
  31. Keywords: Withering-only
  32. Duration: Instant
  33. Prerequisit Charms: None
  34. When Child's Lament is used to make a withering attack, the Solar may activate Glory Flare to expend 5 sorcerous motes and generate a blinding flare of white light. Before Defense is applied to the attack, each opponent in short range rolls (Perception + Dodge) and compares their successes to the total successes rolled by the withering attack roll made by the Solar. Those who rolled fewer successes than the Solar are temporarily blinded, suffering a -3 penalty to any actions relying on sight, including Defense, for (Essence) rounds. Should the target of the withering attack be blinded in this fashion, they suffer the blinded penalty to their Defense against the supplemented attack.
  35.  
  36. Raiment of Glory
  37. Cost: 15sm Mins: Essence 2
  38. Type: Simple
  39. Keywords: Perilous
  40. Duration: One scene
  41. Prerequisite Charms: Sorcerous Powering Momentum
  42. The Solar can expend 15 sorcerous motes from Child's Lament to use Raiment of Glory, cloaking himself in protective Essence. This Evocation grants the Solar a soak bonus equal to (Stamina + Occult) and a hardness bonus equal to (Occult). This soak and hardness does not count as armor, and is not compatible with armor. It is compatible with soak and hardness granted by Resistance Charms or Sorcery spells that do not grant armor. Should the Solar enter Initiative Crash, Raiment of Glory ends.
  43.  
  44. Special Activation Condition: Should the Solar crash a non-trivial opponent with an attack made with Child's Lament, they may reflexively activate Raiment of Glory if Child's Lament would contain enough sorcerous motes after the attack.
  45.  
  46. Reaching Solar Thrust
  47. Cost: 5sm Mins: Essence 2
  48. Type: Supplemental
  49. Keywords: Uniform
  50. Duration: Instant
  51. Prerequisite Charms: Raiment of Glory
  52. When the wielder of Child's Lament makes an attack with Child's Lament, they may pay 5 sorcerous motes and extend the attack's range out to medium range. They do not need to make an Aim action prior to attacking.
  53.  
  54. Essence-Unravelling Blow
  55. Cost: - Mins: Essence 3
  56. Type: Permanent
  57. Keywords: None
  58. Duration: Permanent
  59. Prerequisite Charms: Sorcerous Powering Momentum
  60. This Evocation upgrades its prerequisite. When Sorcerous Powering Momentum is used, the Solar can choose to instead gain Initiative from the damage roll normally, and additionally gain (Essence * 2) sorcerous motes at the same time.
  61.  
  62. Searing Penance Ray
  63. Cost: 8sm(+1wp) Mins: Essence 3
  64. Type: Simple
  65. Keywords: Uniform, Aggravated
  66. Duration: Instant
  67. Prerequisite Charms: Reaching Solar Cut
  68. The crystal at the tip of Child's Lament flares once, emitting a bright white beam of burning Solar Essence at the target. Searing Penance Ray can be used to make either a withering attack or a decisive attack out to Long range without an Aim action.
  69.  
  70. When Searing Penance Ray is used to make a withering attack, the attack pool is (Intelligence + Occult) + Accuracy of Child's Lament. Any specialties apply. The raw damage is calculated with the Solar's (Essence + 1), not their Strength. The Solar may pay a point of temporary Willpower after soak is applied to add 4 dice to the post-soak damage dice.
  71.  
  72. When Searing Penance Ray is used to make a decisive attack, the attack pool is (Intelligence + Occult) and adds any specialties. The damage pool is the Solar's Initiative, and if the attack is successful, the Solar resets to base Initiative. At Essence 4+, the Solar may spend one temporary Willpower to set the target aflame for (Essence) rounds, dealing one automatic health level of damage each round. Any damage dealt to Creatures of Darkness is Aggravated, otherwise the damage is Lethal.
  73.  
  74. Judgement of the Sorcerous Sun
  75. Cost: 14m, 2wp Mins: Essence 5
  76. Type: Simple
  77. Keywords: Decisive-only, Aggravated
  78. Duration: Instant
  79. Prerequisite Charms: Searing Penance Ray, Essence-Unravelling Blow, Reaffirming Imperial Majesty
  80. The greatest power of Child's Lament, and the reason for its name. Holding the staff aloft, the Essence contained within explodes outward in countless searing rays of intense Solar Essence. Judgement of the Sorcerous Sun is a decisive attack that uses (Intelligence + Occult) as its dice pool. The Solar rolls once, and compares the result to the Defense of every opponent within medium range, except for those he has a positive Tie towards. The damage pool of Judgement of the Sorcerous Sun is not the Solar's initiative, it is the sorcerous motes stored within Child's Lament. The total motes held within Child's Lament are expended to roll that total as decisive damage dice, and the successes are applied as Health damage against each opponent hit. Additionally, due to setting aflame those who survive with intense white fires of Solar Essence, Judgement of the Sorcerous Sun does one automatic health level of damage in the following rounds for (Essence) rounds.
  81.  
  82. The Evocation does Lethal damage, or Aggravated damage against Creatures of Darkness. The corpses of those slain by the attack, and any other corpses in the area of effect, ignite in white fire, burning away to ash in minutes. Due to the means in which it harms opponents, Judgement of the Sorcerous Sun deals its full damage to creatures with the Legendary Size Merit.
  83.  
  84. Once Judgement of the Sorcerous Sun has been used in a battle, it cannot be used again during that battle, and the Evocation Sorcerous Powering Momentum ceases to function for a day.
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