Difference between revisions of "StarJaunter/ChipmunkPrincessStyle"

From Exalted - Unofficial Wiki
Jump to: navigation, search
m
m
 
(One intermediate revision by the same user not shown)
Line 54: Line 54:
 
speed 5 are instead speed 4.  
 
speed 5 are instead speed 4.  
  
<b> Crashing Wave Throw </b>
+
<b> Fluffy Critter Evasion </b>
  Cost: -
+
  Cost: 2m per
  Duration: -
+
  Duration: one action
  Type: Permanent
+
  Type: reflexive
  Keywords: none
+
  Keywords: combo-ok
  Minimums: MA 5 Essence 3
+
  Minimums: MA 4 Essence 3
  Prerequisites: Heaven Thunder Hammer.
+
  Prerequisites: Chipmunk Princess Form
  
This Charm upgrades its prerequisite with the following effects.  The Stylist may choose to send the<Br>
+
You can increase your DV by one per two motes spent on this charm, you may spend 2 times your essence<br>
target straight up (Martial Arts x 3) yards or horizontally for (Martial Arts x 6) yards instead of<Br>
+
in motes.<br>
the damage based distance. They may activate this charm when in control of a clinch to throw the <Br>
 
target this distance. They may also use the target as an improvised weapon against another target.<br>
 
The improvised weapon is at -3 accuracy and +4 damage. The attack on the second target operates as<br>
 
a counter-attack, thus it cannot be used on a counter attack, it inflicts a -1 penalty on Solar's DV,<br>
 
and the target cannot respond with counter attacks.<br>
 
  
<b> Golden-Essence Block </b>
+
<b> Chipmunk's Harsh Rebuke </b>
  Cost: 3m
+
  Cost: 4m
 
  Duration: Instant
 
  Duration: Instant
 
  Type: Reflexive
 
  Type: Reflexive
 
  Keywords: Combo-Ok, Counter-Attack
 
  Keywords: Combo-Ok, Counter-Attack
  Minimums: MA 4 Essence 2
+
  Minimums: MA 4 Essence 3
  Prerequisites: Solar Hero Form
+
  Prerequisites: Fluffy Critter Evasion, Quick Attack
 
 
The Essence-driven fists of the Solar Exalted do not flinch from attacks but rise to meet them. This<br>
 
Charm alters the way a solar blocks and incoming attack. The Solar does not get to use their DV on an<br>
 
attack but instead attacks it reflexively themselves. They make a Strength + Martial Arts roll against<Br>
 
the attacking fist or weapon and if they gather enough successes equal to the higher of target's strength<Br>
 
or the weapon's damage bonus. Blocking lethal weapons requires another charm or stunt. Any leftover <Br>
 
successes after stopping attack apply as damage dice, which may be boosted by Solar Hero Form or <Br>
 
Sledgehammer Fist Punch.  This counts as a counter-attack.<br>
 
 
 
<b> Hammer on Iron Technique </b>
 
Cost: 3m 1wp
 
Duration: Instant
 
Type: Extra Action
 
Keywords: Combo-Ok
 
Minimums: MA 4 Essence 2
 
Prerequisites: Golden Essence Block
 
  
The Lawgiver's arts of battle bring an unrelenting punishment to their enemies. This Charm is a magical<br>
+
When you have successfully dodged an attack you may make a reflexive full pool counter attack.<br>
flurry of many Martial Arts attacks. The Exalt makes a total number of attacks equal to (Essence + 1).<br>
 
This Charm lets the Solar make these attacks regardless of Rate, without multiple weapon penalties and<br>
 
a DV penalty equal to the highest penalty for any one attack. All attacks must be against the same target.<br>
 
  
<b> Glorious Shockwave Technique </b>
+
<b> Quick Attack</b>
Cost: 3m 1wp 1Lhl
 
Duration: Instant
 
Type: Simple
 
Keywords: Combo-Ok, Obvious, Knockback
 
Minimums: MA 5 Essence 3
 
Prerequisites: Hammer on Iron Technique, Crashing Wave Throw
 
 
 
The Solar's anima explodes outward as a powerful wave of golden essence. This is an unblockable, <br>
 
undodgeable attack that may extend up to twice his permanent Essence in yards in every direction, <br>
 
striking everyone, friend or foe indiscriminately. He may make a Martial Arts attack using his <br>
 
(Strength + Martial Arts + Essence) as a dice pool, this attack is applied fully and equally to <br>
 
all targets. This attack will also damage the Solar's surroundings, including the solid ground or <br>
 
rickety bridge that he may be standing on, but might also break physical bonds or restraints. Anyone<br>
 
or anything caught by this attack is removed from the Solar to outside the radius of the shockwave as<br>
 
a Knockback effect. This attack is explicitly allowed to be placed in a Combo with Heaven Thunder Hammer<br>
 
to enhance the Knockback effect. This Charm is explicitly allowed to replace a grapple check within a <br>
 
clinch, in which case Shockwave Technique perfectly breaks the Solar free of the clinch. For Solars, and<br>
 
only for true Solar Exalts, not others who can learn this style, the Solar Hero Form charm may be activated<br>
 
as a reflexive, innate ability instead of as a charm. This still costs the normal costs of the Charm and <Br>
 
may not be activated with another form charm. This effect only works on the action during which Glorious<Br>
 
Shockwave Technique is activated.<br>
 
 
 
== Solar Only Expansion Charms ==
 
 
 
=== Fast Attack Charms ===
 
 
 
<b> Thunderclap Rush Attack </b>
 
Cost: 1m
 
Duration: Instant
 
Type: Supplemental
 
Keywords: Combo-Ok
 
Minimums: MA 3 Essence 2
 
Prerequisites: Fists of Iron
 
 
 
When the Solar Exalt strikes, she is swifter than the lightning. This charm supplements a Martial Arts<br>
 
action so that its speed is reduced by 2 and the DV penalty is reduced by one. This may not bring an <br>
 
attack below Speed 3.<br>
 
 
 
<b> Hammering Solar Technique </b>
 
 
  Cost: 3m
 
  Cost: 3m
 
  Duration: one action
 
  Duration: one action
  Type: supplemental
+
  Type: Supplemental
 
  Keywords: Combo-Ok
 
  Keywords: Combo-Ok
  Minimums: MA 4 Essence 2
+
  Minimums: MA 4 Essence 3
  Prerequisites: Thunderclap Rush Attack, Solar Hero Form
+
  Prerequisites: Chipmunk Princess Form
  
When the unconquerable hero presses their opponent they must fall or give way. This charm enhances a <br>
+
Every attack made this action that would be speed 5 is instead speed 4, Speed 4 attacks are considered<Br>
Solar's Martial Arts attacks by increasing their rate by 3 and removing 3 dice of multiple action penalties.<br>
+
speed 3, this includes attacks made speed 4 by this styles form charm.
  
<b> Awing Solar Rage </b>
+
<b> Vermin's Perfect Evasion </b>
  Cost: -
+
  Cost: 3m 1wp
  Duration: n/a
+
  Duration: scene
  Type: Permanent
+
  Type: Reflexive
  Keywords: none
+
  Keywords: Combo-Ok, Obvious
 
  Minimums: MA 5 Essence 4
 
  Minimums: MA 5 Essence 4
  Prerequisites: Hammer on Iron Technique, Hammering Solar Technique
+
  Prerequisites: Fluffy Critter Evasion
  
The Solar hero burns with power and move like lightning.  This charm enhances Hammer on Iron Technique<br>
+
When this charm is active the character may ignore the Undodgeable quality of any attack.
and any custom Martial Arts Extra actions charms so the may add two more actions than normal.<br>
 
  
=== Threat Reducing Charms ===
 
  
<b> Fair Handed Weapon Hammer</b>
+
<b> Hording Cheek Technique </b>
  Cost: -
+
  Cost: 1wp
  Duration: n/a
+
  Duration: -
 
  Type: permanent
 
  Type: permanent
Keywords: none
 
Minimums: MA 4 Essence 3
 
Prerequisites: Golden Essence Block
 
 
The Solar Hero is a brutal but honest combatant, he can demand his foes face him the same. This charm<br>
 
enhances its prerequisite. As an alternative to using extra successes to damage target, he may use them<br>
 
to disarm his foe. By gaining a number of successes equal to targets strength + 2 after stopping the attack<br>
 
(or without stopping it if its that important) the Solar may knock his opponents weapon away at least one<br>
 
yard per extra success, which may be enhanced with Solar Hero Form power or Hammer Thunder Hammer. The +2<br>
 
refers to the external penalty for disarming and may be changed by effects that alter this penalty. This also<br>
 
allows the Solar to take the weapon or if weapon is natural weapon they may pull target into clinch instead of<Br>
 
harming them, again they must achieve an extra strength successes over stopping the attack, or not stop the <br>
 
attack from hitting them, in order to pull the target in.
 
 
<b> Ox-Stunning Blow </b>
 
Cost: 3m
 
Duration: Instant
 
Type: Supplemental
 
Keywords: Combo-Ok, Crippling, Stacking
 
Minimums: MA 4 Essence 2
 
Prerequisites: Solar Hero Form
 
 
The blow of a mighty hero can shake a foe to their core. This charm supplements a Martial Arts attack <br>
 
to deal wounds to an opponent. Every wound dealt by this charm causes an additional -1 wound penalty<br>
 
which stacks with normal wound penalties and itself. These penalties heal as the wounds that inflicted<Br>
 
them do.  There is no limit to the number of penalties a Solar may inflict, other than the health levels<br>
 
their target has.<br>
 
 
<b> Knockout Blow </b>
 
Cost: 5m 1wp
 
Duration: Instant
 
Type: Supplemental
 
Keywords: Combo-Ok, Crippling, Obvious
 
Minimums: MA 5 Essence 3
 
Prerequisites: Ox-Stunning Blow
 
 
Solar Exalted can topple even behemoths with a Punch. This charm supplements a Martial Arts attack. <br>
 
The Solar forces a reflexive roll from target of Stamina + Resistance at a difficulty of Solar's<br>
 
successes on attack + Essence score.  If the target fails and cannot resist crippling effects they<Br>
 
are forced unconscious for the rest of the scene.  The Lawgiver needs to inflict at least one level<Br>
 
of damage for this effect to occur.<br>
 
 
<b> Merciful Hero Stance </b>
 
Cost: -
 
Duration: n/a
 
Type: Permanent
 
Keywords: Obvious
 
Minimums: MA 5 Essence 3
 
Prerequisites: Knockout Blow
 
 
Dolorous, the blows of a Solar certainly are, but their might contains room for gentleness. This Charm<br>
 
permanently enhances a solar so they may pull their blows for no penalty. They may also keep the <Br>
 
damage of their attacks from wrapping around and upgrading, letting them only knockout, instead of kill<br>
 
another. Curiously the damage from the Solar continues to add up beyond the target's health levels. <br>
 
This means a target may take days or weeks to fully recover from the pounding they received even with<br>
 
out life threatening damage.  This also allows the penalties from Ox-Stunning Blow to continue to stack.<Br>
 
The effects of this charm are optional, the effects are not obviously supernatural, but it is obvious that<br>
 
the Solar is restraining themselves as they fight.  Anyone watching can tell the Solar is trying not to <Br>
 
hurt the other too badly.<br>
 
 
 
=== Clinch Charms ===
 
 
<b> Dragon Coil Technique </b>
 
Cost: 4m
 
Duration: until next action
 
Type: reflexive
 
 
  Keywords: Combo-Ok
 
  Keywords: Combo-Ok
 
  Minimums: MA 3 Essence 2
 
  Minimums: MA 3 Essence 2
 
  Prerequisites: Fists of Iron
 
  Prerequisites: Fists of Iron
  
The grip of the Lawgiver's does not fail. This charm adds (Essence) successes to any attempt to achieve or<br>
+
This technique creates a special storage pouch for Essence in the Exalted Stylist. First they may<br>
escape a clinch. It also boosts the clinches damage by (Essence) and lets the Solar make it lethal damage if<br>
+
store up to 3 times Essence in the pouch by expending twice as much essence from their normal pool.<Br>
they want. At Essence 3+ the Solar may purchase this charm again to gain the ability to spend an extra wp <br>
+
Second, essence while it is stored can be detected as a surge of power by an observer making a <br>
to make the Clinch attempt perfect. The Clinch will always succeed even if its with a zero threshold over <br>
+
perception + Occult roll with a difficulty equal to 6 - (Motes of essence stored/3), if difficulty is<br>
opponent. This bonuses of the first version of this charm still apply to perfect version. This charm may <br>
+
zero or less than everyone can tell automatically. To release the motes the stylist must spend a wp<br>
only be stopped by perfect defenses before clinch is made but only another perfect clincher, or a perfect <br>
+
point and than can release as many or few motes as they wish, these motes instead of adding to anima<br>
clinch breaker may escape. A perfect clinch breaker beats this, but another perfect clinch merely cancels<br>
+
banner, will reduce it, acting as if the Exalt had spend that many fewer peripheral motes.
the perfection of both. This charm may explicitly be used when held in a clinch by another.
 
  
<b> Debris Entanglement Method </b>
+
<b> Rabid Rodent Attack </b>
  Cost: 3m
+
  Cost: 5m, 1wp
  Duration: scene
+
  Duration: one flurry
  Type: Supplemental
+
  Type: supplemental
  Keywords: Combo-Ok
+
  Keywords: Combo-Ok, obvious
  Minimums: MA 4 Essence 2
+
  Minimums: MA 5 Essence 4
  Prerequisites: Dragon Coil Technique, Solar Hero Form
+
  Prerequisites: Hording Cheek Technique
  
The Solar need not rely on their presence to deal with their foes. This charm supplements an attempt to <br>
+
A flurry enhanced by this charm has no DV penalty and reduces all Multiple action penalties by<Br>
clinch a target using an improvised weapon, such as net, rope, collapsed wall, or a handful of nails.<br>
+
the stylist's essence score.
If the clinch succeeds the Solar may walk away leaving the target clinched in the weapon. Despite not<br>
 
being around, as long as the motes remain committed, the Solar can still reflexively roll against the <br>
 
target, they can even use charms like Excellencies and Dragon Coil Technique to help clinch the target.<br>
 
The Solar may only hold or damage the target with their clinch, not throw them. The solar uses the <br>
 
improvised weapon in question to modify their rolls.  If the Target escapes the Charm ends immediately.<br>
 
If the Solar drops commitment, the target must still free themselves from the entanglement.
 
 
 
<b> Surpassing Efficacy Hold </b>
 
Cost: 3m
 
Duration: one scene
 
Type: Supplemental
 
Keywords: Combo-Ok, Obvious
 
Minimums: MA 4 Essence 2
 
Prerequisites: Dragon Coil Technique, Solar Hero Form
 
 
 
The Solar need not exert his full force to hold someone within his grasp. This charm supplements an <br>
 
attempt to clinch. Instead of having to use their whole body the Solar clinches with the most minimal<br>
 
of effort, such as a thumb and forefinger, or teeth. They may apply their minimal effort to the most <br>
 
minimal of places, an ear, a tail, a pinky finger. Being able to hold targets this way may let the<br>
 
Solar hold multiple targets depending on how they are held. The Solar does not, of necessity lose their<br>
 
Defense value while clinching in this manner, although they may not give ground unless they can drag the<br>
 
held victim with them.
 
This charm give Clinching a rate equal to Solar's Essence, however all the clinches must have this charm <br>
 
applied to them, and to hold all the targets requires a flurry of clinches, inflicting multiple action <br>
 
penalties and DV penalties. Each turn this the Solar must re-flurry all the clinches, although they may<Br>
 
choose a different order, and they take a penalty to DV equal to number of clinches, but they do not lose<Br>
 
their DV just because they are in a clinch. If the Solar does not the Strength + Athletics score to carry<Br>
 
all their target's they have the -2 unable to give ground penalty to dodge DV. If target breaks free then<br>
 
this charm is broken for that target and must be re-activated to try again. This charm need not be re-activated<br>
 
just to hold targets though.<br>
 
 
 
<b> Self-Judgement Clinch </b>
 
Cost: -
 
Duration: n/a
 
Type: permanent
 
Keywords: Combo-Ok
 
Minimums: MA 4 Essence 3
 
Prerequisites: Debris Entanglement Method, Surpassing Efficacy Hold
 
 
 
The Lawgiver forces their foes to pass judgment on themselves. This charm acts as an upgrade to Debris<Br>
 
Entanglement Method. By spending two more motes the Solar may use a target as an improvised weapon with<Br>
 
an accuracy of -3 and a damage of 4B, against themselves. The target ends up hold themselves in clinch,<BR>
 
tangled into a know by the Solar's wrestling skills. It should be noted that if the Solar manages to <br>
 
clinch two different targets, he could use the charm on both to make them clinch each other. In this case<br>
 
both targets can be held until they manage to simultaneously win the clinching contest with the Solar, after<br>
 
which they are still left clinching each other without Solar influence.
 
 
 
<b> Brilliant Cavitation Burst </b>
 
Cost: 5m 1wp 1lhl
 
Duration: Instant
 
Type: Simple
 
Keywords: Combo-Ok, Obvious
 
Minimums: MA 5 Essence 4
 
Prerequisites: Glorious Shockwave Technique, Dragon Coil Technique x 2
 
  
Refining their Shockwave the Solar draws their foe into an implacable grip, even as an inexorable force<br>
 
tries to push the foe away, this deadly paradox resolves itself by tearing the victim apart. This charm<br>
 
may only be activated as an alternative to maintaining a clinch that has already been made by other means<Br>
 
the attempt to maintain the clinch is considered perfect. The Solar automatically does a number of levels <br>
 
of damage to the target equal to their Strength + Martial Arts + Essence, ignoring all armor-based soak.<br>
 
This damage must be lethal or worse, nothing can render it into bashing without changing the nature of<br>
 
this charm. The Solar may hold this charm on continuing actions by spending another 5 motes each. Any Target<br>
 
killed by this action explodes in a visual light show of Golden essence, but this has no mechanical effect.<br>
 
  
 
=== Comments ===
 
=== Comments ===

Latest revision as of 19:46, 10 January 2010

Chipmunk Princess Style

Notes

Chipmunk Princess is a style emulating beautiful, but chittering and constantly moving princess.
This style uses weapons that are or very similar to small knives and daggers. The stylist
may not wear any armor that imposes a mobility or fatigue penalty with the style.

Small Creature Awareness

Cost: 3m
Duration: one action
Type: Reflexive
Keywords: Combo-Ok
Minimums: MA 2 Essence 1
Prerequisites: None

When you might be subject to a surprise attack, you may activate this charm and act as if not
surprised. Any additional surprise attacks in that action are also rendered non-surprise.

Darting Defense Method

Cost: 1m
Duration: Instant
Type: Reflexive
Keywords: Combo-Ok
Minimums: MA 2 Essence 1
Prerequisites: Small Creature Awareness

When subject to onslaught penalties you may activate this charm to ignore them for one attack,
that attack still contributes to future onslaught penalties though.

Fleeing Rodent Speed

Cost: 2m
Duration: one action
Type: reflexive
Keywords: Combo-Ok
Minimums: MA 2 Essence 2
Prerequisites: Darting Defense Method

Using this charm allows a dash action to be made without a DV penalty, It also adds essence score
to the distance the dash moves the stylist per tick.

Chipmunk Princess Form

Cost: 6m
Duration: Scene
Type: Simple
Keywords: Obvious, Form
Minimums: MA 4 Essence 2
Prerequisites: Fleeing Rodent Speed

When in this form, the stylist may reduce total the total penalty to their DV by their Martial Art
score. When performing a Guard Action they are immune to onslaught penalties. They may add essence
dice to stealth and athletics rolls. All unarmed attacks and miscellaneous actions that would be
speed 5 are instead speed 4.

Fluffy Critter Evasion

Cost: 2m per
Duration: one action
Type: reflexive
Keywords: combo-ok
Minimums: MA 4 Essence 3
Prerequisites: Chipmunk Princess Form

You can increase your DV by one per two motes spent on this charm, you may spend 2 times your essence
in motes.

Chipmunk's Harsh Rebuke

Cost: 4m
Duration: Instant
Type: Reflexive
Keywords: Combo-Ok, Counter-Attack
Minimums: MA 4 Essence 3
Prerequisites: Fluffy Critter Evasion, Quick Attack

When you have successfully dodged an attack you may make a reflexive full pool counter attack.

Quick Attack

Cost: 3m
Duration: one action
Type: Supplemental
Keywords: Combo-Ok
Minimums: MA 4 Essence 3
Prerequisites: Chipmunk Princess Form

Every attack made this action that would be speed 5 is instead speed 4, Speed 4 attacks are considered
speed 3, this includes attacks made speed 4 by this styles form charm.

Vermin's Perfect Evasion

Cost: 3m 1wp
Duration: scene
Type: Reflexive
Keywords: Combo-Ok, Obvious
Minimums: MA 5 Essence 4
Prerequisites: Fluffy Critter Evasion

When this charm is active the character may ignore the Undodgeable quality of any attack.


Hording Cheek Technique

Cost: 1wp
Duration: -
Type: permanent
Keywords: Combo-Ok
Minimums: MA 3 Essence 2
Prerequisites: Fists of Iron

This technique creates a special storage pouch for Essence in the Exalted Stylist. First they may
store up to 3 times Essence in the pouch by expending twice as much essence from their normal pool.
Second, essence while it is stored can be detected as a surge of power by an observer making a
perception + Occult roll with a difficulty equal to 6 - (Motes of essence stored/3), if difficulty is
zero or less than everyone can tell automatically. To release the motes the stylist must spend a wp
point and than can release as many or few motes as they wish, these motes instead of adding to anima
banner, will reduce it, acting as if the Exalt had spend that many fewer peripheral motes.

Rabid Rodent Attack

Cost: 5m, 1wp
Duration: one flurry
Type: supplemental
Keywords: Combo-Ok, obvious
Minimums: MA 5 Essence 4
Prerequisites: Hording Cheek Technique

A flurry enhanced by this charm has no DV penalty and reduces all Multiple action penalties by
the stylist's essence score.


Comments