Difference between revisions of "IsawaBrian/SolarMartialArtsClinch"
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− | *MartialArts/NaturalSolarCharms | + | *[[MartialArts/NaturalSolarCharms]] |
− | ----< | + | == Second Edition == |
+ | |||
+ | ----<i><b>Heavenly Gravity Champion</b></i> | ||
<b>Cost:</b> --; <b>Mins:</b> Martial Arts 5, Essence 4; <b>Type:</b> Permanent | <b>Cost:</b> --; <b>Mins:</b> Martial Arts 5, Essence 4; <b>Type:</b> Permanent | ||
<b>Keywords:</b> None | <b>Keywords:</b> None | ||
− | <b>Prerequisite Charms:</b> [[IsawaBrian/ | + | <b>Duration:</b> Permanent |
+ | <b>Prerequisite Charms:</b> [[IsawaBrian/SolarMartialArtsRangedArea|Thousand Meteors Strike]], [[MartialArts/UnconquerableHeroStyle|Body-Shielding Hold]] | ||
Even as the Unconquered Sun has many arms with which to grapple his foes, so, too, can his Chosen vex and capture multiple opponents. This Charm permanently raises the rate of any Clinch attacks by 1 and allows the character to use Clinch actions with Extra Action Charms that could not otherwise use such Clinches, but the character must have some physical way of restraining her opponent—leg lock around the neck, her off-hand, curling around the opponent to grapple with her torso. At Essence 5+, the Solar actually reaches out with her Essence to tighten around foes, drawing upon her similarity to Sol Invictus to do so. Doing so costs the Solar 1 mote per foe as a reflexive action, in addition to Charm costs (if any). She may only grapple up to her Essence is foes in this manner (though the Lawgiver may still grasp with her hands, legs, and so forth), and they must be in range of a regular Clinch, as modified by Charms. | Even as the Unconquered Sun has many arms with which to grapple his foes, so, too, can his Chosen vex and capture multiple opponents. This Charm permanently raises the rate of any Clinch attacks by 1 and allows the character to use Clinch actions with Extra Action Charms that could not otherwise use such Clinches, but the character must have some physical way of restraining her opponent—leg lock around the neck, her off-hand, curling around the opponent to grapple with her torso. At Essence 5+, the Solar actually reaches out with her Essence to tighten around foes, drawing upon her similarity to Sol Invictus to do so. Doing so costs the Solar 1 mote per foe as a reflexive action, in addition to Charm costs (if any). She may only grapple up to her Essence is foes in this manner (though the Lawgiver may still grasp with her hands, legs, and so forth), and they must be in range of a regular Clinch, as modified by Charms. | ||
− | ----< | + | ----<i><b>Thrashing the Unclean</b></i> |
<b>Cost:</b> 4m; <b>Mins:</b> Martial Arts 5, Essence 2; <b>Type:</b> Supplemental | <b>Cost:</b> 4m; <b>Mins:</b> Martial Arts 5, Essence 2; <b>Type:</b> Supplemental | ||
− | <b>Keywords:</b> Combo-OK, Obvious, Holy | + | <b>Keywords:</b> Combo-OK, Leader, Obvious, Holy |
<b>Duration:</b> Until the Clinch Ends | <b>Duration:</b> Until the Clinch Ends | ||
<b>Prerequisite Charms:</b> [[IsawaBrian/SolarMartialArtsDamage|Solar Punch (Purity Strike)]] | <b>Prerequisite Charms:</b> [[IsawaBrian/SolarMartialArtsDamage|Solar Punch (Purity Strike)]] | ||
− | It is the duty of a Lawgiver to exert harsh punishment upon the bodies of the unrighteous, especially those sources of taint upon Creation. This Charm supplements an ordinary clinch roll against a Creature of Darkness. For every point of raw damage done in the clinch, roll one die. Each success causes a burst of energy between the clinching Solar and the Creature of Darkness, burning out one mote of Essence (generally first from peripheral, then from personal). If the Creature of Darkness gains control of the Clinch and Thrashing the Unclean is still active, the Creature must opt to release—not throw—the Solar. | + | It is the duty of a Lawgiver to exert harsh punishment upon the bodies of the unrighteous, especially those sources of taint upon Creation. This Charm supplements an ordinary clinch roll against a Creature of Darkness. For every point of raw damage done in the clinch, roll one die. Each success causes a burst of energy between the clinching Solar and the Creature of Darkness, burning out one mote of Essence (generally first from peripheral, then from personal). If the Creature of Darkness gains control of the Clinch and Thrashing the Unclean is still active, the Creature must opt to release—not throw—the Solar. This Charm can only be used on a complimentary unit if the leader or the majority of the complimentary unit are Creatures of Darkness. |
− | ----< | + | ----<i><b>Unyielding Solar Grasp</b></i> |
<b>Cost:</b> --; <b>Mins:</b> Martial Arts 4, Essence 3; <b>Type:</b> Permanent | <b>Cost:</b> --; <b>Mins:</b> Martial Arts 4, Essence 3; <b>Type:</b> Permanent | ||
<b>Keywords:</b> None | <b>Keywords:</b> None | ||
+ | <b>Duration:</b> Permanent | ||
<b>Prerequisite Charms:</b> [[IsawaBrian/SolarMartialArtsDamage|Solar Punch]] | <b>Prerequisite Charms:</b> [[IsawaBrian/SolarMartialArtsDamage|Solar Punch]] | ||
Once the fist of a Solar is around that which she desires to hold or harm, its unyielding force can crush that object to dust. When a Solar makes a clinch, she may opt to supplement it with Solar Punch and commit the motes used to activate that Charm. If this is so done, the Solar gains the effects of the chosen Solar Punch each time she continues the clinch. When the Solar ends the clinch, the motes are uncommitted. | Once the fist of a Solar is around that which she desires to hold or harm, its unyielding force can crush that object to dust. When a Solar makes a clinch, she may opt to supplement it with Solar Punch and commit the motes used to activate that Charm. If this is so done, the Solar gains the effects of the chosen Solar Punch each time she continues the clinch. When the Solar ends the clinch, the motes are uncommitted. | ||
== Comments == | == Comments == |
Latest revision as of 06:10, 30 April 2010
Second Edition
Heavenly Gravity Champion
Cost: --; Mins: Martial Arts 5, Essence 4; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Thousand Meteors Strike, Body-Shielding Hold
Even as the Unconquered Sun has many arms with which to grapple his foes, so, too, can his Chosen vex and capture multiple opponents. This Charm permanently raises the rate of any Clinch attacks by 1 and allows the character to use Clinch actions with Extra Action Charms that could not otherwise use such Clinches, but the character must have some physical way of restraining her opponent—leg lock around the neck, her off-hand, curling around the opponent to grapple with her torso. At Essence 5+, the Solar actually reaches out with her Essence to tighten around foes, drawing upon her similarity to Sol Invictus to do so. Doing so costs the Solar 1 mote per foe as a reflexive action, in addition to Charm costs (if any). She may only grapple up to her Essence is foes in this manner (though the Lawgiver may still grasp with her hands, legs, and so forth), and they must be in range of a regular Clinch, as modified by Charms.
Thrashing the Unclean
Cost: 4m; Mins: Martial Arts 5, Essence 2; Type: Supplemental Keywords: Combo-OK, Leader, Obvious, Holy Duration: Until the Clinch Ends Prerequisite Charms: Solar Punch (Purity Strike)
It is the duty of a Lawgiver to exert harsh punishment upon the bodies of the unrighteous, especially those sources of taint upon Creation. This Charm supplements an ordinary clinch roll against a Creature of Darkness. For every point of raw damage done in the clinch, roll one die. Each success causes a burst of energy between the clinching Solar and the Creature of Darkness, burning out one mote of Essence (generally first from peripheral, then from personal). If the Creature of Darkness gains control of the Clinch and Thrashing the Unclean is still active, the Creature must opt to release—not throw—the Solar. This Charm can only be used on a complimentary unit if the leader or the majority of the complimentary unit are Creatures of Darkness.
Unyielding Solar Grasp
Cost: --; Mins: Martial Arts 4, Essence 3; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Solar Punch
Once the fist of a Solar is around that which she desires to hold or harm, its unyielding force can crush that object to dust. When a Solar makes a clinch, she may opt to supplement it with Solar Punch and commit the motes used to activate that Charm. If this is so done, the Solar gains the effects of the chosen Solar Punch each time she continues the clinch. When the Solar ends the clinch, the motes are uncommitted.