Aenima Donum

  • April 13, 2006 at 10:38 pm #1986
    VEST Paradox
    Participant

    [div align=”center”]Aenima Charms
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    Aenima possess a link to the energies of Akasha, those energies that make crossroads of the realm stable and real for those who dwell inside. These special abilities are called Charms and allow the Aenima to become more and more a part of the function and purpose of Akasha.

    Sample Charm Listing:

    Charm Name [ Cost ]
    Room Command: Room command for activation
    Generation Cost: Charm point cost at Generation
    Experience Cost: Charm cost with Experience Points
    Breed ID: Wether the Charm can cause a Breed ID
    Range: Self, Touch, FEC, LOS
    Roll System: The roll required to activate the Charm and the target number needed for the character to succeed
    Duration/Activation: How long the effects of the Charm last. The role-played effects of certain Charms can last a lot longer than the combat effects. Also listed here is the number of rounds it takes to activate the Charm.
    Effect/Description: This is a description of the Charm and its effects.

    Most of the time your character tries to use an Charm, you will need to do three things. First, your character must harness the energy within required to activate the ability. Whether this be concentrating on a target, chanting a ritual, screaming at the top of your lungs, etc. Then you must enter the room command. This command is listed in parenthesis on the top line of the Charms description. They are used to alert the host and the other players that you are using a Charm. The other characters may not be aware of this, but their players should be. During the duration of the ability, you burn the fuel in order to perform it. Therefore, once the abilities duration is concluded you will expend the soul listed. You must decrease your character's soul statistic by each point listed to the right of the abilities name. The final thing you have to do is follow the rest of the description. This is usually a dice roll and upon success, some sort of effect.

    Range of Effect Definitions
    Masteries include four different areas of effect. These are: Self, Touch, Forced Eye Contact (FEC), and Line of Sight (LOS). Below are the descriptions of how these work. Some masteries will not apply to these ranges such as Extended Mindspeak (EMS).

    Self ~ Charms with a range of Self can only be used on the user, there are no exceptions. Some examples of this are the various shape changing masteries the breeds have.

    Touch ~ Charms with a range of Touch require you to touch the person via RP. If resisted, then use the normal grapple or attack rules. (Both rolls must be witnessed by a Host or ST). Once Touch is made, the charm can be rolled immediately on the same round. This contact must be maintained for the entire activation time of the ability and if the contact is broken before it is successfully activated the ability fails.

    (e.g. it takes two rounds to activate a Charm being used on someone then you must hold onto them the full two rounds)

    FEC ~
    Charms with a range of FEC can only be used within conversation distance (roughly 15 feet). In order to catch a persons eye and maintain contact the user must roll 2d6 + Will -vs- the Targets 2d6 + Will. Once Touch is made, the Charm can be rolled immediately on the same round. This contact must be maintained for the entire activation time of the Charm and if the contact is broken before it is successfully activated the Charm fails.

    LOS ~ Line of Sight Charms require just that, a line of sight. The target of the Charm can be any distance as long as they can see the target. This contact must be maintained for the entire activation time of the Charm and if the contact is broken before it is successfully activated the Charm fails.

    [div align=”center”]Charms
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