Mute Sentinel and Clean Pillow Wish: Difference between pages

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Prior to casting, this Shinma circle spell appears as a red silk pillow with elaborate gold and white embroidery. When cast, the pillow glows over the course of the casting, eventually turning into a soft pink energy that expands out to cover a large area, into which the glow settles and disappears. At this point, all within the area of effect are struck with realization that they are dirty and tired and want nothing more than to bathe and sleep in as much comfort as possible. They also find the location itself pleasant and difficult to leave.
Mute sentinels act as guards within [[Kinaniz]]. Each is a one-dot behemoth maintained by the from the[[Tribute Bird]] from whose Sword grace it was formed and whose elemental aspect they carry as well. These behemoths number in the thousands within Kinaniz and will obey any of the guiding intelligences. Sentinels never make any noise, but the Tribute Bird maintaining them will know if they are hurt.


Used as Sword-shaping weapons, sentinels have statistics of Speed +1, Accuracy +1, Damage +4, Defense +2 and Rate 2. Each sentinel has the stats of the Tribute Bird that controls it, modified by nine points of mutations:
* '''Mad God Mein''' (0): Makes the spell immune to countermagic and the structures it inhabits are treated as automata and outside fate. Attempts to shape the structures (with, say Craft charms) increase their difficulty by one. This also increases the cost of assumption charms used by this spell by 2.
* '''Assumption of the City's Heart''' (4+2): Spell inhabits a region as a wyld taint over a region large enough to support 1,000 people and allows the spell to work glamour on any within this region.
* '''Undetectable Lie''' (9): The chosen lie is "you are dirty and exhausted and need to clean up and sleep in comfort". While normally resisted automatically by those with Wits + Essence greater than the Manipulation of the spell's lorekeeper, because this is a Shinma Circle Spell, it affects all but those using stunts or charms to resist it.
* '''Shiftless Untamed Beauty''' (3): All within the area of the spell must make a Willpower + Temperance (2) roll once per scene or become addicted to the place. Any making social tests to convince addicts to remain or return gain one die. Addicts must make a successful Willpower roll to leave. Each month afterward, they must make a similar roll or feel drawn to return and be unable to regain Willpower until they do so. Success on three of these rolls in a row will break the addiction. While normally resisted automatically by those with Temperance + Essence greater than the Cup of the spell's lorekeeper, because this is a Shinma Circle Spell, it affects all but those using stunts or charms to resist it.


* Knife-Hand Dream (1): Allows lethal attacks and lethal parries bare-handed.
'''Shinma Circle Spell'''<br>
* Armament of Flesh (2): Natural weapon: Speed -3, Accuracy +1, Damage +4L, Defense +1 and Rate 4.
'''Artifact''': <span class="symbols">&bull;&bull;&bull;&bull;&bull;</span><br>
* Other mutations based on their element.
'''Attunement''': 15 motes<br>
'''Cost''': 30 motes, 3 gossamer<br>
'''Duration''': 1 century or until condition set at casting is met


==Air==
[[Category:Spell]]
 
[[Category:Artifact]]
Air sentinels resemble large clusters of wings that change color, claws and eyes.
[[Category:5 Dot]]
 
[[Category:Shinma Circle]]
*Affliction: Chameleon (2): Add three dice to visual Stealth rolls and one to Survival rolls.
*Gossamer Wing Flight x2 (4): Fly at normal walking speed without penalty
 
==Earth==
 
Earth sentinels resemble large lizards made of rock crystal with nasty-looking teeth.
 
*Affliction: Huge (2): +2 Strength, +2 Stamina, add -0/-1 to health levels. 50% size increase.
*Affliction: Thick Skin (2): +3B/+3L to soak. +4 Survival dice.
*Affliction: Tough (2): +2 Strength, +1 Stamina, add -1/-2/-2 to health levels. Soak lethal damage with full Stamina.
 
==Fire==
 
Fire sentinels resemble white hounds with flaming eyes and smoke for tails.
 
*Abomination: Dragon's Breath (6): Spends 1wp to spit fire up to 10 yards away as a ranged attack (Accuracy +1, Damage (Ess+2*Sta)L, Rate 1/2).
 
==Water==
 
Water sentinels resemble dog-sized frogs with liquid skin.
 
*Affliction: Frog's Tongue: Make clinch attacks at up to three yards. +2 Dex to such attacks, +2 to strength for maintaining holds.
*Affliction: Tough (2): +2 Strength, +1 Stamina, add -1/-2/-2 to health levels. Soak lethal damage with full Stamina.
*Affliction: Webbing: For 1wp/scene, spit a sticky saliva (Accuracy +1, Rate 1, Range 10) that entangles on a hit (as clinch with 8 dice). Can also build webs (8B/4L soak, 4 health) or ropes.
 
==Wood==
 
Wood sentinels resemble octopi made from rose brambles, with a flowery mass in the center of eight flowing, barbed tendrils.
 
*Affliction: Toxin (2): Attacks deliver equivalent of Difficulty 3, Success 2L, Failure 4L, Duration/Penalty 2 hours/-3.
*Grace of Infinite Revolving Spheres (4): First five actions in a turn suffer no multiple action penalties.
 
[[Category:Forgotten Suns]]
[[Category:Behemoth]]

Latest revision as of 19:21, 16 September 2006

Prior to casting, this Shinma circle spell appears as a red silk pillow with elaborate gold and white embroidery. When cast, the pillow glows over the course of the casting, eventually turning into a soft pink energy that expands out to cover a large area, into which the glow settles and disappears. At this point, all within the area of effect are struck with realization that they are dirty and tired and want nothing more than to bathe and sleep in as much comfort as possible. They also find the location itself pleasant and difficult to leave.

  • Mad God Mein (0): Makes the spell immune to countermagic and the structures it inhabits are treated as automata and outside fate. Attempts to shape the structures (with, say Craft charms) increase their difficulty by one. This also increases the cost of assumption charms used by this spell by 2.
  • Assumption of the City's Heart (4+2): Spell inhabits a region as a wyld taint over a region large enough to support 1,000 people and allows the spell to work glamour on any within this region.
  • Undetectable Lie (9): The chosen lie is "you are dirty and exhausted and need to clean up and sleep in comfort". While normally resisted automatically by those with Wits + Essence greater than the Manipulation of the spell's lorekeeper, because this is a Shinma Circle Spell, it affects all but those using stunts or charms to resist it.
  • Shiftless Untamed Beauty (3): All within the area of the spell must make a Willpower + Temperance (2) roll once per scene or become addicted to the place. Any making social tests to convince addicts to remain or return gain one die. Addicts must make a successful Willpower roll to leave. Each month afterward, they must make a similar roll or feel drawn to return and be unable to regain Willpower until they do so. Success on three of these rolls in a row will break the addiction. While normally resisted automatically by those with Temperance + Essence greater than the Cup of the spell's lorekeeper, because this is a Shinma Circle Spell, it affects all but those using stunts or charms to resist it.

Shinma Circle Spell
Artifact: •••••
Attunement: 15 motes
Cost: 30 motes, 3 gossamer
Duration: 1 century or until condition set at casting is met