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Mobile Sphere of Infiltration Modification

Cost: 5 motes, 1 Willpower
Installation Cost: 1 mote
Duration: Indefinite
Type: Simple
Minimum Dexterity: 4
Minimum Essence: 2
Prerequisite Charms: Personal Gravity Manipulation Apparatus

Through mastering the forces of her own gravity, the Alchemical may compact herself into a flawless sphere of unlimited mobility. Most Alchemicals have this charm for infiltration purposes, however this wonder of the Great Maker allows for both reconnaissance and warfare. This charm appears to be a jagged crystalline S with a circular ringed shield around the outside, and is placed at the base of the spine. When in use the Alchemical transforms into the sphere, and her Magical Material covers her on the outside. All Artifacts, and Charms are absorbed into the sphere, and reamain committed. The Alchemical has an effective Strength of 1 for lifting and attacking purposes, but this may be circumvented through other means. Her movement rate remains the same, however her Dexterity increases by two. When this charm is purchased it provides one submodule, although others may be purchased with 5 Bonus Points, or 10 Experience Points. Players may create their own submodules at the ST's discretion.

Submodules

Magnetic Grip Enhancement: Allows the Alchemical's sphere to adhere to any surface and roll up it. This costs 2 motes to maintain for more than one turn, and can only function when the building has a metal component.

Defensive Array Alpha: This submodule, when installed, allows the Alchemical to produce a small burst of Essence that allows her to both attack, and leave the area. This ability costs 5 motes and does (Essence x 3) Bashing Damage. This blast donates a vertical jump of her normal Strength+Essence x 3 Yards.

Enhanced Locomotion Diode: When times are stressed, the Alchemical may need to escape quickly. This submodule allows for an inner rotation of the Alchemical's Essence to blast them forward at great speed. Outside of Combat this allows the Alchemical to move 40 yards for every mote spent on this charm to a limit of her Dexterity+Essence. Inside of Combat, the Alchemical may multiply her movement rate by her Essence at a cost of 3 motes. If she wishes, she may instead, target an individual and ram them at great speed. She treats this like any other Brawl Attack, and uses her normal Strength, and may enhance this with Charms. This attack has a range of twice her movement distance, and does Bashing Damage with a bonus equal to half her Dexterity. This submodule requires Essence 4

Defensive Array Beta: Sometimes, a simple defense isn't enough. The Alchemical with this submodule should be feared. Unlike the Alpha Array, this doesn't allow for mobility. This submodule allows for sheer destructive power. When primed, the Alchemical has no time to warn her allies, and should do it ahead of time. The blast radius is her Essence in yards, and does (Essence x 3) Lethal Damge, soaked only by Stamina and Charms. This submodule requires Essence 4, and can only be used three times daily. To make more Bombs, the character must spend 10 motes each, again to a limit of three.

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Comments and whatnot

So, go ahead. Make my day... or break it. Either way. BuddhasFist

Muahahah. Oh, great. I might have to use this... Oh, I should have guessed someone would do that. Neato! (I'm not sure if all the varied submodules wouldn't be better as separate charms branching off though... but, meh, I dunno. Still very cool, though. Maybe they should just cost... oh, they already cost equal to a charm. Dunno then. Maybe a bit more still, since they don't take slots.)

I'm not sure that the 5 second (equal to terrestrial circle sorcery) delay on the powerbomb works in exalted combat, because with only Essence yards as radius, people can so easily just walk out of the radius... perhaps it should be instant. That effect should also cost willpower... I know you want to stay true to the source material, but I'm giving advice on how to integrate it into exalted. Currently, it doesn't cost -anything- to set off...
-- Darloth


Hmm, good point D. I'll change that post haste... there we are. Although the submodules are powerful you have to pay pay Essence, and XP for them. However, I think a modified Experience cost should fix that. 5 bonus points or 10 experience seem good? I'm thinking because it's the same amount as a Dedicated Charm Slot, so there we are. At any rate, love to hear more C&C from people. Cheers mates. BuddhasFist