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Rake Staff

 
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flossy
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PostPosted: Tue Nov 15, 2016 3:52 pm    Post subject: Rake Staff Reply with quote

My Awake the Sleeper means I have five evocations.

The ninth one let's me be in two places at once with a -1 penalty.

So what we want to know is, what are the rest of them? Smile
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Mad Dwarf



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PostPosted: Thu Nov 17, 2016 6:47 pm    Post subject: Reply with quote

From previous thread:
http://www.themutepoint.com/rpg/viewtopic.php?t=7743

Medium/Heavy Artefact Weapon
5 Attunement
Artifact Lvl 5
Themes: White Reaper, Change, Metamorphosis

Most of the proposed Evocations were for Woody to mix Courtesan and White Reaper styles. I can't see Ben taking Martial Arts any time soon, so different ones will be needed.
(Sui will eventually learn White Reaper, but way, way down the list ...)

The Flexible Staff (Choose whether is Light, Medium or Heavy weapon before each attack) sounds ok.

Not sure what else. Can you sneak "Change? Like Sorcerous Change?" past Nick? Wink
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Urban Spaceman



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PostPosted: Sun Nov 20, 2016 3:12 pm    Post subject: Reply with quote

Staff of Ages. Themes: Metamorphasis, Change ( of the individual or Creation) Level 5 Artifact. Medium Weapon.

The Staff has powers unique to the individual. Including Front Loading.
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Urban Spaceman



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PostPosted: Sun Nov 20, 2016 5:34 pm    Post subject: Reply with quote

Front Loaded Power: When you cast a spell and generate too many motes make a note of how many are unused. These may be used to reroll unsuccessful Mote Gathering Dice on the next spell within the scene.

Evocations:

(1) Manifold Hammers of Justice. 3m Reflexive. Change what the Staff is classed as. Light,Medium,Heavy. a second activation can then change the tags.

(2) Urban Regeneration. 6m, 1WP. Simple. By playing the Staff as an instrument using a bow the character may reshape the landscape around him Man+Per. This is not a combat speed action. Use outside of Republic Territory may anger spirits whose domains are altered.

(3) Thousand Yard Step. 10m Simple. In a Blaze of Power you may step to the side of an Ally within Long range as long as neither of you are in close combat. This counts as your movement action for the turn.

(4) Glorious Hand of the redeemer. 7m, 1WP Reflexive. Upon stripping an offending spirit of its last health level with GET you may instead chose to alter something of the spirits fundemental nature. The Spirit must recover naturally. Truly extreme transformations may require several uses of the charm.

(5) Staff of Alliance. 1m, Reflexive. When an ally at Close range for whom you have an intimacy seeks to take action for which they lack the necessary reserves you may pay in their stead. You must pay the full cost of any charms they seek to use and they may not have those reserves themselves.
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Last edited by Urban Spaceman on Mon Nov 21, 2016 6:00 pm; edited 2 times in total
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Urban Spaceman



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PostPosted: Sun Nov 20, 2016 5:37 pm    Post subject: Reply with quote

Unbrought Evocations

(6)

(7)

(Cool

(9) Emulation of the Unconquered. Permanent. Free. E5. Just like he who chose you you may be in 2 places at once. One may be Mobile, the other MUST remain sequestered in a place of power. Both versions are fully aware of what the other is. Both suffer a -1 on all actions as a result of the feedback. If either version dies or the Immobile one is forced to move the Effect ends and the character is reduced to E4 ( with a consequent loss of charms equal to the loss of xp involved)
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flossy
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PostPosted: Sun Nov 20, 2016 10:22 pm    Post subject: Reply with quote

Couple of clarification points

Urban Regeneration - What sort of size are we talking about?

Thousand Yard Step - Both simple and counts as movement? Would be good to do something in the round.

Manifold Hammers of Justice - Could I perhaps choose what tags it has as it mutates in form?

Might of the Exalted Host - "who is at Bonfire beyond the First", do you mean the first individual or first exalted type? If exalted type it would seem pretty meaningless 99% of the time, even without that not exactly likely.

Emulation of the Unconquered - Probably doesn't matter as is Essence 5, but is there any reasonable way in which a minus one static penalty can be avoided? Does not sound like a wise way to go adventuring and I do not recall any similar penalty for another 'extra existences'.
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Mad Dwarf



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PostPosted: Sun Nov 20, 2016 10:45 pm    Post subject: Reply with quote

I would agree on 1,000 Yard Step. For it to take an action, as well as movement, is quite limiting (although extra combat-movement is a rare effect, so should be limited somehow). Can it be Flurried?

The Multi-existence Behemoth we encountered was taking Penalties fro having extra forms, if I remember rightly.
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Urban Spaceman



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PostPosted: Mon Nov 21, 2016 5:32 pm    Post subject: Reply with quote

Urban Regeneration. Size has been left deliberately vague.

Thousand Yard Step. Yes its a movement action and is a Simple action. It moves you 3 zones. It will not disengage you or rush someone and you need to go to an ally. Not duplicated anywhere in the charm codex although you can do something similar with terrestrial magic if you can get a copy.

Manifold Hammers of Justice. Ok but changing magnitude and tags is TWO activations 6 m Reflexive.

Might of the Exalted Host: OK we'll take that off you then. To be replaced with Glorious Hand of the Redeemer.


Emulation of the Unconquered. Which other 'extra existence charms' are you referring to?. There are other avoid Death Charms. Apex Socialize and Craft i beleive. Neither of them gives you an extra character in the game.
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flossy
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PostPosted: Mon Nov 21, 2016 6:30 pm    Post subject: Reply with quote

Ghost Eating Technique
Quote:
If a spirit is slain by this attack, it is destroyed permanently,
and the pattern of its Essence is subsumed by the Solar’s
anima


So I don't get how Glorious Hand of the redeemer works, as the spirit has been destroyed.

Also not sure how I choose to use Urban Regeneration if don't know what it'll do.
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