Difference between revisions of "IsawaBrian/SolarMartialArtsSolarHeroStyleExpansions"
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The Solar Hero Style is instinctive in every Lawgiver martial artist, even those who prefer more subtle styles. The expansion of its Charms, thus, draw upon the unrestricted power of the Solar Essence, transforming simple brawling into no-holds barred, all-out slugfest, utterly destroying those who stand in the way of the Lawgiver utilizing its Charms. In pursuit of this increasing mastery, some Solars return to the beginning, tinkering with the forms and instincts that make up the Solar Hero Style. The following Charms modify the Solar Hero Style's core charms, but are still Solar expansions, not generic Martial Arts Charms. They may only be learned by Solars and those who can learn Solar Charms, such as Moonshadow Abyssals or Fiends. | The Solar Hero Style is instinctive in every Lawgiver martial artist, even those who prefer more subtle styles. The expansion of its Charms, thus, draw upon the unrestricted power of the Solar Essence, transforming simple brawling into no-holds barred, all-out slugfest, utterly destroying those who stand in the way of the Lawgiver utilizing its Charms. In pursuit of this increasing mastery, some Solars return to the beginning, tinkering with the forms and instincts that make up the Solar Hero Style. The following Charms modify the Solar Hero Style's core charms, but are still Solar expansions, not generic Martial Arts Charms. They may only be learned by Solars and those who can learn Solar Charms, such as Moonshadow Abyssals or Fiends. |
Revision as of 08:07, 5 April 2010
The Solar Hero Style is instinctive in every Lawgiver martial artist, even those who prefer more subtle styles. The expansion of its Charms, thus, draw upon the unrestricted power of the Solar Essence, transforming simple brawling into no-holds barred, all-out slugfest, utterly destroying those who stand in the way of the Lawgiver utilizing its Charms. In pursuit of this increasing mastery, some Solars return to the beginning, tinkering with the forms and instincts that make up the Solar Hero Style. The following Charms modify the Solar Hero Style's core charms, but are still Solar expansions, not generic Martial Arts Charms. They may only be learned by Solars and those who can learn Solar Charms, such as Moonshadow Abyssals or Fiends.
Author's Note: I like to think of these Charms as "Demetheus Strikes Back"
Steel Knuckles Strike</i>
Cost: --; Mins: Martial Arts 3, Essence 3; Type: Permanent Keywords: None Prerequisite Charms: Fists of Iron Technique
The Essence infused into the hands of the Chosen utilizing the Fists of Iron Technique can be enhanced, channeling the raw power of the Unconquered Sun in ever-increasing harshness upon the unworthy. This Charm modifies its prerequisite, giving Fists of Iron Technique a variable cost. The character must spend at least one mote, and may spend up to his Martial Arts in motes. Each mote spent adds 1 to accuracy and 2 to damage for the attack. These bonus dice count against the normal maximums. The Charm still grants the ability to parry lethal hand-to-hand attacks without a stunt so long as the minimum 1 mote is expended.
<i>Wall-Smashing Hammer</i>
Cost: --; Mins: Martial Arts 4, Essence 3; Type: Permanent Keywords: None Prerequisite Charms: Sledgehammer Fist Punch
As the sledgehammer crumples and crushes mighty edifices, so, too, are the Lawgiver's attacks unhindered by the sturdiness of even the greatest constructions. This Charm modifies its prerequisite, making the attack enhanced by Sledgehammer Fist Punch piercing. If the attack would already be piercing-- such as using a crushing clinch to shatter the pillar of a blasphemous temple to Cecelyne-- then it will now ignore all hardness for the inanimate structure in question.
<i>Infinite Crushing Coils</i>
Cost: --; Mins: Martial Arts 4, Essence 4; Type: Permanent Keywords: None Prerequisite Charms: Dragon Coil Technique
The reach of a Lawgiver is sure, and those who would evade the justice of the Unconquered Sun will find that the crushing weight of the Law will fall upon them with amazing swiftness. This Charm modifies its prerequisite to make Dragon Coil Technique compatible with Extra Action Charms. This gives the character multiple opportunities to crush the target. In theory, the character could Hold for each of the actions, though this would ordinarily have little effect.
When used in a combo with Extra Action Charms, Dragon Coil Technique must be used on each action in the magical flurry, with one exception-- the character may opt to throw his opponent on the final action of the flurry and need not activate Dragon Coil Technique. The number of actions in the flurry is halved (round up). If the target seizes control of the clinch, all subsequent actions are aborted. At Essence 5, the number of actions is no longer halved, and if the opponent takes control of the clinch, the character may use any remaining actions to attempt to retake control; however, the opponent has the option to crush or throw each time she takes or retains control of the clinch.
<i>Solar Hero Exultant</i>
Cost: --; Mins: Martial Arts 4, Essence 4; Type: Permanent Keywords: None Prerequisite Charms: Solar Hero Form
As a Solar develops her Essence, so too does the might of the martial arts Form that is born from her Shard grow without limit. Solar Hero Exultant modifies both Solar Hero Form and Unconquerable Solar Hero Form. When activating those Charms, the character may spend and commit an additional 2 motes to add the Solar's Martial Arts in dice to the raw damage of any in-style or unarmed martial arts attack.
<i>Cast From the Heavens</i>
Cost: --; Mins: Martial Arts 4, Essence 3; Type: Permanent Keywords: None Prerequisite Charms: Heaven Thunder Hammer
Those who are cast from the grace of the Heavens may well fall forever. When heaven's champions step forth to cast down their foes, the devastation is nigh endless. When using a Martial Arts Charm that is a part of or derives from the Solar Hero or Unconquerable Hero Styles that causes knockback or enhances a throw, the character may spend an extra 3 motes of essence to multiply the distance by half (his permanent Essence), round up. This will increase damage caused by impacting into objects for Charms such as Heaven Thunder Hammer or Crashing Wave Throw.
If Shockwave Technique is so modified by Cast From the Heavens, this will only add the Solar's Essence to the damage done if a specific person is targeted, but the full effect of the increased range takes effect if the Solar misses or targets empty space. This Charm increases the mileage range of Horizon-Hurling Tactic but does not increase the damage done on impact or the area of effect for the knockdown shockwave.
<i>Ricochet Precision Technique</i>
Cost: --; Mins: Martial Arts 4, Essence 4; Type: Permanent Keywords: None Prerequisite Charms: Crashing Wave Throw
Being cast out is only the beginning of the punishment inflicted by an angry Solar. Whenever the character uses a Martial Arts Charm that is a part of or derives from the Solar Hero or Unconquerable Hero Styles that causes knockback or enhances a throw, the character may double the base cost of the Charm to cause the target to ricochet whenever he strikes a hard object. Doing so adds the Obvious keyword to any Charm that does not have it already. Each time the target ricochets, he suffers damage as per Heaven Thunder Hammer for striking a hard object.
Each ricochet and the initial throw take up a full tick, during which time the target may not use his Dodge DV or any action which requires or involves voluntary movement, and any action which requires concentration suffers an external penalty equal to the Solar's Martial Arts. The target is in motion for the duration of the ricocheting. The number of ricochets, and thus ticks in flight, is equal to the Solar's Essence, but if the target flies the entire length of any remaining knockback, the ricochets cease. At each impact, the target may make a Dexterity + Athletics roll at a difficulty equal to the Solar's Essence to recover control of his motion and cease ricocheting.
Ordinarily, the Solar picks the direction for the first ricochet but thereafter the Storyteller selects a likely bounce direction, reflecting that the Charm acts to the benefit of the Solar. However, the Solar may opt to spend an additional 2 motes upon each impact after the first as a non-Charm action to re-direct the target in a burst of Solar energy. .
<i>Humbling the Stubborn Ox</i>
Cost: --; Mins: Martial Arts 4, Essence 3; Type: Permanent Keywords: None Prerequisite Charms: Ox-Stunning Blow
Foolish recreants may attempt to resist the onslaught of an angered Lawgiver, but the ringing between their stubborn ears may serve as a reminder of their humble place. This Charm modifies its prerequisite such that the character may spend a willpower when activating the Charm to multiply the duration of its stunning effect by the character's Martial Arts.
<i>Anvil-Ringing Resonance</i>
Cost: --; Mins: Martial Arts 5, Essence 5; Type: Permanent Keywords: None Prerequisite Charms: Hammer on Iron Technique
The Solar's Hammer on Iron Technique becomes an eye-blinding barrage of brilliant solar energy, dazzling the eye and confusing the senses as the Solar strikes her target so fast that it is virtually simultaneous. By doubling the base cost of Hammer on Iron Technique, the character may speed up her flurry to a single dazzling moment. While this does not alter its Speed or the number of actions, it means that the target suffers an Onslaught penalty equal to the number of attacks in the magical flurry for each attack; this is noncumulative. Furthermore, this flurry is so fleet that any defender with Essence less than the Solar's cannot use a counterattack against any part of it. Even more potent beings may only use a counterattack against the last attack of the flurry. This is an automatic defense against counterattack Charms and thus subject to UF:IO as normal.
If this option is used as a part of a combo, the character must pay an additional 2 motes each time a Charm other than Hammer on Iron Technique is invoked. There is an additional benefit, though; any special effects of the Charms happen roughly simultaneously. A Solar might thus invoke Heaven Thunder Hammer repeatedly to both damage the target and drastically increase the knockback distance. Effects that do not require charm use do not require this extra cost, but have their effects similarly simultaneous.
<i>Precision Devastation Projection</i>
Cost: --; Mins: Martial Arts 5, Essence 4; Type: Permanent Keywords: None Prerequisite Charms: Shockwave Technique
Only a fool would assume that the honesty of the Solar Hero Style means they are doomed to wild, uncontrolled attack. The brutal split-second instincts of a gladiator can be tuned to pinpoint precision. This Charm modifies its prerequisite to give greater control. By spending an additional 2 motes when activating Shockwave Technique, the Solar may change the Accuracy of the attack made by hurling the target to (the Solar's permanent Essence), rather than -3; the attack is still considered to be "improvised" for the purposes of style/charm suitability. This does not count as adding dice to the attack. The Solar also takes no DV penalty for either part of the attack.
<i>Internalizing the Thunderclap</i>
Cost: --; Mins: Martial Arts 5, Essence 4; Type: Permanent Keywords: None Prerequisite Charms: Thunderclap Rush Attack
While lesser combatants fumble and totter around the battlefield, a Lawgiver instinctively delivers swift, sure retribution. This Charm modifies its prerequisite. By spending an additional 1 mote, the character may activate Thunderclap Rush Attack as an innate power instead of a Charm. When activated thusly, it becomes a Supplemental effect that can enhance any in-style or unarmed martial arts attack.
<i>Down For the Count</i>
Cost: --; Mins: Martial Arts 5, Essence 3; Type: Permanent Keywords: None Prerequisite Charms: Knockout Blow
The sheer force of a Solar's haymaker can send even the mightiest foe into a deep and lasting sleep. This Charm modifies its prerequisite so that the Crippling effect has a duration of an hour. At Essence 5, the target will be knocked unconscious for a day.
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