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| lohhariexalted:paju_lomake [2025/01/02 15:57] – amoeba | lohhariexalted:paju_lomake [2026/02/22 14:48] (current) – Osittain korjattu hahmis paakayttaja |
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| {| style="width:100%;" | {| style="width:100%;" |
| |- | |- |
| | style="width:25%" | Nimi: Paju Vakava || style="width:75%" | Motivaatio: | | style="width:25%" | Nimi: Paju Vakava || style="width:75%;vertical-align: top" rowspan="2" | Anima: Kukkaisköynnöksiä, kasvavat & kiemurtelevat innokkaasti ympärillä,\\ päästäen erilaisia pöllähdyksiä. |
| |- | |- |
| | Aspekti: Puu || Anima: Kukkaisköynnöksiä | | Aspekti: Puu || |
| |} | |} |
| |
| ****Attributes**** | **Attributes** |
| ---- | ---- |
| {| style="width:100%" | {| style="width:100%" |
| ! style="width:33%" | <!-- <BIG>Intimacies, Limit</BIG> --> | ! style="width:33%" | <!-- <BIG>Intimacies, Limit</BIG> --> |
| |- | |- |
| | <!-- Column 1, Abilities: Caste + Favored **bolded**, if others have excellency then __underlined__. --> | | <!-- Column 1, Abilities: Caste + Favored //slanted//, if has excellency then __underlined__, specialties get <sup>#</sup>. --> |
| {| | {| |
| ! style="color:aqua" align="center" colspan=2 | Air | ! style="color:cyan" align="center" colspan="2" | Air |
| |- | |- |
| | style="width:80%" | Linguistics || style="width:20%" | {{:file:wwdots3_noalpha.png?nolink|}} | | style="width:80%" | Linguistics || style="width:20%" | {{:file:wwdots3_noalpha.png?nolink|}} |
| | //Lore// || {{:file:wwdots3_noalpha.png?nolink|}} <!-- Note source (p.153) --> | | //Lore// || {{:file:wwdots3_noalpha.png?nolink|}} <!-- Note source (p.153) --> |
| |- | |- |
| | //__Occult__// || {{:file:wwdots4_noalpha.png?nolink|}} | | //__Occult__//<sup>1</sup> || {{:file:wwdots4_noalpha.png?nolink|}} |
| |- | |- |
| | Stealth || {{:file:wwdots0_noalpha.png?nolink|}} | | Stealth || {{:file:wwdots0_noalpha.png?nolink|}} |
| | Thrown || {{:file:wwdots0_noalpha.png?nolink|}} | | Thrown || {{:file:wwdots0_noalpha.png?nolink|}} |
| |- | |- |
| ! style="color:silver" align="center" colspan=2 | Earth | ! style="color:silver" align="center" colspan="2" | Earth |
| |- | |- |
| | __Awareness__ || {{:file:wwdots4_noalpha.png?nolink|}} | | __Awareness__<sup>1</sup> || {{:file:wwdots4_noalpha.png?nolink|}} |
| |- | |- |
| | Craft || {{:file:wwdots0_noalpha.png?nolink|}} | | Craft || {{:file:wwdots0_noalpha.png?nolink|}} |
| |- | |- |
| | //__Integrity__//* || {{:file:wwdots2_noalpha.png?nolink|}} | | //__Integrity__//<sup>1</sup> || {{:file:wwdots2_noalpha.png?nolink|}} |
| |- | |- |
| | Resistance || {{:file:wwdots3_noalpha.png?nolink|}} | | Resistance || {{:file:wwdots3_noalpha.png?nolink|}} |
| | War || {{:file:wwdots1_noalpha.png?nolink|}} | | War || {{:file:wwdots1_noalpha.png?nolink|}} |
| |- | |- |
| ! style="color:red" align="center" colspan=2 | Fire | ! style="color:red" align="center" colspan="2" | Fire |
| |- | |- |
| | Athletics || {{:file:wwdots2_noalpha.png?nolink|}} | | Athletics || {{:file:wwdots2_noalpha.png?nolink|}} |
| | Presence || {{:file:wwdots2_noalpha.png?nolink|}} | | Presence || {{:file:wwdots2_noalpha.png?nolink|}} |
| |- | |- |
| | //__Socialize__//* || {{:file:wwdots5_noalpha.png?nolink|}} | | //__Socialize__//<sup>1</sup> || {{:file:wwdots5_noalpha.png?nolink|}} |
| |- | |- |
| ! style="color:#00003f" align="center" colspan=2 | Water | ! style="color:#1f3f7f" align="center" colspan="2" | Water |
| |- | |- |
| | Bureaucracy || {{:file:wwdots1_noalpha.png?nolink|}} | | Bureaucracy || {{:file:wwdots1_noalpha.png?nolink|}} |
| |- | |- |
| | __Investigation__* || {{:file:wwdots2_noalpha.png?nolink|}} | | __Investigation__<sup>1</sup> || {{:file:wwdots2_noalpha.png?nolink|}} |
| |- | |- |
| | //__Brawl__// || {{:file:wwdots0_noalpha.png?nolink|}} | | //__Brawl__// || {{:file:wwdots0_noalpha.png?nolink|}} |
| | Sail || {{:file:wwdots1_noalpha.png?nolink|}} | | Sail || {{:file:wwdots1_noalpha.png?nolink|}} |
| |- | |- |
| ! style="color:green" align="center" colspan=2 | Wood | ! style="color:green" align="center" colspan="2" | Wood |
| |- | |- |
| | //__Archery__//* || {{:file:wwdots5_noalpha.png?nolink|}} | | //__Archery__//<sup>1</sup> || {{:file:wwdots5_noalpha.png?nolink|}} |
| |- | |- |
| | //__Medicine__//* || {{:file:wwdots5_noalpha.png?nolink|}} | | //__Medicine__//<sup>1</sup> || {{:file:wwdots5_noalpha.png?nolink|}} |
| |- | |- |
| | //__Performance__//* || {{:file:wwdots5_noalpha.png?nolink|}} | | //__Performance__//<sup>1</sup> || {{:file:wwdots5_noalpha.png?nolink|}} |
| |- | |- |
| | //Ride// || {{:file:wwdots0_noalpha.png?nolink|}} | | //Ride// || {{:file:wwdots0_noalpha.png?nolink|}} |
| |- | |- |
| | //Survival// || {{:file:wwdots3_noalpha.png?nolink|}} | | //__Survival__// || {{:file:wwdots3_noalpha.png?nolink|}} |
| |} | |} |
| | style="vertical-align: top" | <!-- Column 2; Merits, other abilities, Specialties, Experience. Add lines as necessary --> | | style="vertical-align: top" | <!-- Column 2; Merits, other abilities, Specialties, Experience. Add lines as necessary --> |
| {| | {| |
| |- <!-- Merit types are _I_nnate (only through magic), _P_urchased (new rate x 3 exp), and _S_tory (with character actions). --> | |- <!-- Merit types are _I_nnate (only through magic), _P_urchased (new rate x 3 exp), and _S_tory (with character actions). All can be taken at character creation, type determines how they can be gained during play. --> |
| <!-- All can be taken at character creation, type determines how they can be gained during play. --> | |
| ! style="width:75%; text-align:left" | Merit || style="width:20%" | Dots || style="width:5%" |<small>Type</small> | ! style="width:75%; text-align:left" | Merit || style="width:20%" | Dots || style="width:5%" |<small>Type</small> |
| |- | |- |
| | Martial Artist || //!Free!// || P <!-- Don't need Brawl 1, p. 163 --> | | Martial Artist || //!Free!// || P <!-- Don't need Brawl 1, p. 163 --> |
| |- | |- |
| ! style="text-align:left" colspan=2 | Other abilities | ! style="text-align:left" colspan="3" | Other abilities |
| |- | |- |
| | //__Martial Arts__//* (Wood Dragon Style) || {{:file:wwdots4_noalpha.png?nolink|}} | | //__Martial Arts__//<sup>1</sup> (Wood Dragon Style) || colspan="2" | {{:file:wwdots4_noalpha.png?nolink|}} |
| |- | |- |
| | Craft: type || colspan=2 | {{:file:wwdots0_noalpha.png?nolink|}} | | Craft: type || colspan="2" | {{:file:wwdots0_noalpha.png?nolink|}} |
| |- | |- |
| ! style="text-align:left" colspan=2 | Specialties || style="text-align:left" |<small>Abil</small> <!-- Ability specialty is attached to --> | ! style="text-align:left" colspan="2" | Specialties || style="text-align:left" |<small>Abil</small> <!-- Ability specialty is attached to --> |
| |- | |- |
| | colspan=2 | Staves (Wood Dragon Style) || MA | | colspan="2" | Staves (Wood Dragon Style) || MA |
| |- | |- |
| | colspan=2 | Creatures of Death || Arch | | colspan="2" | Creatures of Death || Arch |
| |- | |- |
| | colspan=2 | Dragonblooded || Int | | colspan="2" | Dragonblooded || Int |
| |- | |- |
| | colspan=2 | Speeches || Perf | | colspan="2" | Speeches || Perf |
| |- | |- |
| | colspan=2 | High Society || Soc | | colspan="2" | High Society || Soc |
| |- | |- |
| | colspan=2 | Plots || Inv | | colspan="2" | Plots || Inv |
| |- | |- |
| | colspan=2 | Battle wounds || Med | | colspan="2" | Battle wounds || Med |
| |- | |- |
| | colspan=2 | Join Battle || Aw | | colspan="2" | Join Battle || Aw |
| |- | |- |
| | colspan=2 | Creatures of Death || Occ | | colspan="2" | Creatures of Death || Occ |
| |- | |- |
| |} | |} |
| {| | {| |
| |- | |- |
| | | | {| style="width:100%" |
| {| style="width:100%" | |
| |- | |- |
| | style="width:50%" | Resolve: 4 <!-- [Wits + Integrity] / 2 (p. 214) --> | | style="width:50%" | Resolve: 4 <!-- [Wits + Integrity] / 2 (p. 214) --> |
| | "Parannan muiden vammoja & sairauksia, joten olen hyvä ihminen." || Minor | | "Parannan muiden vammoja & sairauksia, joten olen hyvä ihminen." || Minor |
| |- style="vertical-align: top" | |- style="vertical-align: top" |
| | Ashira: Turhautuneisuus & Ylenkatse || Minor | | Ashira: Turhautuneisuus & ylenkatse || Minor |
| |- style="vertical-align: top" | |- style="vertical-align: top" |
| | Perhe (aviomies & muut lapset): Huolehtiminen || Minor | | Perhe (aviomies & muut lapset): Huolehtiminen || Minor |
| |- style="vertical-align: top" | |- style="vertical-align: top" |
| | Inara: Luotettava Pelepsien etujen ajaja || Minor | | Inara: Luotettava Pelepsien etujen ajaja || Minor |
| | |- style="vertical-align: top" |
| | | Kuoleman otukset: tuhottavia (ainakin enimmäkseen) || Minor |
| |} | |} |
| |- | |- |
| |} | |} |
| |
| ****Combat**** | **Combat** |
| ---- | ---- |
| {| style="width:100%" | {| style="width:100%" |
| |- | |- |
| | Dex + Athletics pool: 7 <small>(Rush; against Disengage; Withdraw (goal number 10))</small> | | Dex + Athletics pool: 7 <small>(Rush; against Disengage; Withdraw (goal number 10))</small> |
| |} | |} |
| | | |
| {| style="width:100%" | {| style="width:100%" |
| ! colspan=3 | Health Levels <!-- As with Willpower, change Full boxes to Empty ones for extra health levels. --> | ! colspan="3" | Health Levels <!-- As with Willpower, change Full boxes to Empty ones for extra health levels. --> |
| |- | |- |
| | style="width:18%" | 0 | | style="width:18%" | 0 |
| |- | |- |
| | -4 | | -4 |
| | style="text-align:right" colspan=2 | {{:file:wwsquaree_noalpha.png?nolink|}} | | style="text-align:right" colspan="2" | {{:file:wwsquaree_noalpha.png?nolink|}} |
| |- | |- |
| | colspan=2 | Incapacitated | | colspan="2" | Incapacitated |
| | style="text-align:right" | {{:file:wwsquaree_noalpha.png?nolink|}} | | style="text-align:right" | {{:file:wwsquaree_noalpha.png?nolink|}} |
| |- | |- |
| | style="vertical-align: top" | | | style="vertical-align: top" | |
| {| style="width:100%" | {| style="width:100%" |
| ! colspan=9 | Weapons & Attacks | ! colspan="9" | Weapons & Attacks |
| |- | |- |
| | Name | | Name |
| | Elemental Bolt || 9+ || 12 || – || <small>Below</small> || 12L || – || 4 || Archery | | Elemental Bolt || 9+ || 12 || – || <small>Below</small> || 12L || – || 4 || Archery |
| |- style="vertical-align: top" | |- style="vertical-align: top" |
| | colspan=9 | Accuracy bonus at range: Close: +5, Short: +4, Medium: +3, Long: 0, Extreme: -2 | | colspan="9" | Accuracy bonus at range: Close: +5, Short: +4, Medium: +3, Long: 0, Extreme: -2 |
| |- style="vertical-align: top" | |- style="vertical-align: top" |
| | Powerbow || 9+ || 14 || – || <small>Below</small> || 12L || – || 4 || Lethal, Archery (Long) | | Powerbow || 9+ || 14 || – || <small>Below</small> || 12L || – || 4 || Lethal, Archery (Long) |
| |- style="vertical-align: top" | |- style="vertical-align: top" |
| | colspan=9 | Accuracy bonus at range: Close: -1, Short: +5, Medium: +3, Long: +1, Extreme: -1 | | colspan="9" | Accuracy bonus at range: Close: -1, Short: +5, Medium: +3, Long: +1, Extreme: -1 |
| <!-- | <!-- |
| |- style="vertical-align: top" | |- style="vertical-align: top" |
| | || || || || || || || || | | || || || || || || || || |
| |- style="vertical-align: top" | |- style="vertical-align: top" |
| | colspan=9 | Accuracy bonus at range: Close: _, Short: _, Medium: _, Long: _, Extreme: _ | | colspan="9" | Accuracy bonus at range: Close: _, Short: _, Medium: _, Long: _, Extreme: _ |
| --> | --> |
| |- <!-- Name, WithA, WithD, Par, WAcc, WDam, WDef, OW, Tags --> style="vertical-align: top" | |- <!-- Name, WithA, WithD, Par, WAcc, WDam, WDef, OW, Tags --> style="vertical-align: top" |
| {| style="width:100%" | {| style="width:100%" |
| |- | |- |
| ! colspan=6 | Armor | ! colspan="6" | Armor |
| |- | |- |
| | Name | | Name |
| |} | |} |
| |
| ****Charms**** | **Charms** |
| ---- | ---- |
| {| style="width:100%" | {| style="width:100%" |
| | Excellency || All below || 1m || Scene || Refl || Bal (Elem) || Gain dice (max Ability + Speciality) as follows: +1 always, +1 for relevant speciality, +1/+2 if applicable intimacy (life-threatening situation counts as +2 to surviving), +0-+2 from anima. | | Excellency || All below || 1m || Scene || Refl || Bal (Elem) || Gain dice (max Ability + Speciality) as follows: +1 always, +1 for relevant speciality, +1/+2 if applicable intimacy (life-threatening situation counts as +2 to surviving), +0-+2 from anima. |
| |- style="vertical-align: top" | |- style="vertical-align: top" |
| | Excellency+ || Aw, Inv || 1m || Inst || Suppl || Bal (Elem) || Gain +1 succ and convert all dice from this charm to succ (2 dice -> 1 succ, round up). | | Excellency+ || Aw/Inv || 1m || Inst || Suppl || Bal, <SPAN style="color:#8f8f8f">Earth</SPAN>/<SPAN style="color:#0f1f4f">Water</SPAN> || Gain +1 succ and convert all dice from this charm to succ (2 dice -> 1 succ, round up). |
| |- style="vertical-align: top" | |- style="vertical-align: top" |
| | Loquacious Courtier Technique || Soc || colspan=3 | As Excellency+ || Bal, Fire, Mute || As Excellency+, or add 1 point to Guile. | | Loquacious Courtier Technique || Soc || colspan="3" | As Excellency+ || Bal, <SPAN style="color:darkred">Fire</SPAN>, Mute || As Excellency+, or add 1 point to Guile. |
| |- style="vertical-align: top" | |- style="vertical-align: top" |
| | Audience-Enthusing Display || Perf || colspan=3 | As Excellency+ || Bal, Wood || As Excellency+, and and ignore penalty for targeting multiple characters. | | Audience-Enthusing Display || Perf || colspan="3" | As Excellency+ || Bal, <SPAN style="color:#003f00">Wood</SPAN> || As Excellency+, and and ignore penalty for targeting multiple characters. |
| |- style="vertical-align: top" | |- style="vertical-align: top" |
| | Ration-Enhancing Method || Surv || colspan=3 | As Excellency+ || Bal, Wood || As Excellency+, if foraging can feed +1 character / threshold succ. | | Ration-Enhancing Method || Surv || colspan="3" | As Excellency+ || Bal, <SPAN style="color:#003f00">Wood</SPAN> || As Excellency+, if foraging can feed +1 character / threshold succ. |
| |- style="vertical-align: top" | |- style="vertical-align: top" |
| | Master Healer Meditation || Med || 1m (+Exc) || Inst || Suppl || Bal, Exc, Wood || Exc: +1m -> +1 die & +1 succ, 1/action. | | Master Healer Meditation || Med || 1m (+Exc) || Inst || Suppl || Bal, Exc, <SPAN style="color:#003f00">Wood</SPAN> || Exc: +1m -> +1 die & +1 succ, 1/action. |
| |- style="vertical-align: top" | |- style="vertical-align: top" |
| | Hidden Secrets Whisper || Occ || 1m (+Exc) || Scene || Suppl || Bal, Exc, Air || Exc: +1m -> +2 succ, 1/action. | | Hidden Secrets Whisper || Occ || 1m (+Exc) || Scene || Suppl || Bal, Exc, <SPAN style="color:darkcyan">Air</SPAN> || Exc: +1m -> +2 succ, 1/action. |
| |- style="vertical-align: top" | |- style="vertical-align: top" |
| | Granite Curtain of Serenity || Int || 1m (+Exc) || Scene || Suppl / Refl || Bal, Exc, Unif, Earth || Exc: +1m -> +1 succ OR add 1 point to Resolve, 1/action. Also ignore penalties from wounds, deprivation, or poison. | | Granite Curtain of Serenity || Int || 1m (+Exc) || Scene || Suppl / Refl || Bal, Exc, Unif, <SPAN style="color:#8f8f8f">Earth</SPAN> || Exc: +1m -> +1 succ OR add 1 point to Resolve, 1/action. Also ignore penalties from wounds, deprivation, or poison. |
| |- style="vertical-align: top" | |- style="vertical-align: top" |
| | Become the Hammer || MA (/Brawl) || 1m (+Exc) || Scene || Suppl / Refl || Bal, Exc, Unif, Water || May block lethal damage unarmed. Exc: +1m -> +2 succ OR add 1 point to Parry, 1/action. | | Become the Hammer || MA (/Brawl) || 1m (+Exc) || Scene || Suppl / Refl || Bal, Exc, Unif, <SPAN style="color:#003f00">Wood</SPAN> || May block lethal damage unarmed. Exc: +1m -> +2 succ OR add 1 point to Parry, 1/action. |
| |- style="vertical-align: top" | |- style="vertical-align: top" |
| | Unobstructed Hunter’s Aim || Arch || 1m (+Exc) || Scene || Suppl || Bal, Exc, Unif, Wood || Exc: +1m -> +1 die & remove penalties from visual obstructions up to dice from exc., 1/action. | | Unobstructed Hunter’s Aim || Arch || 1m (+Exc) || Scene || Suppl || Bal, Exc, Unif, <SPAN style="color:#003f00">Wood</SPAN> || Exc: +1m -> +1 die & remove penalties from visual obstructions up to dice from exc., 1/action. |
| <!-- | <!-- |
| |- style="vertical-align: top" | |- style="vertical-align: top" |
| | N || A || || || || E || As Excellency+, | | N || A || || || || E || As Excellency+, |
| | --> |
| | <!-- |
| | <SPAN style="color:darkcyan">Air</SPAN> |
| | <SPAN style="color:#8f8f8f">Earth</SPAN> |
| | <SPAN style="color:darkred">Fire</SPAN> |
| | <SPAN style="color:#0f1f4f">Water</SPAN> |
| | <SPAN style="color:#003f00">Wood</SPAN> |
| | \\ |
| | <SPAN style="color:cyan">Air</SPAN> |
| | <SPAN style="color:silver">Earth</SPAN> |
| | <SPAN style="color:red">Fire</SPAN> |
| | <SPAN style="color:#1f3f7f">Water</SPAN> |
| | <SPAN style="color:green">Wood</SPAN> |
| --> | --> |
| |- style="vertical-align: top" | |- style="vertical-align: top" |
| | Ox-Body Technique (x1) || Res || – || Perm || Perm || – || Get one −1 and one −2 Health level. | | Ox-Body Technique (x1) || Res || – || Perm || Perm || – || Get one −1 and one −2 Health level. |
| |- style="vertical-align: top" | |- style="vertical-align: top" |
| | Sky-Calming Draw || Arch || 1m || Scene || Suppl || <SPAN style="color:aqua">Air</SPAN>, Uniform || Ignore weather penalties, increase weap range +100m (or +1 succ if range < 300m). | | Sky-Calming Draw || Arch || 1m || Scene || Suppl || <SPAN style="color:cyan">Air</SPAN>, Uniform || Ignore weather penalties, increase weap range +100m (or +1 succ if range < 300m). |
| |- style="vertical-align: top" | |- style="vertical-align: top" |
| | Death From Nowhere || Arch || 1m || Inst || Suppl || With-only, Bal, Air/Water || Ignore 4 soak (max(Per,Ess)). | | Death From Nowhere || Arch || 1m || Inst || Suppl || With-only, Bal, <SPAN style="color:darkcyan">Air</SPAN>/<SPAN style="color:#0f1f4f">Water</SPAN> || Ignore 4 soak (max(Per,Ess)). |
| |- style="vertical-align: top" | |- style="vertical-align: top" |
| | Wood Dragon Vitality || MA || 1m || Inst || Refl || Dual, <SPAN style="color:green">Wood</SPAN> || Add MA(+Ess) soak vs. With or -1 die (instead Ess/2, round up) to Dec.; (in Wood Aura). | | Wood Dragon Vitality || MA || 1m || Inst || Refl || Dual, <SPAN style="color:green">Wood</SPAN> || Add MA(+Ess) soak vs. With or -1 die (instead Ess/2, round up) to Dec.; (in Wood Aura). |
| | Mind-Over-Body Meditation || MA || 1m, 1Wp || Inst || Simple || Peril, <SPAN style="color:green">Wood</SPAN> || Roll max(Ess,3) -> heal 1 non-A for each succ (min 1). 1/scene, only in combat. | | Mind-Over-Body Meditation || MA || 1m, 1Wp || Inst || Simple || Peril, <SPAN style="color:green">Wood</SPAN> || Roll max(Ess,3) -> heal 1 non-A for each succ (min 1). 1/scene, only in combat. |
| |- style="vertical-align: top" | |- style="vertical-align: top" |
| | Dragon’s Sacred Talon || Occ || 1m || Inst || Suppl || Balanced, Dual, Earth/Wood || Can supplement any attack, Earth vs Fey, Wood vs. undead. With add Ess to dam after soak, Dec deal Aggr and double 10s to dam. | | Dragon’s Sacred Talon || Occ || 1m || Inst || Suppl || Balanced, Dual, <SPAN style="color:#8f8f8f">Earth</SPAN>/<SPAN style="color:#003f00">Wood</SPAN> || Can supplement any attack, Earth vs Fey, Wood vs. undead. With add Ess to dam after soak, Dec deal Aggr and double 10s to dam. |
| |- style="vertical-align: top" | |- style="vertical-align: top" |
| | Lehtien Peitto || Evoc || 1m, 2i || Scene || Refl || || Gain Light Cover vs. attacker, max Ess different enemies. | | Lehtien Peitto || Evoc || 1m, 2i || Scene || Refl || || Gain Light Cover vs. attacker, max Ess different enemies. |
| | Smoke-Wreathed Mien || Soc || 1m || Inst || Refl || <SPAN style="color:red">Fire</SPAN> || Gain +2 Guile (when aware someone is reading me). | | Smoke-Wreathed Mien || Soc || 1m || Inst || Refl || <SPAN style="color:red">Fire</SPAN> || Gain +2 Guile (when aware someone is reading me). |
| |- style="vertical-align: top" | |- style="vertical-align: top" |
| | Auspicious First Meeting Attitude || Soc || 1m || Inst || Simple || Bal, Water || When meeting someone for the 1st time, can create a positive Tie if successful in (Cha/App/Per + Soc) vs. min(Guile, Resolve). | | Auspicious First Meeting Attitude || Soc || 1m || Inst || Simple || Bal, <SPAN style="color:#0f1f4f">Water</SPAN> || When meeting someone for the 1st time, can create a positive Tie if successful in (Cha/App/Per + Soc) vs. min(Guile, Resolve). |
| |- style="vertical-align: top" | |- style="vertical-align: top" |
| | Sweeten-the-Tap Method || Soc || 1m, 1Wp || Scene || Simple || <SPAN style="color:red">Fire</SPAN> / <SPAN style="color:green">Wood</SPAN> || Increase alcohol potency, cause Minor positive Tie to all partiers and suffer -1 Guile. With Botch, tie towards me is negative. | | Sweeten-the-Tap Method || Soc || 1m, 1Wp || Scene || Simple || <SPAN style="color:red">Fire</SPAN> / <SPAN style="color:green">Wood</SPAN> || Increase alcohol potency, cause Minor positive Tie to all partiers and suffer -1 Guile. With Botch, tie towards me is negative. |
| |- style="vertical-align: top" | |- style="vertical-align: top" |
| | Shadow-Dispersing Radiance || Soc || 1m || Inst || Suppl || Bal, Fire || If my App higher than their Guile, get bonus dice equal to diff. | | Shadow-Dispersing Radiance || Soc || 1m || Inst || Suppl || Bal, <SPAN style="color:darkred">Fire</SPAN> || If my App higher than their Guile, get bonus dice equal to diff. |
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| | Eye-for-Passions Scrutiny || Soc || 1m || Inst || Suppl || <SPAN style="color:red">Fire</SPAN> || When successfully read intentions, ST reveals additional Intimacy based on related emotion. | | Eye-for-Passions Scrutiny || Soc || 1m || Inst || Suppl || <SPAN style="color:red">Fire</SPAN> || When successfully read intentions, ST reveals additional Intimacy based on related emotion. |
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| | Rumor-Dredging Gaze || Soc || 2m,1Wp || Inst || Refl || Mute, <SPAN style="color:#00003f">Water</SPAN> || When Read Intentions, +1 succ, and instead of my choice, I get Intimacy they most want to keep hidden from me. If use info to bargain of threaten in same scene, get +1 succ and +1 Wp if successful. | | Rumor-Dredging Gaze || Soc || 2m,1Wp || Inst || Refl || Mute, <SPAN style="color:#1f3f7f">Water</SPAN> || When Read Intentions, +1 succ, and instead of my choice, I get Intimacy they most want to keep hidden from me. If use info to bargain of threaten in same scene, get +1 succ and +1 Wp if successful. |
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| | Hidden Petal Aria || Perf || 1m || Inst || Suppl || <SPAN style="color:green">Wood</SPAN> || Hide one-sentence message in performance, can target any part of audience. Magical detection diff is max(Man,Perf). | | Hidden Petal Aria || Perf || 1m || Inst || Suppl || <SPAN style="color:green">Wood</SPAN> || Hide one-sentence message in performance, can target any part of audience. Magical detection diff is max(Man,Perf). |
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| | Invisible Street Performer Technique || Perf || 1m || 1 Perf || Simple || Bal, Air || Others cannot notice me if my Man+Perf wins over their Resolve. Other actions than Perf require flurry. Join Battle or overtly noticable actions end this charm. | | Invisible Street Performer Technique || Perf || 1m || 1 Perf || Simple || Bal, <SPAN style="color:darkcyan">Air</SPAN> || Others cannot notice me if my Man+Perf wins over their Resolve. Other actions than Perf require flurry. Join Battle or overtly noticable actions end this charm. |
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| | | Talented Improvisation || Perf || 1m || Inst || Refl || Bal, <SPAN style="color:#003f00">Wood</SPAN> || After roll, reroll (Ess) failed dice. |
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| | | Lightning Declamation Style || Perf || 1m || Inst || Suppl || Bal, <SPAN style="color:darkcyan">Air</SPAN> || Gain +1 succ to //oratory//; if upholding a Major or Defining Principle, gain +2 instead. |
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| | Talented Improvisation || Perf || 1m || Inst || Refl || Bal, Wood || After roll, reroll (Ess) failed dice. | | Legend-Hewn Wisdom || Perf || 1m || Inst || Simple || <SPAN style="color:silver">Earth</SPAN> || Roll (Cha + Perf) when telling story to inspire emotion and instill intimacy based on it. |
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| | Disease-Banishing Technique || Med || 1m, 1Wp || Inst || Suppl || Bal, Wood || +1 Succ to treat disease. If threshold succ exceed max(virul / morbid), patient gets temp Res specialty in that disease (max 1 at a time). | | Disease-Banishing Technique || Med || 1m, 1Wp || Inst || Suppl || Bal, <SPAN style="color:#003f00">Wood</SPAN> || +1 Succ to treat disease. If threshold succ exceed max(virul / morbid), patient gets temp Res specialty in that disease (max 1 at a time). |
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| | Venom Expulsion Method || Med || 1m || Inst || Simple || Bal, Wood || May cure poison as misc. action without inc. diff. If full 1 hr, +1 succ. | | Venom Expulsion Method || Med || 1m || Inst || Simple || Bal, <SPAN style="color:#003f00">Wood</SPAN> || May cure poison as misc. action without inc. diff. If full 1 hr, +1 succ. |
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| | Wound-Closing Technique || Med || 1m || Inst || Simple || <SPAN style="color:green">Wood</SPAN> || 15 min tending wounds, then (Int+Med), each succ converts 1 level of L to B. Alternatively, if equal to (Wound Penalty+1), can heal 1 B. Need full day of bedrest or heal all damage until can use again. | | Wound-Closing Technique || Med || 1m || Inst || Simple || <SPAN style="color:green">Wood</SPAN> || 15 min tending wounds, then (Int+Med), each succ converts 1 level of L to B. Alternatively, if equal to (Wound Penalty+1), can heal 1 B. Need full day of bedrest or heal all damage until can use again. |
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| | Ailment-Sensing Meditation || Med || 1m || Inst || Simple || Bal, Wood || Diagnose in seconds, if successful, gain temporary Med specialty, indefinite, max 1 at a time. | | Ailment-Sensing Meditation || Med || 1m || Inst || Simple || Bal, <SPAN style="color:#003f00">Wood</SPAN> || Diagnose in seconds, if successful, gain temporary Med specialty, indefinite, max 1 at a time. |
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| | Seed and Salt Warding || Occ || 1m, 1Wp || 1 day || Simple || <SPAN style="color:green">Wood</SPAN> || Repel ghosts & other undead: lay a line of grain, max radius 30 m, then (Int + Occ). Powerful ghosts can pay 1Wp to cross if Resolve > result. | | Seed and Salt Warding || Occ || 1m, 1Wp || 1 day || Simple || <SPAN style="color:green">Wood</SPAN> || Repel ghosts & other undead: lay a line of grain, max radius 30 m, then (Int + Occ). Powerful ghosts can pay 1Wp to cross if Resolve > result. |
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| | Quarry Revelation Technique || Surv || 1m || Inst || Suppl || Bal, Wood || Gain 1 succ. on tracking and may contest perfect magical concealment. | | Quarry Revelation Technique || Surv || 1m || Inst || Suppl || Bal, <SPAN style="color:#003f00">Wood</SPAN> || Gain 1 succ. on tracking and may contest perfect magical concealment. |
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| | Beast-Taming Aspect || Surv || 1m || Inst || Suppl || Bal, Wood || Gain +1 succ to train an animal (p.554), or to influence with Perf or Pre. Can claim affected animal as familiar after (it's Resolve) weeks of successful interactions. | | Beast-Taming Aspect || Surv || 1m || Inst || Suppl || Bal, <SPAN style="color:#003f00">Wood</SPAN> || Gain +1 succ to train an animal (p.554), or to influence with Perf or Pre. Can claim affected animal as familiar after (it's Resolve) weeks of successful interactions. |
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| | Wind-Carried Words Technique || Lin || 1m || Inst || Simple || <SPAN style="color:aqua">Air</SPAN> || Send spoken message, max. few sentences, to target within (Ess*5) miles. Message cannot be overheard or intercepted by mundane means; magical attempts must overcome diff (Ess + Lin). <!-- Lin 5 -> (Ess x10) miles; Essence 4, +1 Wp -> (Ess x100) miles. --> | | Wind-Carried Words Technique || Lin || 1m || Inst || Simple || <SPAN style="color:cyan">Air</SPAN> || Send spoken message, max. few sentences, to target within (Ess*5) miles. Message cannot be overheard or intercepted by mundane means; magical attempts must overcome diff (Ess + Lin). <!-- Lin 5 -> (Ess x10) miles; Essence 4, +1 Wp -> (Ess x100) miles. --> |
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