Archive for May, 2016

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Vitriolic Octopus Style [Ex3]

May 31, 2016

I’ve always considered Vitriolic Octopus Style to be my own personal martial arts style, insofar as I have one.  It’s been my baby since early 2nd Edition, and now it seems it’s time to update it for the new edition.  Behold, the evolution of the Vitriolic Octopus!

 

In the First Age, the Lunar Exalted were the pioneers of beast-man hybridization, experimenting with their forms in ways their Lawgiver mates could not duplicate. One such Solar, his name long since lost to the vagaries of history, felt left behind by his mate’s explorations in a land she held all to herself. His abandonment, at first, was nothing more than a passing flash of irritation, but as the centuries passed, it grew into something altogether more. He attempted a number of experiments on himself, attempting to follow his mate, but her expertise was so much more than his, and he found his every foray tainted by his own bitterness. Eventually, he fell onto the idea of embracing that bitterness, and while his metaphysical explorations did not bear the fruit that would allow him to wholly join with his mate, it did produce a seed that eventually became the Vitriolic Octopus Style.

Vitriolic Octopus Style channels all the worst aspects of the octopus – its canny wiles, its venomous bite, and its grasping tentacles. A Vitriolic Octopus stylist sees his enemies as prey to be constricted or predators to be escaped from. The style lends itself to cruelty, spite, and (as the name suggests) vitriol. It is practiced almost exclusively in the West or along the rim of the Threshold, as the masters of this style seem to enjoy the presence of the ocean to soothe the savage nature of their combat style.

Vitriolic Octopus Style Weapons: Vitriolic Octopus is used with fighting chains. It is also compatible with unarmed strikes and Grapple gambits. Any unarmed attack enhanced by a Vitriolic Octopus Charm can always be stunted to deal lethal damage.

Armor: Vitriolic Octopus Style is compatible with light armor.

Invertebrate’s Frustrating Resilience
Cost 3m; Mins: Martial Arts 3, Essence 1
Type: Reflexive
Keywords: Dual, Mastery
Duration: Instant
Prerequisites: None

The octopus is not hindered by such restraints as a skeleton. Why, then, should the vitriolic octopus be? This Charm may be activated in response to either a withering or decisive attack to enhance the martial artist’s resilience against that attack. Against a withering attack, it adds the martial artist’s (Martial Arts + Essence) to his soak. Against a decisive attack, it adds his (Essence) to his Hardness.

Mastery: If a withering attack is reduced to minimum damage by soak enhanced by this Charm, or if a decisive attack is negated by this Hardness, the vitriolic octopus steals one point of Initiative from his attacker.

Spite-Fueled Venomous Embrace
Cost: 3m; Mins: Martial Arts 3, Essence 1;
Type: Supplemental
Keywords: Decisive-only, Terrestrial
Duration: Instant
Prerequisites: Invertebrate’s Frustrating Resilience

The vitriolic octopus does not simply mimic the octopus; he expands on it, infusing it with his own bile and spite. That spite is infectious, venomous. This Charm supplements a decisive Martial Arts attack, injecting the victim of the attack with a poison born of the martial artist’s own spleen. If the attack deals even a single level of damage, the victim suffers a dose of Vitriolic Octopus poison. Vitriolic Octopus poison has the following statistics: Damage 2i/round (Lethal in Crash), 3 rounds, Penalty -2, Vector Wound.

Terrestrial: A Dragon-Blood’s poison has the following statistics: Damage 1i/round (Bashing in Crash), 3 rounds, Penalty -1, Vector Wound.

Vitriolic Octopus Form
Cost: 5m; Mins: Martial Arts 3, Essence 1;
Type: Simple
Keywords: Form
Duration: One scene
Prerequisites: Shy Devilfish Disguise, Spite-Fueled Venomous Embrace

In combat, the octopus is a plethora of arms, and it seems there is no way to escape its crushing grip. When activating this Charm, the martial artist’s arms flow and writhe like tentacles, almost becoming rubbery in their aspects. His stance is wide and braced, his arms in constant motion. While the martial artist has Vitriolic Octopus Form active, he adds (Essence) non-Charm dice to all rolls made to initiate a Grapple gambit and all Control Rolls. While participating in a grapple, he may spend two motes reflexively to count all successes on a withering roll to savage twice for the purposes of determining damage.

Special Activation Rules: Whenever the martial artist deals decisive damage with a grapple gambit, he may pay 5 motes to enter Vitriolic Octopus Form Reflexively.

Devilfish’s Cunning Grasp
Cost: 3m; Mins: Martial Arts 3, Essence 2;
Type: Supplemental
Keywords: Mastery, Uniform
Duration: Instant
Prerequisites: Vitriolic Octopus Form

Once enveloped in the octopus’ coils, shelled prey often finds its natural armor insufficient to deter the beast’s probing tendrils. This Charm can be activated to supplement an attempt to savage in a grapple. A victim so savaged has his soak from armor reduced by 2 against this attack.

Mastery: If the martial artist spends a point of Willpower when activating this Charm, the reduction in the armor’s soak value is permanent until repaired. This secondary activation has no effect on artifact armor. Armor permanently reduced to 0 soak by this Charm is destroyed.

Many-Tentacled Entanglement
Cost: 5m; Mins: Martial Arts 4, Essence 2;
Type: Reflexive
Keywords: Counterattack, Decisive-only
Duration: Instant
Prerequisites: Devilfish’s Cunning Grasp

It is a fool who seeks to grip an octopus without being gripped by it, and fools deserve what they get. This Charm can be activated in response to any close range attack against which the martial artist successfully applies his Martial Arts-derived Parry Defense. As an automatic counterattack, the martial artist can attempt to initiate a grapple gambit.

Shy Devilfish Disguise
Cost: 3m; Mins: Martial Arts 3, Essence 2
Type: Reflexive
Keywords: Perilous
Duration: Instant
Prerequisites: Vitriolic Octopus Form

The octopus can change the color of its hide, literally blending in with its surroundings. It is a simple matter for the martial artist to mimic this disguise by altering the flows of Essence through his body. When the martial artist activates this Charm, he may include a roll to re-establish surprise (Ex3 p. 203) in a flurry.  When using this Charm, the martial artist’s skin literally changes color, camouflaging him almost perfectly within the environment.

Tenebrous Cloud Technique
Cost: 3m; Mins: Martial Arts 3, Essence 2;
Type: Simple
Keywords: None
Duration: One scene
Prerequisites: Vitriolic Octopus Form

The vitriolic octopus is not sated by blinding a single opponent, but spreads its hate over all near it, friend or foe. When the martial artist activates this Charm, he expels a cloud of rapidly darkening Essence from his anima, which spreads from him to cover everything in close range. This area is effectively treated as fog or night, imposing a -1 situational penalty on all relevant rolls. Anyone who knows this Charm suffers no penalties from its effects. The cloud remains stationary and cannot be moved or dispelled by mundane weather, though supernatural wind, rain, or similar effects dispel the cloud immediately. The cloud dissipates harmlessly at the end of its duration.

Essence Ink Attack
Cost: 3m; Mins: Martial Arts 4, Essence 2;
Type: Supplemental
Keywords: Decisive-only
Duration: One scene
Prerequisites: Tenebrous Cloud Technique

The octopus, when threatened, can spew a viscous cloud of ink to blind its opponents. What would the vitriolic octopus be if it did any less? This Charm is a difficulty 3 gambit. Instead of dealing damage, a stinging ink is sprayed from the martial artist’s hands. This ink blinds the target (see Ex3, p. 188), imposing a -3 situational penalty to all rolls for the remainder of the scene. The ink can only be removed by spending a turn clearing the ink from his eyes (a miscellaneous action that cannot be placed in a flurry), though it dissipates harmlessly at the end of the Charm’s duration.

Blinding Whiplash Barrage
Cost: 8m, 1wp; Mins: Martial Arts 5, Essence 3;
Type: Simple
Keywords: Terrestrial
Duration: Instant
Prerequisites: Many-Tentacled Entanglement, Essence Ink Attack

The vitriolic octopus is a vicious creature, and could never be satisfied strangling only one enemy at a time. This Charm is a magical grapple gambit including a number of grapple attempts equal to the number of available limbs the martial artist possesses (to a maximum of the martial artist’s Essence, usually four). When attempting to maintain these grapples, he makes one control roll as normal and applies it to all those engaged in the grapple. Ending one grapple, either voluntarily or as a result of losing control, does not end any others. As a side-effect, this Charm permits the martial artist to remain a participant in as many separate grapples as he initiates with this Charm, though if he should later cease to be engaged in one of these grapples, this Charm does not allow him to resume it without a separate activation.

Terrestrial: A Dragon-Blood activating this Charm can only engage in two grapple gambits simultaneously.

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The Talisman of Ten-Thousand Eyes

May 23, 2016

The final Artifact for the game I’m running is the Talisman of Ten Thousand Eyes, an artifact mentioned in the core book but not given a full suite of Evocations.  The forum user “Daerian” made a version of the Talisman and posted it on the Onyx Path Forums (here in point of fact), and I liked it so much I stole it (with Daerian’s kind permission)!  I made a few, small modifications, but otherwise I left much of the original Talisman intact.  Behold!

The Talisman of Ten Thousand Eyes (****)

A phylactery of great sorcerous puissance, this talisman is wrought from rune-etched orichalcum and set with a gleaming ruby of ten facets. Each facet seems to reflect ten more within its depths, which reflect even more, creating the illusion of infinity that gives this relic its name. You have claimed the talisman as your own, using it either to initiate yourself into sorcery or as a wellspring of power to draw upon. Its ten thousand eyes are ever watchful, giving warning when malefic forces roam unchecked, and serving as a lens through which you may cast your sight or presence.

Evocations of the Talisman of Ten Thousand Eyes

A Solar who spends 4 motes to attune to the Talisman of Ten Thousand Eyes gains Sorcerer’s Supreme Wisdom for free.

 Sorcerer’s Supreme Wisdom 
Cost: None (0-3m); Mins: Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: None
 
Upon laying his hand on the ruby of his talisman, a sorcerer can manipulate the world’s glowing patterns of Essence. His own Essence joins with the world, becoming one with the spells he casts.  All spells cast by the sorcerer, if stunted as being channeled through his Talisman, can take on motifs of his anima, representing his power and understanding of Essence– for example, if his anima materializes as giant tiger, the form of Flight of Brilliant Raptor can instead become a leaping tiger of flames. This is left to the sorcerer’s discretion – he can always cast the unmodified version of his spells if he so chooses. If the sorcerer infuses his spells with his legend, enemies’ rolls to dispel his spells suffer a -2 penalty and increase his spells’ Distortion goal by 2 to represent different, less familiar versions of spells.

Additionally, if the Sorcerer didn’t gather any sorcerous motes in the turn, he can channel his own Essence though his Talisman and use its power to stabilize his spells. He can reflexively pay up to three motes from his own Essence pool in order to not lose sorcerous motes on a one-for-one basis.

Sorcerer’s Supreme Might
Cost: 3m; Mins: Essence 1
Type: Reflexive
Keywords: None
Duration: Instant
Prerequisites: Sorcerer’s Supreme Wisdom

Upon laying his hand on the ruby of his talisman, the sorcerer can channel his energies through it, refining his powers beyond his normal limits.  When the sorcerer takes the first shape sorcery action to begin casting a spell, he can commit 3m until the spell is completed. If he does, all subsequent shape sorcery actions gain one automatic non-Charm success until the spell is cast. This power is specifically incompatible with the Hierophant’s Eye Hearthstone.

Sorcerer’s Supreme Power
Cost: None; Mins: Essence 2
Type: Supplemental
Keywords: None
Duration: Special (one spell)
Prerequisites: Sorcerer’s Supreme Wisdom

When those that are most important to him are in danger, when darkness encroaches upon things dearest to him, the sorcerer always stands firm.  Upon laying his hand on the ruby of his talisman, the sorcerer channels endless energies through it, refining his powers ever more, breaking through the limitations of his spells.

This power can only be activated in direct support or furtherance of a Defining Intimacy (or a Major or Defining Intimacy for the sorcerer’s Control spell).  When the sorcerer takes the first shape sorcery action to begin casting a spell and stunts it with a description of how she casts the spell through the talisman or draws on its power, treat the Sorcerer’s Essence rating as though it were one higher than its true value for the purpose of effect calculations. Additionally, if the shaped spell has a direct damage component (examples from Core: Death of Obsidian Butterflies, Flight of the Brilliant Raptor, or Death Ray) the sorcerer can strengthen his spell and only then cast it by gathering more sorcerous motes.  He can gather up to (2 x Essence) additional sorcerous motes before casting spell.  Every 2 sorcerous motes gathered in this fashion add 1 die to the spell’s damage.

Special activation rules: This Evocation awakens at no experience cost when the Sorcerer uses his Control spell in direct support or furtherance of a Defining Intimacy.
 

Sorcerer’s Supreme Body
Cost: 6m; Mins: Essence 2
Type: Simple
Keywords: None
Duration: One scene
Prerequisites: Sorcerer’s Supreme Might

As sorcery is the language of the world and one with it, by mastering these connections the sorcerer can use his Talisman to eschew his mortal form and for a time become one with the world.  This power cannot be used in combat. For the duration of this power, the sorcerer can materialize and dematerialize at will with no mote cost and is always able to perceive spirits.  He also cannot materialize inside any material object and is always visible as a hazy, translucent image to both material and immaterial beings.  He can be struck by material attacks while dematerialized, but they suffer a 3-die penalty.

This power automatically ends if the sorcerer rolls Join Battle, as such a violent act instantly breaks the required focus. If at the time the sorcerer was dematerialized inside a material object, he is removed from it and materialized next to it by the shortest possible route.

Sorcerer’s Supreme Mind
Cost: 6m; Mins: Essence 2
Type: Simple
Keywords: Perilous
Duration: One scene
Prerequisites: Sorcerer’s Supreme Might

The mind of the sorcerer is his greatest asset. By forcing his will through the ruby of his Talisman, the sorcerer is able to give his thoughts almost physical form, moving objects by his determination alone.

While this power is active, the Sorcerer may move objects with his mind as though manipulating them with his own body, exerting force or even lifting objects and carrying them through the air.  His telekinesis trails ripples of spatial distortion as prehensile tendrils of mental force, often taking on colors of his anima. This charm uses the lower of the sorcerer’s Intelligence or Dexterity and lower of his Occult or normally applicable Ability for determining dice pools and has a Strength of the Sorcerer’s Essence score. This power has short range. This power can hold up to Essence x2 inanimate items at the same time.  The Evocation does not have a combat function, though a particularly potent sorcerer-craftsman could potentially unlock a further Evocation to do so.

This power automatically turns of if Sorcerer suffers Initiative crash and cannot be reactivated for the next three turns – all items wielded by it instantly fall to the ground. Outside combat, this power automatically ends with the same results if the sorcerer ever loses consciousness.  This Evocation may be used even if the sorcerer is dematerialized.

Sorcerer’s Supreme Soul
Cost: 5m; Mins: Essence 3
Type: Reflexive
Keywords: Dual
Duration: Instant
Prerequisites: Sorcerer’s Supreme Body, Sorcerer’s Supreme Mind

As the sorcerer masters his body and mind, joining them with his Talisman and reforging his legend anew, he no longer fears his enemies.  The pure force of his soul channeled through his spells shields his body from charm. This power materializes as a semitransparent sphere around the sorcerer, often marked by hues of his anima.  When the sorcerer takes a shape sorcery action, he can activate this power to gain (Occult + Intelligence + Essence/2, rounded down) soak until his spell is cast or countered. This effect doesn’t stack with other magic or armor – use only the highest value.  Against decisive attacks, this Evocation provides (Essence+1) hardness or, if the sorcerer has Twilight anima power active, adds 2 to its power.

Sorcerer’s Supreme Self
Cost: None; Mins: Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Sorcerer’s Supreme Soul, Celestial Circle Sorcery

The cosmic power of the sorcerer grows together with his Talisman, while previous limits never chain him again.  By using his knowledge of higher sorceries and refining his powers through the Talisman, he becomes one with his magic.

By paying an additional point of Willpower and doubling a spell’s cost, the sorcerer can cast any Terrestrial Circle spells he knows with the added bonus as if it was his Control spell.  However, he doesn’t gain any additional special effects modifying his Control spell (for example, shaping rituals consider them normal, not Control spells) – such spells aren’t considered Control spells for any other bonuses except the spell’s own Control bonus.

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Artifacts and Evocations

May 20, 2016

As my last post hinted, I’m going to be discussing Evocations today, which are a new system in Exalted 3rd Edition (hereafter simply referred to as Exalted, since it’s the current edition).  They’re pretty rad, and they add a much-needed level of flavor to Artifacts.

The entire Artifact system has changed to a 2-5 dot system, now a Merit rather than a Background.  For those of you familiar with the new World of Darkness systems, like Requiem, this should be fairly familiar.  For others, Merits work similarly to Backgrounds but instead of being wholly on a 1-5 scale, they vary.  I’ll go into more detail on Merits in a future post.

Starting at three dots (which is where most Artifact weapons are, not coincidentally), Artifacts can now produce Evocations, which cost 10xp (or one Charm slot) to unlock.  They function for an attuned user like Charms, but usually specifically involve that Artifact.  A bow might fire arrows of love, for instance, or a sword might grow ever sharper in its wielder’s hands.  Evocations represent a growing, magical bond between attuned user and Artifact, sometimes implying or outright stating minimal to maximal levels of sentience.

The idea is that every Artifact weapon now comes with its own suite (3 or so) of Evocations, which are customized to the Artifact in question.  Armors and miscellaneous Artifacts, such as amulets and bracers, can also have their own Evocation suites, as long as they are at least Artifact 3.  While this does put a little more stress on the ST to come up with appropriate Evocations for every Artifact, it also makes every Artifact unique, like they always should have been.  No longer is your three-dot daiklave the same as Steve’s three-dot daiklave, but you wield Stormbolt while his sword is Karnak the Render.  They have different names, histories, and now, different powers.

In that vein, I present the third of my Artifacts for a game I am soon to run:

Perception of Impulse (Orichalcum-and-Jade Infinite Chakram) Artifact (3)

This infinite chakram is crafted of white jade, shot through with veins and runes of orichalcum inscribing the thirty-three names of Olgur-Zalesh. Crafted by a master smith of the Realm for his Immaculate cousin, it is specifically intended to hunt and kill demons – though it has slain more than one Anathema in its time as well. Marek the Bold was the first to die beneath its razor edge at the hands of Cynis Syazana, but not the last. At least three Lunars were killed by the Wyld Hunt that bore this chakram, and countless spawn of the Yozis have fallen to its strikes. For all that, it still hungers for the blood of demons.

Whenever a Solar or Dragon-Blood who is attuned to this Artifact makes a successful decisive Thrown attack with Perception of Impulse against a demon, he adds that demon’s Circle to his base Initiative upon resetting.

Ricochet
Cost: 5m; Mins: Essence 1
Type: Reflexive
Keywords: Withering-only
Duration: Instant
Prerequisites: None

The least of Perception of Impulse’s powers is a simple ricochet trick, guided by its wielder’s Essence. This Evocation can only be activated when the wielder succeeds at a decisive Thrown attack made with Perception of Impulse. If the attack is successful, immediately after resetting to base Initiative, the wielder can make one reflexive withering Thrown attack with Perception of Impulse at any one character within Close range of the first target. This Evocation’s cost drops to 1m if either target is a demon.

Kiss of Momentum
Cost: 10m ; Mins: Essence 1
Type: Reflexive
Keywords: Decisive-only
Duration: Instant
Prerequisites: Ricochet

Perception of Impulse amplifies its thrown force at its wielder’s command. This Evocation is activated after a successful decisive Thrown attack made with Perception of Impulse. If the damage roll generates at least one success, the target is knocked prone by the force of the blow. The more damaging the blow, the more forcefully her opponent will be knocked away from him:

For at least three successes, the opponent is lifted and bodily hurled into an object or surface within close range, hitting it with an impact equivalent to falling a short distance, destroying any less-obdurate objects she collides with, such as wooden furniture.

At four or more successes, the foe is knocked into an object at close range with tremendous force, or is sent sailing a remarkable distance by the force of the blow. If the former, the opponent hits a surface with force sufficient to leave cracks in a stone wall, impacting with a surface as if he had fallen from a medium distance. If the latter, the force throws him to short range with a short-distance falling impact.

If the target of this attack is a demon, the Evocation’s cost drops to 5m.

Forceful Banishment
Cost: 5m, 1W; Mins: Essence 2
Type: Simple
Keywords: Psyche
Duration: Instant
Prerequisites: Kiss of Momentum

Demons are tricky monsters, able to phase into and out of reality with a thought. Perception of Impulse dislikes this, and forces them back into the material world. This Evocation is a special difficulty 3 gambit made with Perception of Impulse against a dematerialized entity. If the gambit is successful, the wielder may immediately engage in a battle of wits with the spirit. The wielder makes a reflexive (Wits + Occult) roll against the spirit’s Resolve. If successful, the spirit is forced to materialize reflexively and at no mote cost. The spirit cannot dematerialize for one round per point by which the Occult roll beat its Resolve unless it spends two Willpower to overcome this mind-influencing effect.

If this Evocation is successfully used against an unbound demon, instead of forcing the target to materialize, it banishes the demon instantly as if through the appropriate “Demon of the X Circle” spell. It literally hits the demon so hard it ceases to exist in Creation.

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Exalted 3rd Edition and Holy Hell, I’m Back!

May 19, 2016

Well, with the release of Exalted 3rd Edition, it seems like it’s time to brush off the cobwebs and blow the dust off this old ‘blog!  A lot has changed since my last post, and I don’t just mean editions, but I’m back and ready to go!  In fact, rather than starting with a post ABOUT the new system, I’m going to toss out a couple Artifacts I created with their associated Evocations (which are an amazing new thing in 3E that lets your Artifacts get Charms)!  I’ll follow up with a real post in a day or two, but for now, enjoy!

Luminous Rapture (Orichalcum and Starmetal Powerbow) Artifact (3)

There once was a knight who loved too much. His heart beat wildly for every beautiful young man or woman who crossed his path, and it tormented him that he could not control his passionate infatuations. After years of brief romances that all left him heartbroken, he prayed to Venus, sacrificing his sword, his horse, and his knighthood to her in a blaze of passion. Possibly inspired by his devotion, or possibly amused by his actions, or possibly simply inscrutable, Venus appeared before the once-knight and gave him two gifts to steal the passion from his heart. The first was simply the sight of her, who drove the thought of any mortal woman from his heart for all his life, leaving him pining only for the Maiden of Serenity. The second was this bow,

Named Luminous Rapture by its first wielder, who forswore ever using a sword again and became a masterful archer, this bow was truly made for a Solar Exalt’s hand. It strikes flesh as well as any powerbow, but its true strength comes when it strikes the heart. However, its powers cannot help but affect the wielder as well as the target, bearing the curse of the once-knight with the blessing of the Maiden of Serenity.

The legends of its original wielder have been lost through the Shogunate. Some say he was himself a Solar Exalt who met his end at the hands of the Wyld Hunt. Others claim he was but a mortal man and never unlocked the true secrets of his bow. These same people suggest the bow was not meant for him, but was intended to be passed eventually into the hands of its true owner. Venus herself has never been asked about the origins of the weapon.

A Solar who attunes this artifact can extend the Duration of Phantom Arrow Technique to One Action.  It has never been attuned by a Sidereal, but rumor has it the bow possesses additional powers if wielded by one of Venus’ Chosen.

Passion’s a Prison
Cost: 1m ; Mins: Essence 1
Type: Supplemental
Keywords: Uniform
Duration: Instant
Prerequisites: Phantom Arrow Technique

The Curse of the Once-Knight is carried in the depths of this bow, but through some perverse trick (perhaps the will of Venus herself), the curse is the first of the bow’s magical properties to be easily unlocked. This Evocation enhances a withering or decisive Archery attack made with the use of its prerequisite. A phantom arrow enhanced by this Evocation deals no damage to its victim. Instead, it automatically creates in the archer an Intimacy of love toward the target. This Intimacy begins at Major intensity, but is otherwise treated as a normal Intimacy for all purposes.

Shot through the Heart
Cost: 5m, 1W ; Mins: Essence 2
Type: Supplemental
Keywords: Decisive-only
Duration: Instant
Prerequisites: Passion’s a Prison

The truest power of Luminous Rapture is to share her wielder’s love with those around her, if they can bear the suffering of their omnipresent adoration. This Evocation supplements a decisive Archery attack made with Luminous Rapture. This attack is made against the target’s Resolve. If the attack is successful, it deals no damage. Instead, it functions as an instill action to create or strengthen an Intimacy of love. The archer must possess the same Intimacy at an intensity of at least Minor in order to instill the Intimacy in a target.

Give Love a Bad Name
Cost: 5m; Mins: Essence 2
Type: Supplemental
Keywords: Uniform
Duration: Instant
Prerequisites: Shot through the Heart

Love hurts, it has been said, but Venus is nothing if not merciful. The Maiden of Serenity grants this Evocation the power to undo some of the hurt caused by love’s labors. This Evocation enhances a withering or decisive Archery attack made with Luminous Rapture and the use of Phantom Arrow Technique. A phantom arrow enhanced by this Evocation deals no damage to its victim. Instead, it automatically eliminates from the user an Intimacy of love toward the target. If the Intimacy was created by magic, the archer regains a single point of spent Willpower when successfully eliminating the Intimacy this way.

 

 

Staff of Ten-Thousand Thunders (Orichalcum and Jade Wrackstaff) Artifact (3)

The origins of the Staff of Ten-Thousand Thunders begin near the end of the First Age, when two sorcerers, one Solar and one Dragon-Blooded, entered a philosophical debate about the nature of lightning. After ten years of debate, the pair had created this staff as a side-effect of their good-natured argument. Unfortunately for the Solar, the staff was instrumental in his downfall at the hands of the Dragon-Blood during the Usurpation.

Since, the staff has been passed from Dragon-Blood to Dragon-Blood, eventually landing in the vaults of House Peleps on the Blessed Isle. There it waits for the right sorcerer to wield it, that it might taste again of the Essence of sorcery flowing through it.

A Solar or Dragon-Blood who spends an additional 2 motes to attune to the Staff of Ten-Thousand Thunders gains an additional non-Charm die on Shape Sorcery actions.

Overcast
Cost: +None ; Mins: Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Terrestrial Circle Sorcery

The Staff of Ten-Thousand Thunders hungers for the fruits of sorcery, gathering them like a storm gathers lightning. Whenever the attuned wielder takes a Shape Sorcery action and successfully casts a spell, if there are any extra motes leftover from the spell’s cost, he may store (Essence) sorcerous motes in the Staff indefinitely. He may reflexively withdraw these motes as part of a future Shape Sorcery action. As long as the Staff has at least one mote stored this way, it crackles with obvious lightning and rumbles ominously, imposing a penalty on Stealth rolls equal to the number of motes stored.

Rolling Thunder
Cost: 1-5m; Mins: Essence 2
Type: Reflexive
Keywords: None
Duration: Instant
Prerequisites: Overcast

Momentum builds like thunder within the Staff. A skilled wielder can utilize this momentum to power their spells. Whenever the attuned sorcerer takes a Shape Sorcery action and successfully casts a spell with sorcerous motes remaining, he may activate this Evocation. For the cost of 1m each, he can keep up to 5 leftover sorcerous motes stored until his next action. If his next action is a Shape Sorcery action, those motes can count toward the spell he is casting. If not, the excess motes are lost.

Thunderbolt
Cost: 13m, 1W ; Mins: Essence 3
Type: Simple
Keywords: Decisive-only, Perilous
Duration: Instant
Prerequisites: None

Locked within the depths of the staff is a true tie to thunder, expressed in bolts of pure Essence lightning. This Evocation is a decisive attack made with the sorcerer’s (Perception + Occult) against an enemy at up to Medium range. If successful, the attack deals (the sorcerer’s current Initiative + current temporary Willpower) dice of damage. If the attack deals more levels of damage than the target’s Stamina, the target is also knocked prone.