Difference between revisions of "Arafelis/SunandMoonMethod"
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<b>Sun-and-Moon Method</b> | <b>Sun-and-Moon Method</b> |
Revision as of 00:34, 6 April 2010
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Sun-and-Moon Method Cost: 4 motes Duration: One Turn Type: Supplimental Minimum Melee: 3 Minimum Essence: 2 Pre-requisites: Dual Slaying Stance
Description: Imitating the graceful arches of the Unconquered Sun and Changing Moon, the Exalt's blades flow from strike to parry and back.
Effect: For each attack the character makes in the round, the character may add an equivalent number of dice to a parry attempt. If the character has no actions with which to parry, he may use these dice as an independent parry attempt; however, such a deflection is purely Essence-driven and gains no benefit from the weapon's defense bonus. The character may use no fewer dice on any given parry than he used for an attack, and, as always, each parry is subject to the normal Solar limit (no more dice than 2x the Solar's Attribute + Ability).
For example: If a character with Dex 4, Melee 4 and a weapon with Accuracy 3 were to split his action for two attacks in a turn and then activate this Charm, he would also gain two parry dice pools- one at (4+4+3-2=) 9 dice and one at (4+4+3-3) 8 dice. He could decide to use these together for a single parry at 16 dice (9+8 limited to double his Attribute and Ability), or two parries, one at nine dice and one at eight dice. In both cases, the weapon's Defense bonus would not apply. If the character were somehow able to gain an additional parry attempt during the turn (perhaps by Comboing this with another defensive Charm), he might instead add 8 or 9 dice to this parry, and, provided the Charm allowed it, would also gain his weapon's Defense bonus. However, the character could not choose to add 4 dice to one parry and then make another at (9+8-4=) 13 dice; the dice pools granted by the use of this Charm are discrete units.
Comments
I know it's a little wordy. Too much so? - Arafelis