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Apr 1st, 2017
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  1. Karis, the Dread Marshall
  2. First Karis Excellency
  3. The Marshall is a defender of right, although not of law. When something threatens something she considers important, she is judge, jury, and executioner. She considers there to be no greater sin than betrayal, and her hatred is cold, incandescent fury. She is not afraid of the darkness, as her azure gaze sears the lawbreakers. Karis values power, compassion, bluntness and creativity, and finds it difficult to reconcile her competing beliefs in kindness and might. She leads only by example, as she prefers to be led. The Marshall is a figure of fear, and uses both physical and emotional displays of overwhelming power to achieve her goals.
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  5. The Marshall’s Excellency may be invoked on an action where the Infernal uses excessive force to make a point, and may always be used to supplement an action taken against someone the Infernal knows to have broken an oath or law. However, it cannot supplement any action that would break her word, or that defies what she believes in.
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  7. Karis Mythos Exultant
  8. Karis’ mightiest strikes are terrifying and awe-inspiring. Instead of the normal benefits of a stunt, she may impose an Emotion effect with a context of her choice (Usually fearful respect or awe) on all those in sight. This is effective on those with a DMDV less than or equal to half her essence plus twice the stunt rating. The expenditure of one willpower negates this effect.
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  10. Sorcerous Enlightenment of Karis
  11. Karis does not call herself a sorceress. Her works of power are blunt and direct, an outpouring of forceful essence as opposed to a controlled spell. She is incapable of casting spells if their main effects are to hide or disguise something. However, her displays of power are more efficient: Damage dealing spells increase their base damage by half.
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  13. Ascendency Mantle of Karis
  14. Karis is fuelled by her belief and her values. Her ascendency mantle does not function in any scene where she goes against her motivation or any virtue rated 3+.
  15.  
  16. The Marshall
  17. The Marshall’s anima is a blinding aura of light and terror, making those that oppose her shy away. By spending five motes, the Marshall may cause all attacks made against her, social or physical, to suffer a -3 external penalty. This unnatural Emotion effect costs five points of Willpower to ignore for the rest of the scene. In addition, anyone who attempts to strike her for whom she has a negative intimacy has that fact made immediately Obvious. Finally, she gains a single bonus dice on any attack roll, physical or social, made against a target for whom she has a negative intimacy. This ability activates reflexively at no cost when the Marshall reaches 11+motes of peripheral essence.
  18. The Marshall’s caste abilities are Archery, Awareness, Investigation, Melee and Stealth.
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  20. Treachery Cannot Hide
  21. Cost: 1m, Mins: Essence 2, Type: Simple
  22. Keywords: Combo-Ok, Righteous
  23. Duration: Instant
  24. Prerequisite Charms: None
  25. The Cold Star despises deceit and treachery above all else. She will never allow a traitor to escape her. Invoking this charm, she rolls Charisma+Investigation, with a difficulty of her target’s Manipulation. If she succeeds, she knows if the target has willingly betrayed a sworn duty or promise, and judges them as a Traitor. If she fails, she cannot penetrate the target’s mind. While the origin is not obvious, the target knows that someone was probing their mind. They may negate the charm’s effect with a perfect social defence.
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  27. A repurchase of this charm, requiring Essence five, allows the Infernal to invoke it reflexively upon her first meeting with any being.
  28.  
  29. Charm Concept: Righteous
  30. Nothing angers the Cold Star as much as treachery. Those that break promises, turn their back on their oaths, and betray those they swore to serve are the lowest filth in all of Creation, Hell, and beyond. Karis attempts to define her concept of Law, similarly to how the Unconquered Sun defines the concept of Good through his and his Exalted’s holy effects. Some Righteous charms define certain beings as Traitors. Other Righteous charms have different or enhanced effects against Traitors.
  31.  
  32. God-Queen’s Concession
  33. Cost: 5m, Mins: Essence 3, Type: Supplemental
  34. Keywords: Combo-Ok, Obvious, Righteous, Social
  35. Duration: Instant
  36. Prerequisite Charms: Treachery Cannot Hide
  37. While she champions justice above all else, a queen cannot fight for her subjects if she cannot fight for herself. This charm supplements a social attack. If used as a social attack, it supplements a Charisma+Presence attack to brand the target a traitor. This attack cannot be dodged-if the defendant were innocent, he would defend himself. A defendant who has betrayed no-one and broken no laws increases their DV by two against this attack. If they fail, they are branded a Traitor. While this effect can be defended against by a parry, including a perfect parry, it has the same effect when dodged as when not defended against, so even a perfect dodge is ineffective*. The innocent have nothing to hide.
  38. In certain circumstances, this charm can be used in combat time as a Simple action with Speed 4. It may only target a being who has blatantly and obviously attacked the Infernal or those she protects, and automatically brands them a traitor, regardless of their attempts at defence.
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  40. A repurchase, requiring Essence 6, removes the benefit for innocence. When the Cold Star calls you traitor, your words had best be silver if you wish to escape her wrath.
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  42. *It doesn’t effect the target so much as the Infernal, and it’s almost entirely reactive.
  43.  
  44. Radiant Cold Star Judgement
  45. Cost: 3m, Mins: Essence 2, Type: Supplemental
  46. Keywords: Combo-Ok, Obvious, Righteous
  47. Duration: Instant
  48. Prerequisite Charms: Treachery Cannot Hide
  49. The Cold Star’s fires will sear those who attempt to turn on her, and all that she stands for.
  50. This charm mimics the effects of Green Sun Nimbus Flare. A character who already knows one pays only half (rounding down) for the second.
  51. Radiant Cold Star Judgement may enhance any physical attack. If the attack inflicts any levels of damage, this Charm then inflicts additional levels of unsoakable lethal damage from the cold flames of Karis’ justice. This damage is applied after the damage for the wound transmitting it, but still in Step 10 of attack resolution. The damage dealt is a single level, but two levels against a Treacherous target.
  52. This charm may be invoked on the same attack as Green Sun Nimbus Flare, but the overload of power requires a 2m surcharge.
  53.  
  54. Celestial Blizzards Execution
  55. Cost: -, Mins: Essence 4, Type: Permanent
  56. Keywords: Obvious, Righteous
  57. Duration: Permanent
  58. Prerequisite Charms: Radiant Cold Star Judgement
  59. As the Cold Star rises, her justice grows stronger, obliterating those who would wrong her. Her Radiant Cold Star Judgement inflicts three levels of damage, or one+Essence to a Treacherous opponent. With Essence 6, the horrifying cold and agony slows her foes, adding one to the speed of the next action they take. They may negate this effect with the expenditure of one willpower.
  60. A repurchase at Essence 6 upgrades the damage to Aggravated, and applies the slowing effect to the next (essence)/2 actions, unless they spend two willpower.
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