[Nightmares of the Second Age] The Daily Scribe

You can post in both threads, just make sure you note which character it is.
 
A large part of Rose's charms deal with intimacies, so I figured I should take a moment to discuss them. This is largely for Sherwood's benefit, but unless the rule of this game is that charms generally don't work on other PCs, it is also relevant to the rest of you.


1) Whenever she successfully makes a social attack against another, they instantly gain a positive intimacy of their own choice towards her unless they pay 1 wp. Since "social attack" is just game-speak for "convince someone," most people who are around her for any amount of time will have such an intimacy unless they try hard not to get it.


2) Anyone who has a positive Intimacy toward Rose are subject of an Unnatural Illusion that her Appearance is twice its normal value (bringing it to 12). This too can be resisted for 1wp.


3) Anyone who has a positive Intimacy toward her must pay 1wp whenever they want to take a deliberate action they think will bring her harm (be it physical, emotional, political or even financial).


The first two effects come from Infatuation Gathering Idol Methodology (Lords of Creation page 64), and the third from Eternal Empress of Love Attitude (Lords of Creation page 66). The former charm is Permanent and the latter is Indefinite, so all of the above effects are active all the time.


The upshot is that it's really hard not to like Rose, and it's really hard to work against her once you do like her.
 
I am sure that I have no idea what you're talking about.
 
[QUOTE="MaHaSuchi's700]So you have Glorious Solar Paranoia Method active too?

[/QUOTE]
I think Lawgiver's Parable Defense will be my next target for Charm purchasing.
 
Mmmm, I cannot quite decide on whether or not throwing caution to the wind and spamming them with Husband-Seducing Demon Dance is a good idea or a terrible idea.
 
Temperence 5 says no. Or rather, screams it at the top of its lungs... So, yeah. NMI for the first round
 
@Sherwood, are Filial Wisdom and Hammon carrying their weapons in the hands, or do they just have them with them?
 
They both have their weapons in their sheaths, not in their hands.
 
@Sherwood, do you have a rule of thump as to how long we can expect a Story to be? As in, how many scenes between virtue channel regains?
 
I'm not quite sure what you mean. Are you asking how long the various scenes are going to be on average?
 
No. I'm referring to the rule that you can channel your virtues (spending a point of wp and getting extra dice equal to that virtue's rating) a number of times per Story equal to that virtue's rating. However, as Story is a rather loosely defined term, I find it helpful to know how long an ST counts on one running over.
 
Ah. I see. We will rule that every new thread you can channel your virtues.
 
I think that's quite a bit more often than is common. It would pretty much mean that characters can afford to channel a virtue at 5 on most of their rolls. But if you stick with it, will you let me retroactively channel Temperence on Rose's attempt to convince Filial that not having weapons at a peace talk is a good idea?
 
I would say that each new Chapter as it were. eg Taking of Rathess would count as one 'story'


EDIT: Also, no AoE social effects on Rin please :)
 
Hmm. I suppose that MrSerious has a good idea with the story breakdown. Lets go with that. Esbilon, if you still want to, you can make the Temperence roll.
 
OK so FW just spent willpower to resist (how many?) and may also have some form of Essence sense to boot. Which is a fair assumption given his age and how loaded he is with artifacts and hearthstones.
 
Hey Esbilon, didn't you just use a combo there to use both the 2nd Excellency and ISS? They're used freely but you still need to spend 1wp to use more than 1 Charm per action.
 
Scroll of Errata, page 13


Exalts need not spend experience to purchase or create


Combos, nor spend Willpower to activate them. Characters


may simultaneously activate as many of their Charms as they


desire, so long as the combination of powers activated obeys


the rules for creating Combos (for example, characters still may


not activate two Simple Charms simultaneously, nor activate


another Charm at the same time as a Charm that lacks the


Combo-OK keyword).
 

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