Difference between revisions of "BogModAlternateSidereals/Melee"

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<b>Six Points Auspice</b><br>
 
<b>Six Points Auspice</b><br>
<b>Cost:</b> 2m; <b>Mins:</b> Melee 3, Essence 2; <b>Type:</b> Reflexive<br>
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<b>Cost:</b> 3m; <b>Mins:</b> Melee 3, Essence 2; <b>Type:</b> Reflexive<br>
 
<b>Keywords:</b> Combo-OK<br>
 
<b>Keywords:</b> Combo-OK<br>
 
<b>Duration:</b> Until next action<br>
 
<b>Duration:</b> Until next action<br>
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<b>Prerequisite Charms:</b> Fateful Melee Excellency or Propitous Melee Excellency, Thousand Weapon Training
 
<b>Prerequisite Charms:</b> Fateful Melee Excellency or Propitous Melee Excellency, Thousand Weapon Training
  
This charm supplements an attack againgst a dematerialized target.  It allows them to be hit though it provides no ability to sense them.  On a successful damaging strike the Vizier may roll (Melee + House of Battles + damage inflicted) against a difficulty equal to the dematerialized being's essence.  Success means that the creature materializes for no cost and must stay materialized for the scene.  This can also be used against a willing target, in which case the Difficulty is 1 and the Sidereal can do a pulled blow to do no damage.   
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This charm supplements an attack againgst a dematerialized target.  It allows them to be hit though it provides no ability to sense them.  On a successful damaging strike the Vizier may roll (Melee + House of Battles + damage inflicted) against a difficulty equal to the dematerialized being's essence.  Success means that the creature materializes for no cost and must stay materialized for the scene.  This can also be used against a willing target, in which case the Difficulty is 1 and the Sidereal can do a pulled blow to do no damage.  Gods forced to materialize can not use Hurry Home to escape the fight.
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[[BogModAlternateSidereals]]
  
 
== Comments ==
 
== Comments ==

Revision as of 20:56, 11 June 2010

Melee is the Spear


Bold Advancement Method
Cost: -; Mins: Melee 3, Essence 1; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Any Melee Excellency

Acting before their enemies are ready the Sidereal takes the upper hand in the engagement and does not give it up. Against any opponenet who goes after the Sidereal in the initiative order the Sidereal enjoys a bonus success when attacking them with a weapon and her Parry DV against them increases by 1.


Six Points Auspice
Cost: 3m; Mins: Melee 3, Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: Until next action
Prerequisite Charms: Any Melee Excellency

There are 8 proper vectors one can be attacked from. There are six basic methods of defense. Though it doesn't cover every form of attack it can stymie many. Until the start of her next action the Sidereal does not suffer onslaught penalties nor penalties to her DV from making attacks.


Four Point Deflection Kata
Cost: 3m, 1wp; Mins: Melee 4, Essence 2; Type: Simple
Keywords: Combo-Basic
Duration: One scene
Prerequisite Charms: Six Points Auspice

The most efficient is not allways the most effective but one doesn't always have the time for complete efficacy. Generals know this and always try to strike the balance between the two. The Sidereal reduces the DV penalty she can suffer from Onslaught and her own actions to a total of 1.


Eight Points Understanding
Cost: -(3m); Mins: Melee 5, Essence 3, House of Battles 1; Type: Permanent
Keywords: College
Duration: Permanent
Prerequisite Charms: Four Point Deflection Kata

As enlightenment grows the actions of those are ever easier to anticipate for a Vizier. When she activates Four Point Deflection Kata she can pay double the mote cost to reduce the penalty from coordinated attacks down to 1 as well as the normal benifits.


Swift Pressed Assault Technique
Cost: 2m/attack; Mins: Melee 3, Essence 2; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Any Melee Excellency

For a moment the Vizier can see the secret flaws in his enemies defense and can strike at them to keep his defense at its weakest. This charm supplements a single attack or a flurry of attacks. For each attack made the Sidereal spends 2m. This charm makes your opponent suffer the onslaught penalty for the total number of attacks, to each attack.


Red Spear Defense
Cost: 4m; Mins: Melee 4, Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Four Point Deflection Kata, Swift Pressed Assault Technique

The Sidereal weaves out her own personal fate for the next attack to come at her ensuring that her continued fate and existance remain sancrosanct. This charm is a perfect defense even against normally unblockable attacks and carries one of the Four Flaws of Invulnerability.


Red Haze of War Slice
Cost: 5m; Mins: Melee 5, Essence 3; Type: Simple
Keywords: Combo-OK, Crippling, Obvious
Duration: Instant
Prerequisite Charms: Swift Pressed Assault Technique

Let the Unconquered Sun fight by virtue and honor, Mars is the Goddess of War in all its forms and is not above cunning tricks to win a fight. Placing a well placed head blow the Sidereal can momentarily dim the vision of an enemy enough that they can not tell friend from foe. This charm generates an attack that has effects if it should damage a target. If someone damaged by this charm does not spend a Speed 5, DV -2 unflurryable action clearning their eyes on their next action their next attack will be against another target of the Sidereal's choosing within range. If the Vizier doesn't trust their skill enough to cut their enemy they can cut themselves and flick their own blood and essence at the enemies face. This changes the cost of the charm to 5m, 1lhl and renders the attack non-damaging and unblockable but in all other ways the same.


Thousand Weapon Training
Cost: 1m/dot; Mins: Melee 2, Essence 1; Type: Simple
Keywords: None
Duration: Indefinite
Prerequisite Charms: None

Mars trains with all weapons so she might know in its completeness how each weapon will work in an engagement. Her Chosen do well to emulate this philosophy. For every mote the Sidereal commits she counts as if she had a dot in a Melee specialty towards a single weapon. As usual she can get no more dice from specialties then the normal limits for any roll. These dice do not count as dice added from charms.


Forced Engagement Blow
Cost: 8m, 1wp; Mins: Melee 5, Essence 3, House of Battles 1; Type: Supplemental
Keywords: Collge, Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Fateful Melee Excellency or Propitous Melee Excellency, Thousand Weapon Training

This charm supplements an attack againgst a dematerialized target. It allows them to be hit though it provides no ability to sense them. On a successful damaging strike the Vizier may roll (Melee + House of Battles + damage inflicted) against a difficulty equal to the dematerialized being's essence. Success means that the creature materializes for no cost and must stay materialized for the scene. This can also be used against a willing target, in which case the Difficulty is 1 and the Sidereal can do a pulled blow to do no damage. Gods forced to materialize can not use Hurry Home to escape the fight.

BogModAlternateSidereals

Comments