Cat's Eye

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The Cat's Eye Tree has a lame name that will be changed when I think of something better. It's also a Melee tree based on the principle of exploiting an individual enemy's weaknesses. Michael and I are in the processes of developing it, and Richard has offered a suggestion. Special thanks to Kurotowa at RPG.net for his/her feedback.


Feline Perception Technique
Cost: 2 motes per +1 increase
Duration: Instant
Type: Reflexive
Minimum Melee: 3
Minimum Essence: 2
Prerequisite Charms: None
With this charm the character can notice the slight mistake an enemy makes in his defence. When a Target attempts a parry and the Exalt chooses to activate this Charm, the difficult to block the Character's blow is increased by 1 for every 2 motes spent, upto the Character's Permanent Essence.

Crappy Attack Blocking Exercise
Cost: 2 motes
Duration: Instant
Type: Reflexive
Minimum Melee: 2
Minimum Essence: 2
Prerequisite Charms: None

The Character makes a Perception + Melee roll against a difficulty of the Target's Melee. Every success counts as 2 automatic successes on the Character's parry roll. If the Target's Melee is equal to or higher than the Character's Perception + Melee, the player can decided to roll a single die and carry that result across instead (doubled). The player must declare he is using this Charm before the attack roll is made.
Rapid Paw Motion
Cost: 2 motes
Duration: Instant
Type: Supplemental
Minimum Melee: 3
Minimum Essence: 2
Prerequiste Charms: Feline Perception Technique, Crappy Attack Blocking Exercise
If an enemy gets a higher initiative score and attacks the Character, the Character can act just before him. Mechanically, the Character is considered to have an Initiative score of 1 higher than her target, but only in relation to the target. For Example: Tesai gets an Initiative of 16, Handur scores 13, but Jebu only scores 12. If Tesai decides to attack Jebu, Jebu can act just before Tesai, but only if he attacks or blocks Tesai. If Tesai decides to attack Handur, Jebu must wait until his Initiative action. If the Character splits her dice pool or otherwise performs multiple actions, then any actions done against the Target are at (Target's Initiative + 1), and any other actions are at her normal Initiative.

Patient Cat's Pounce
Cost: 10 motes, 1 Willpower
Duration: One scene
Type: Simple
Minimum Melee: 4
Minimum Essence: 2
Prerequisite Charms: Rapid Paw Motion
Once this Charm is invoked, the Character can choose to spend a turn watching a target. The Character can take no action that turn (including the use of non-Reflexive Charms), except for a full dodge. After the turn has finished, the Character rolls Perception + Melee against a difficulty of the Target's Melee score. Each success adds one die to the Character's Melee pool for any roll relating to the Target for the rest of the scene. The Character can spend multiple turns watching a Target, and the turns do not have to be consecutive. The Character must be able to see the Target for the entire turn, and if she takes any damage, she must succeed at a Stamina + Endurance roll (difficulty equal to the number of health levels lost) or the turn is wasted (although extra dice gained on previous turns still remain). The maximum a Character can increase her Melee pool by is equal to her Perception + Melee.
Angry Kitten Counterattack
Cost: 6 motes
Duration: One turn
Type: Extra Action?
Minimum Melee: 3
Minimum Essence: 3
Prerequisite Charms: Crappy Attack Block Exercise
When a swordsman attacks, he is forced to neglect his defence slightly. To the quick and watchful Exalt, this neglect can be exploited. If the Character makes a parry attempt where she scores even one success, she is allowed to make a reflexive Melee attack at her attacker using a pool the size of her Perception rating. This reflexive attack can be blocked or dodged as normal, but another Counterattack Charm cannot be used against it.
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