Difference between revisions of "StarJaunter/NWODSolarWeaponry"
m (link fix) |
m (Script: fix links messed up in conversion) |
||
(One intermediate revision by one other user not shown) | |||
Line 50: | Line 50: | ||
Cost: - <br> Mins: Weaponry 5, Essence 4<br> Type: Permanent<br> | Cost: - <br> Mins: Weaponry 5, Essence 4<br> Type: Permanent<br> | ||
Keywords: none<br> | Keywords: none<br> | ||
− | Duration: | + | Duration: [[NStarJaunter/A]] <br> Prerequisites: Iron Whirlwind attack |
The Solar Burns with Holy Lightning. This charm increases the maximum number of extra attacks <br> | The Solar Burns with Holy Lightning. This charm increases the maximum number of extra attacks <br> |
Latest revision as of 02:54, 9 June 2010
Solar Weaponry
Hungry Tiger Technique
Cost: 1m
Mins: Weaponry 2, Essence 1
Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisites: any Weaponry Excellency
Solar warrior's make themselves one with their blades. An attack supplemented with this
charm gains the 8-again property.
Fire and Stones Strike
Cost: 1m
Mins: Weaponry 3, Essence 1
Type: Supplemental
Keywords: Combo-OK
Duration: Scene
Prerequisites: Hungry Tiger Technique
The solar demonstrates his strength with a potent essence fueled blow. The lawgiver may
give their attack an armor piercing quality equal to their strength score.
One Weapon, Two Blows
Cost: 1m
Mins: Weaponry 2, Essence 1
Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisites: Excellency
The Solar Warrior is as swift as the first rays of the dawn. The exalt can use this charm
to make a second attack with a -1 penalty. This does not effect defense score. If a merit
is used to add more attacks they start at -2 penalty.
Peony Blossom Attack
Cost: 1m per attack
Mins: Weaponry 3, Essence 1
Type: Extra Action
Keywords: Combo-OK, obvious, extra action
Duration: Instant
Prerequisites: One weapon two blows
The maneuver named Peony Blossom burns essence to unleash a flurry of blows. The exalt spends
one mote to grant themselves an extra action that can only be used to perform a weaponry attack.
The Exalt can spend up to their essence in motes to empower this charm.
Iron Whirlwind Attack
Cost: 1m, 1wp
Mins: Weaponry 5, Essence 1
Type: Extra Action
Keywords: Combo-OK, obvious, extra action
Duration: Instant
Prerequisites: Peony Blossom Attack
This maneuver conserves essence, but requires an exertion of will. Using this charm gains user
Dexterity in extra actions that can only be used to perform weaponry attacks.
Invincible Fury of the Dawn
Cost: -
Mins: Weaponry 5, Essence 4
Type: Permanent
Keywords: none
Duration: NStarJaunter/A
Prerequisites: Iron Whirlwind attack
The Solar Burns with Holy Lightning. This charm increases the maximum number of extra attacks
granted by weaponry extra action charms by two. For Peony blossom attack to benefit you would
need to Activate a Dark Combo and gain unlimited essence channeling but IWA just gains actions.
Call the Blade
Cost: 1m
Mins: Weaponry 2, Essence 1
Type: Reflexive
Keywords: Obvious
Duration: Instant
Prerequisites: none
A Solar's weapon knows its master and comes when it is called. This charm can draw a weapon the
solar owns to them, as long as a straight path exists for upto Essence score times 10 yards. This
charm also lets a solar reflexively ready a weapon that was pocketed or sheathed.
Summoning the Loyal Steel
Cost: 1m
Mins: Weaponry 3, Essence 1
Type: Simple
Keywords: Combo-OK
Duration: Indefinite
Prerequisites: call the Blade
In contradiction of its name this Charm banishes a weapon owned by the Solar into Elsewhere
This weapon remains banished as long as the lawgiver leaves the mote committed. Canceling the
charm though does summon the weapon back into the world to be used again, after it has been readied
By canceling the charm and using call the blade at the same moment solars can by ready for battle
instantly without even having a weapon visible on them.
Glorious Solar Sabre
Cost: 1m,1wp
Mins: Weaponry 4, Essence 2
Type: Simple
Keywords: Combo-OK,Holy,Obvious
Duration: Scene
Prerequisites: Summon the Loyal Steel
A true master of weaponry can conjure his own weapons from his power. This charm may be purchased
as many times as your weaponry score. Each purchase may have a different configuration chosen at
the time of purchase. This configuration is what is invoked when this charm is used. You may design
a one handed weapon with a number of points equal to your weaponry score divided among attack bonus,
defense bonus, armor piercing, or buying 9-again property. A configuration of two identical weapons
can be purchased for 2m, 1wp and will be balanced to remove off-hand penalty. Having two different
weapons requires summoning to different configurations. A two handed weapon may be summoned that
gives you weaponry score + essence score in points to spend, this weapon can also be pushed to 8-again
by buying 9-again quality twice. These weapons naturally do lethal damage, but you could allow an
appropriate weapon to do only bashing. If a unique ability is requested the ST must decide to allow it
and how many points it is worth. Perhaps a +2 bonus to disarm attempts could cost a point.
Iron Raptor Technique
Cost: 1m or 2m
Mins: Weaponry 3, Essence 1
Type: Simple
Keywords: Combo-OK, obvious
Duration: instant
Prerequisites: Call the Blade
A Solar Weaponmaster learns to project his attacks at a distance. The Solar throws their weapon to
make an attack and the weapon returns to them immediately. The attack can be made up Essence times 8
yards away. For two motes the Solar can make a "Sandstorm Wind Attack" that sends an arc of energy
instead of the weapon allowing it to ignore defense.
Blazing Solar Bolt
Cost: 1m, 1wp
Mins: Weaponry 5, Essence 2
Type: Simple
Keywords: Combo-OK, holy, obvious
Duration: Instant
Prerequisites: Iron Raptor Technique.
Burning with the Fury of the unconquered Sun, the Lawgiver moves to smite His enemies. The Solar
fires a bolt of Solar Fire using Dexterity + Weaponry + Essence as a die pool with a range of Essence
times 10 yards. This attack ignores cover and defense unless such could defend against a flamethrower
Dipping Swallow Defense
Cost: 1m
Mins: Weaponry 2, Essence 1
Type: Reflexive
Keywords: Combo-OK
Duration: one turn
Prerequisites: Any Weaponry Excellency
Guiding their weapon with glimmers of Solar essence the Lawgiver remains unconquered. Using this charm
restores defense to full, even if defense has been lost to an all-out attack. It also allows a Weaponry
excellency to work on defense if comboed with Dipping Swallow Defense.
Bulwark Stance
Cost: 1m
Mins: Weaponry 3, Essence 1
Type: Reflexive
Keywords: Combo-OK, extra action
Duration: One Turn
Prerequisites: Dipping Swallow Defense
Like a terrible war machine the Solar walks through a field of enemy blades and is unmoved. Using this
charm enables the Solar to gain an extra action that can only be used to perform a weaponry dodge.
Solar does not need weaponry dodge merit to use it with this charm, which enable weaponry excellency.
Heavenly Guardian Defense
Cost: 1m
Mins: Weaponry 4, Essence 1
Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisites: Bulwark Stance
This charm is invoked as a Perfect Block against an expected attack. This perfectly stops any attack,
even attacks that ignore defense, are immaterial, or are perfect. Invoking this charm subjects the
user to one of the flaws of invulnerability, which is chosen when charm is purchased.
Five Fold Bulwark Stance
Cost: 1m, 1wp
Mins: Weaponry 5, Essence 1
Type: Simple
Keywords: Combo-OK
Duration: Scene
Prerequisites: Bulwark Stance
The world weeps when the chosen fall, so the Unconquered Sun has given them every mastery of defense.
For the remainder of the scene the Chosen can use weaponry excellency to enhance defense without further
charm use or stunts. This is because Weaponry is included in Defense Calculation. When this charm is
active the Solar's Defense is equal to second lowest of the Dexterity, Wits, and Weaponry. Since, by
the time this charm is purchased, your weaponry is not the lowest it effective lets you choose the
higher of dexterity or Wits, and than boost it with Weaponry Excellency at will.
Solar Counter Attack
Cost: 1m
Mins: Weaponry 4, Essence 1
Type: Reflexive
Keywords: Combo-OK, counter attack
Duration: instant
Prerequisites: Dipping Swallow Defense
Those who attack the Chosen of the Sun invite their own deaths. When a Solar is attacked and uses
their defense in a way that employs weaponry (ie any way that you could use a weaponry excellency on)
They may use this charm to give a counterattack at full dice pool, however for the rest of turn they
suffer a culmulative penalty. This stacks with penalty caused by the attack in first place. You may
not counter attack a counter attack.
Ready in 8 Directions Stance
Cost: 1m
Mins: Weaponry 5, Essence 1
Type: Reflexive
Keywords: Combo-OK, Extra Action
Duration: one turn
Prerequisites: Solar Counter Attack
The Solar can force back any foe. This charm creates an extra action that can only be used to provide
free counterattacks, these work just as Solar Counter Attack but cost no motes for the turn this charm
is activated. They still effect the defense of your normal action they way Solar Counter Attack does.
Protection of Celestial Bliss
Cost: -
Mins: Weaponry 5, Essence 4
Type: Permanent
Keywords: none
Duration: instant
Prerequisites: Heavenly Guardian Defense
This charm permanently enhances Heavenly Guardian Defense so that the Solar may commit one mote ahead of
time and then activate a HGD without it counting as a charm use later. At Essence 5, the solar may stack
this as many times as they have dots in Weaponry. Preparing the defense counts as a charm use but using it
does not.