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Revision as of 08:06, 5 April 2010
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Righteous Paladin Style (CMA)
Righteous Paladin Style is, unfortunately, a rare martial art in these dark times. Once, these brave warriors, shrouded in purity and light, fought back those beings that threatened Creation. The Righteous Paladin learns to bring the power of Heaven against his foes, becoming a protector of the people. The few members of the Immaculate Order who have encountered practitioners of this style view it as heretical; partially due to its reverence for and emulation of the Sun. Pieced together from Enduring Oak’s half-forgotten memories of the First Age, the Righteous Paladin hopes to become beacon of hope in the Time of Tumult. This style Treats polearms, lances, spears, and all weapons with the Reach tag as form weapons.
Rapid Redemption Method
Cost: 2m Minimums: Martial Arts 1, Essence 1 Type: Supplemental Keywords: Combo-OK, Holy, Stackable Duration: Instant Prerequisite Charms: None
None are as swift as the Righteous Paladin, and none are as ardent in their furious hatred of the creatures of darkness. Attacks supplemented by this charm reduce their speed by 1 to a minimum of 3. In addition, creatures of darkness damaged suffer a -1 external penalty while attacking the Exalt’s allies for the rest of the scene. Multiple successful invocations of this charm against an opponent stack.
Dispatching the Impious
Cost:3m, 1wp Minimums:Martial Arts 3, Essence 3 Type:Simple Keywords:Combo-OK, Obvious, Knockdown, Holy Duration:Instant Prerequisite Charms: Rapid Redemption Method
The Righteous Paladin is a fearsome combatant to be sure, but even their shining light can be overwhelmed by the endless onslaught of darkness. Activating this charm, the character erupts into a blaze of essence, hurling back his opponents and stunning them. The character rolls Dexterity + Martial Arts as usual, all opponents within (Essence + 3) yards of him must successfully resist knockdown at a difficulty of the number of successes rolled, or fall prone. Creatures of Darkness affected by Dispatching the Impious also delay their action by one tick, though it does NOT effect when their DV refreshes. Speed reductions from multiple invocations of this charm do not stack.
Heavenly Intuition
Cost: — Minimums: Martial Arts 3, Essence 3 Type: Permanent Keywords: None Prerequisite Charms:Rapid Redemption Method
The Righteous Paladins are not only peerless martial artists, but also great altruists. Self sacrificing and loyal, they are always looking out for the well being of their comrades and creation as a whole. Their compassion lends fire to their fighting spirit, spurring on ward into battle. This charm permanently adds Compassion in dice to the Martial Artist’s Join Battle rolls. Additionally, he may convert one of these dice to an automatic success for each ally that fights by his side.
Righteous Paladin Form
Cost: 5m Minimums: Martial Arts 4, Essence 3 Type: Simple Keywords: Form-type, Obvious, Holy Duration: One scene Prerequisite Charms: Dispatching the Impious, Heavenly Intuition
The Righteous Paladin is a powerful and loyal ally, and an especially fearsome opponent to those who are the enemies of Creation. He seeks not only to defeat his foes, but to ensure the survival of his comrades. Adopting the gallant stance of the noble knight errant, the Righteous Paladin issues his challenge. The Martial artist adopts to stance of the Righteous Paladin, and is momentarily wreathed in brilliant white. While this Charm is active he may reflexively spend 1 mote, once per tick, to redirect an attack aimed at one of his allies towards himself, provided his ally is within (Essence x 4) yards. Additionally, the Martial Artist may now Parry Lethal Unarmed. Against Creatures of Darkness this form shows its true power, allowing him to soak Lethal damage from such beings with his full Stamina and add his Compassion to his Martial Arts for all purposes while in combat against them.
Heaven’s Peerless Assault
Cost: 2m Minimums: Martial Arts 4, Essence 3 Type: Supplemental Keywords: Combo-OK, Holy Duration: Instant Prerequisite Charms: Righteous Paladin Form
There is no force on earth that can withstand the valorous battle prowess of a Righteous Paladin. With fists wreathed in shining Solar Essence, these heroes can cut a swath through the forces of darkness wherever and whenever they arise to threaten creation. Activating this charm causes the form weapon or fist of the Martial Artist to shine with the essence of righteousness as he strikes his foe. Attacks supplemented by this charm double their raw damage and, against creatures of darkness, count 10s twice on damage rolls.
Limb Searing Blow
Cost: 4m (+1wp) Minimums: Martial Arts 4, Essence 3 Type: Supplemental Keywords: Combo-OK, Holy, Crippling Duration: Instant Prerequisite Charms: Righteous Paladin Form
The flames of Sol’s anger blossom around the Paladin’s weapon as he strikes his foe. Channeling the power of the sun itself into unworthy flesh, the sun’s essence scalds their form and withers the site where the blow landed. If the character inflicts two or more levels of damage with an unarmed attack, he may reflexively spend 1wp to enhance the attack. Doing so sets the max damage of the attack to 2L, and provides an amputation Crippling effect (Exalted p. 152) of the martial artist’s choice where a portion of his opponent’s body was withered by the flames of purity and excellence. Exalted victims of this charm can recover with a full day of rest; the affected body part is not actually severed, merely rendered useless. Creatures of darkness are doubly affected, causing the Crippling Effect to be permanent unless healed with magic capable of restoring lost limbs.
Unrepentant Reprimand
Cost: 3m per attack Minimums: Martial Arts 4, Essence 3 Type: Extra Action Keywords: Combo-OK Duration: Instant Prerequisite Charms: Righteous Paladin Form
Convinced of his enemy’s conviction to do evil, the Righteous Paladin reprimands his enemy with an attack of blinding speed. This Charm is a magical flurry of two or more Martial Arts-based attacks. Each attacks costs three motes, including the first, and the Exalt cannot buy a number of attacks higher than his Martial Arts rating. The Charm allows the Exalt to make these attacks regardless of his Weapon’s Rate, without multiple action penalties, and with a DV penalty equal to the high penalty for any one attack.
Defense of the Virtuous
Cost: 5m, 1wp Minimums: Martial Arts 5, Essence 3; Type: Reflexive (Step 9) Keywords: Combo-OK, Counterattack Duration: Instant Prerequisite Charms: Limb Searing Blow, Heaven’s Peerless Assault, Unrepentant Reprimand
The Righteous Paladin never accepts the aggressions of villains and fiends without a fight. Invoking this charm, the Martial artist may make a counterattack with his full dicepool against any attacker who strikes him. If Rally the Righteous is active, he may also invoke this Charm to make a counter attack against any opponent who dares to strike one of his allies, provided that ally is within Essence x 3 Yards.
Rally the Righteous
Cost: — Minimums: Martial Arts 5, Essence 4 Type: Permanent Keywords: Holy Prerequisite Charms: Unrepentant Reprimand
As the Martial Artist approaches mastery of the Righteous Paladin Style, he gains the ability to augment the basic capabilities of the form charm. This Charm enhances Righteous Paladin Form. When assuming the form of the Righteous Paladin, he may spend and additional 1m to cause the light of his radiant essence to illuminate spirits within Essence x 8 yards of him and make them visible to all. Creatures of darkness thus illuminated are given an aspect of tangibility, allowing them to be attacked by the martial artist as if they were material. Additionally, the Exalt also may further spend 1wp and +2m per ally to extend the benefit of Righteous Paladin Form (as well as the above affect) to your allies while fighting creatures of darkness.
Calling the Sun
Cost: 10m 1wp 1hl Minimums: Martial Arts 5, Essence 4 Type: Simple Keywords: Combo-Basic, Obvious, Holy, Emotion, Compulsion Duration: Instant Prerequisite Charms: Defense of the Virtuous, Rally the Righteous
The radiance of the sun has no equal, nor does the intensity of its heat have peer. Through this Charm, the Righteous Paladins invoke a portion of the sun’s radiance, erupting into a great pillar of essence which seers their opponents. The Righteous Paladin Proclaims the glory of the Sun loudly, for all to hear, and opens his arms wide. Activating this charm, the martial artist rolls an attack using his (Charisma + Martial Arts) as his body becomes a conduit for the sun’s glory, erupting into a ball of solar fire, dealing (Essence + 6L) dice of damage against all opponents within (Essence x 3) yards. Calling the Sun cannot be parried, and can only be dodged by effects which would carry the target out of the area of effect (such as Hopping Firecracker Evasion).
Creatures of darkness find this attack to be anathema to their existence, as it ignores any natural soak and hardness they may possess. Furthermore, if their MDV is less than the successes on the initial attack, they become utterly disgusted with themselves, falling to one knee to prostrate themselves in shame for a number of actions equal to the Martial Artist’s Essence. Resisting this unnatural mental influence costs 1wp per action. Spending 3wp resisting the Compulsion effects renders a character immune to its effects (but not the damage) for the rest of the scene.