Difference between revisions of "Arafelis/DoBaES"
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<b>Dichotomy of Beginnings and Endings Spirit</b> | <b>Dichotomy of Beginnings and Endings Spirit</b> | ||
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Description: Using Essence, the character splits his attention between two weapons without sacrificing focus. The Solar wields each weapon independantly; two swords, two minds, one will. | Description: Using Essence, the character splits his attention between two weapons without sacrificing focus. The Solar wields each weapon independantly; two swords, two minds, one will. | ||
− | Effect: As suggested, the character wields two weapons independantly, with two seperate actions; splitting the dice pool of one weapon for multiple attacks or parries leaves the other weapon's action intact. Characters may likewise use multiple Charms in a turn without the use of Combos- that is, one Melee Charm per weapon. For instance, a character may use Fire and Stones Strike on one weapon for improved damage; on the other, he may choose to use Blazing Solar Bolt for a ranged attack. In fact, a character who uses a Melee Charm while using the swords independantly cannot affect both; one or the other must be selected. Taking a non-melee action, using a non-melee Charm or using an Extra Action Charm suspends the effects of Dichotomy of Beginnings and Endings Spirit for a turn, but the charm is not terminated by that condition. In all other ways, these are independant actions as explained in EtS under the Charcoal March of Spiders Form. | + | Effect: As suggested, the character wields two weapons independantly, with two seperate actions; splitting the dice pool of one weapon for multiple attacks or parries leaves the other weapon's action intact. Characters may likewise use multiple Charms in a turn without the use of Combos- that is, one Melee Charm per weapon. For instance, a character may use Fire and Stones Strike on one weapon for improved damage; on the other, he may choose to use Blazing Solar Bolt for a ranged attack. In fact, a character who uses a Melee Charm while using the swords independantly cannot affect both; one or the other must be selected. Taking a non-melee action, using a non-melee Charm or using an Extra Action Charm suspends the effects of Dichotomy of Beginnings and Endings Spirit for a turn, but the charm is not terminated by that condition. In all other ways, these are independant actions as explained in [[EtS]] under the Charcoal March of Spiders Form. |
<i>Note: If a character uses one of her actions to activate a Simple-type Melee Charm with a duration longer than one turn, it does not affect both weapons until Dichotomy's effects have ended. This does mean that characters may re-activate this Charm on the last turn of its duration and still use their other action, but that turn counts as the first turn of Dichotomy without providing any additional benefit. Normally, the effects (including duration) of this Charm begin on the turn after it is activated.</i> | <i>Note: If a character uses one of her actions to activate a Simple-type Melee Charm with a duration longer than one turn, it does not affect both weapons until Dichotomy's effects have ended. This does mean that characters may re-activate this Charm on the last turn of its duration and still use their other action, but that turn counts as the first turn of Dichotomy without providing any additional benefit. Normally, the effects (including duration) of this Charm begin on the turn after it is activated.</i> | ||
== Comments == | == Comments == |
Latest revision as of 01:15, 6 April 2010
- Back to Arafelis/SteelDevilStyleRevision
Dichotomy of Beginnings and Endings Spirit Cost: 6 motes, 1 Willpower Duration: Permanent Willpower in turns Type: Simple Minimum Melee: 4 Minimum Essence: 3 Pre-requisites: Two Swords Style
Description: Using Essence, the character splits his attention between two weapons without sacrificing focus. The Solar wields each weapon independantly; two swords, two minds, one will.
Effect: As suggested, the character wields two weapons independantly, with two seperate actions; splitting the dice pool of one weapon for multiple attacks or parries leaves the other weapon's action intact. Characters may likewise use multiple Charms in a turn without the use of Combos- that is, one Melee Charm per weapon. For instance, a character may use Fire and Stones Strike on one weapon for improved damage; on the other, he may choose to use Blazing Solar Bolt for a ranged attack. In fact, a character who uses a Melee Charm while using the swords independantly cannot affect both; one or the other must be selected. Taking a non-melee action, using a non-melee Charm or using an Extra Action Charm suspends the effects of Dichotomy of Beginnings and Endings Spirit for a turn, but the charm is not terminated by that condition. In all other ways, these are independant actions as explained in EtS under the Charcoal March of Spiders Form.
Note: If a character uses one of her actions to activate a Simple-type Melee Charm with a duration longer than one turn, it does not affect both weapons until Dichotomy's effects have ended. This does mean that characters may re-activate this Charm on the last turn of its duration and still use their other action, but that turn counts as the first turn of Dichotomy without providing any additional benefit. Normally, the effects (including duration) of this Charm begin on the turn after it is activated.