Dodge: The Ewer

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(Charms)
(Avoidance Kata)
 
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* Duration: Instant
* Duration: Instant
* Prerequisites: None
* Prerequisites: None
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Works as the Solar Charm "Shadow Over Water." See core.
===Duck Fate===
===Duck Fate===
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* Duration: Instant
* Duration: Instant
* Prerequisites: Absence, Duck Fate
* Prerequisites: Absence, Duck Fate
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You were never there. That's your story and you're sticking with it. Fortunately for you, so is the Loom of Fate.<br>
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You were never there. That's your story and you're sticking with it. Fortunately for you, the Loom of Fate is sticking with it too.<br>
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If within her '''first two actions''' of Join Battle or Join Debate, the Sidereal decides she would rather have been elsewhere, she can activate this Charm. When she does so she vanishes and reappears in another location. The Sidereal cannot control where she is sent but it's somewhere plausible for her to be, if she'd decided upon a different course earlier. The Shaping effect blurs the memories of others so that they don't remember her presence, and rather fill in an explanation for the events they barely recall. Exalts with shaping defenses can either use a Charm to recall her presence and ignore the effect, or spend a point of willpower to overcome the mental influence.
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Within the '''first two actions''' of Join Battle/Join Debate, the Sidereal can activate this Charm. When she does so, she reappears in another location entirely. The Sidereal cannot control where she is sent but it's always a plausible situation that assumes she decided on a different course of action earlier. The Shaping effect blurs the memories of others so that they don't remember her presence, and fills in an explanation for the rewritten events. Exalted can simply spend a point of willpower to overcome the mental influence. This Charm explicitly fails against creatures considered outside fate.<br>
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'''NOTE: This Charm is a metaphysical dodge. Charms that prevent escape by ''physical'' means, such as Foot-Trapping Counter, are ineffective against it.'''
===Trouble Reduction Strategy===
===Trouble Reduction Strategy===

Current revision as of 04:05, 8 May 2009

Contents

[edit] Charms

[edit] Absence

  • Cost: 2m
  • Mins: Dodge 2, Essence 2
  • Type: Reflexive (Step 2)
  • Keywords: Combo-OK
  • Duration: Instant
  • Prerequisites: None

Works as the Solar Charm "Shadow Over Water." See core.

[edit] Duck Fate

  • Cost: 5m
  • Mins: Dodge 3, Essence 2
  • Type: Reflexive (Step 2)
  • Keywords: Combo-Basic
  • Duration: Instant
  • Prerequisites: Absence

[edit] Avoidance Kata

  • Cost: 3m
  • Mins: Dodge 4, Essence 3
  • Type: Reflexive
  • Keywords: Fate, Shaping
  • Duration: Instant
  • Prerequisites: Absence, Duck Fate

You were never there. That's your story and you're sticking with it. Fortunately for you, the Loom of Fate is sticking with it too.
Within the first two actions of Join Battle/Join Debate, the Sidereal can activate this Charm. When she does so, she reappears in another location entirely. The Sidereal cannot control where she is sent but it's always a plausible situation that assumes she decided on a different course of action earlier. The Shaping effect blurs the memories of others so that they don't remember her presence, and fills in an explanation for the rewritten events. Exalted can simply spend a point of willpower to overcome the mental influence. This Charm explicitly fails against creatures considered outside fate.
NOTE: This Charm is a metaphysical dodge. Charms that prevent escape by physical means, such as Foot-Trapping Counter, are ineffective against it.

[edit] Trouble Reduction Strategy

  • Cost:
  • Mins:
  • Type:
  • Keywords:
  • Duration:
  • Prerequisites:

[edit] Neighborhood Relocation Scheme

  • Cost:
  • Mins:
  • Type:
  • Keywords:
  • Duration:
  • Prerequisites:
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