The Hidden Orchid

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Level 1 shticks:

  • Animal Companion: A reasonably useful ferret (1/run). Freq 2, Power 3.
  • Sublime Bluff: +3 dice for bluffing, 1/scene. Freq 3, Power 2.
  • Glib Guesser: 1/run, I can spend a Yin to say the thing that someone expects me to say. Freq 1, Power 4.
  • All Games Are One: All game skills are intrinsic to me. (No, you cannot declare the combat a Swordfighting Game.). Freq 2, Power 3.
  • Spare Flower: I always have an appropriate flower on hand to give to someone. Freq 5, Power 1.

Level 2 shticks:

  • Moll of the Week: 1/run, can acquire a moll (pretty helpful). Freq 2, Power 5.
  • Sense for Flattery: 1/scene, can determine the generally best way to flatter someone (appeal to pride, to vanity, etc). Requires a Grace roll. Freq 3, Power 3.
  • Lucky: May use Yang as fortune a second time per run. Freq 2, Power 5.
  • Harmless Look II: Mooks are loath to attack me because I look harmless. (Dodge with Grace, mooks only, 1/action). Freq 5, Power 2.

Level 3 shticks:

  • Humbug: 1/scene, may roll a Charisma roll with Fast Talk skill, and use the resulting successes as the KS of your choice in a conversation. Freq 3, Power 5.
  • Double or Nothing: I may reroll any roll. If I do not do better the second time, it is Perilous. Freq 6, Power 3.
  • Cleans Up Well: 1/run, with some prep work, I may double my Status for a scene. Freq 2, Power 7.

Level 4 shticks:

  • Harmless Look: Mooks are loath to attack me because I look harmless. (Extra dodge pool, mooks only, 1/action). Freq 5, Power 4.
  • Gauge Opponent: In a one-on-one contest, I can tell how many dice and skill my opponent has, as well as their best applicable shtick. (1/turn or 10 minutes). Freq 4, Power 5.

Level 5 shticks:

  • Civil Behavior: In a place plausibly under my jurisdiction, with clear and fair rules, those who are breaking the rules are at +2 difficulty to their actions. 1/run, spend a Chi, lasts for a scene. Freq 3, Power 9.