Difference between revisions of "TheKawaiiEdition/CatgirlStrength"
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* <b>Cost: </b>1 mote / die | * <b>Cost: </b>1 mote / die | ||
* <b>Duration: </b> Instant | * <b>Duration: </b> Instant | ||
− | * <b>Type: </b> | + | * <b>Type: </b> Re-Fun |
* <b>Minimum Strength: </b> 2 | * <b>Minimum Strength: </b> 2 | ||
* <b>Minimum Moe: </b> 1 | * <b>Minimum Moe: </b> 1 | ||
* <b>Prerequisite Charms: </b> Strength of the Moon | * <b>Prerequisite Charms: </b> Strength of the Moon | ||
− | The Catgirl may buy up to her Strength in extra dice for a clinch attack. | + | The Catgirl may buy up to her Strength in extra dice for a clinch die pool. (This can be used both for attack and maintaining a clinch.) |
Latest revision as of 13:57, 9 June 2010
Strength Charms
- Strength of the Moon 1/1
- Excellent Catgirl Strength 2/2
- Puissant Catgirl Strength 3/3
- Unfailing Catgirl Strength 4/4
- Puissant Catgirl Strength 3/3
- Kangaroo Hop 3/1
- Bouncing Rabbit Method 3/2
- Diving Kingfisher Strike 3/2
- Far-Springing Step 3/2
- Tree-Leaping Technique 4/3
- Leap to Safety 3/2
- Fleeing Frog Method 4/3
- Steely Grip 3/1
- Shattering Stroke 4/2
- Smashing Strike 5/3
- Charm of the Ram 5/4
- Smashing Strike 5/3
- Shattering Stroke 4/2
- Arm the Human Form 2/1
- Porcupine's Armament 3/2
- Extendible Quills 4/3
- Quill Fire 4/2
- Spider's Web 3/2
- Wolf Claws 3/2
- Claws of Luna 4/3
- Moonsilver Claws 5/3
- Claws of Luna 4/3
- Porcupine's Armament 3/2
- Double-Handed 3/2
- Fleeting Dual Limbs 4/2
- Extra Arms Method 5/3
- Spider Limbs Technique 5/4
- Extra Arms Method 5/3
- Fleeting Dual Limbs 4/2
- Burrowing Thorn 2/1
- Painful Bite 4/1
- Agony-Inducing Shot 4/2
- Flesh-Ripping Shot 5/3
- Agony-Inducing Shot 4/2
- Piercing Fang 3/2
- Crushing Shot 4/3
- Death-Flower Shot 4/3
- Foe-Driving Shot 4/3
- Poisonous Bite 4/3
- Painful Bite 4/1
- Burst of Rage 3/2
- Spinning Tornado of Death 4/3
- Charging Ram 3/2
- Coils of the Cobra 2/1
- Anaconda Grip 3/2
- Mighty Grip 4/2
- Octopus Entangle 3/2
- Painful Grip 3/2
- Spitting Cobra 3/2
- Pouncing Constrictor 4/3
- Anaconda Grip 3/2
- Flesh-Tearing Blow 3/1
- Defense-Overwhelming Stroke 3/2
- Armor-Severing Stroke 5/3
- Bouncing Blade 5/3
- Foe-Driving Assault 5/3
- Weapon-Shattering Might 4/2
- Unstoppable Stroke 4/3
- Stamina-Surpassing Blow 4/2
- Defense-Overwhelming Stroke 3/2
- Excellent Catgirl Strength 2/2
Kangaroo Hop
- Cost: 1 mote
- Duration: Instant
- Type: Re-Fun
- Minimum Strength: 3
- Minimum Moe: 1
- Prerequisite Charms: Strength of the Moon
The Catgirl steels himself and jumps; she can leap her ( Strength + Athletics ) * 5 feet vertically, or twice that horizontally.
Bouncing Rabbit Method
- Cost: 5 motes
- Duration: One Scene
- Type: Speech
- Minimum Strength: 3
- Minimum Moe: 2
- Prerequisite Charms: Kangaroo Hop
The Catgirl can now leap up to ( Strength + Athletics ) * 5 feet vertically, or twice that horizontally every round during her own action.
Diving Kingfisher Strike
- Cost: 5 motes
- Duration: Instant
- Type: Subtle/Mental
- Minimum Strength: 3
- Minimum Moe: 2
- Prerequisite Charms: Kangaroo Hop
The Catgirl may leap her ( Strength + Athletics ) * 5 feet vertically, or twice that horizontally, make an attack, then leap away up to that far again. These jumps replace her normal movement for the round. This charm may be comboed with Dex charms.
Far-Springing Step
- Cost: 3 motes
- Duration: Instant
- Type: Re-Fun
- Minimum Strength: 3
- Minimum Moe: 2
- Prerequisite Charms: Kangaroo Hop
The Catgirl takes a mighty jump, travelling up to 50 * Strength feet vertically, or twice that horizontally.
Flight of the Eagle
- Cost: 8 motes
- Duration: One Scene
- Type: Speech
- Minimum Strength: 4
- Minimum Moe: 3
- Prerequisite Charms: Far-Springing Step
The Catgirl can now fly at twice her normal movement speed on the ground.
Tree-Leaping Technique
- Cost: 5 motes
- Duration: Instant
- Type: Re-Fun
- Minimum Strength: 4
- Minimum Moe: 3
- Prerequisite Charms: Far-Springing Step
The Catgirl takes a mighty jump, travelling up to 500 * Strength feet vertically, or twice that horizontally.
Leap to Safety
- Cost: 6 motes
- Duration: Instant
- Type: Re-Fun
- Minimum Strength: 3
- Minimum Moe: 2
- Prerequisite Charms: Kangaroo Hop
When attacked by a foe, the Catgirl may leap up to 5 * (Strength + Athletics) feet away. The Catgirl gains an active dodge using her Strength + Athletics, against the attack. This charm may be comboed with Dex charms.
Fleeing Frog Method
- Cost: 2 motes, 1 WP + 1 mote / jump
- Duration: One Scene
- Type: Speech
- Minimum Strength: 4
- Minimum Moe: 3
- Prerequisite Charms: Leap to Safety
For a scene, when attacked by a foe, the Catgirl may leap up to 5 * (Strength + Athletics) feet away. The Catgirl gains an active dodge using her Strength + Athletics, against the attack. However, the Catgirl must burn one mote every time she hops. This charm may be comboed with Dex charms.
Mole's Journey
- Cost: 5 motes
- Duration: Scene
- Type: Speech
- Minimum Strength: 3
- Minimum Moe: 2
- Prerequisite Charms: Animal Rage
The Catgirl can now tunnel through the ground at her normal movement rate, leaving an open tunnel behind him.
Steely Grip
- Cost: 1 mote per 2 points
- Duration: Instant
- Type: Re-Fun
- Minimum Strength: 3
- Minimum Moe: 1
- Prerequisite Charms: Strength of the Moon
The Catgirl focuses her will into a great feat of strength. she may lift something or try to break something as if her Strength + Athletics was 2 points higher for every mote. she can buy up to her Strength in extra points.
Shattering Stroke
- Cost: 4 motes
- Duration: Instant
- Type: Subtle/Mental
- Minimum Strength: 4
- Minimum Moe: 2
- Prerequisite Charms: Steely Grip
The Catgirl can break any mundane object with a weight of up to Strength * 10 pounds automatically with but a touch. This charm may be comboed with Dex charms.
Smashing Strike
- Cost: 7 motes
- Duration: Instant
- Type: Subtle/Mental
- Minimum Strength: 5
- Minimum Moe: 3
- Prerequisite Charms: Shattering Stroke
The Catgirl can break any mundane object with a weight of up to Strength * 50 pounds automatically with but a touch. This charm may be comboed with Dex charms.
Charge of the Ram
- Cost: 3 motes, 1 WP
- Duration: Instant
- Type: Subtle/Mental
- Minimum Strength: 5
- Minimum Moe: 4
- Prerequisite Charms: Smashing Strike
The Catgirl can break any mundane object with a weight of up to Strength * 500 pounds automatically with but a touch. This charm may be comboed with Dex charms.
Arm The Human Form
- Cost: 1 mote
- Duration: Instant
- Type: Subtle/Mental
- Minimum Strength: 2
- Minimum Moe: 1
- Prerequisite Charms: Strength of the Moon
Used in a human body; the Catgirl's fingernails now turn sharp enough to do lethal damage. This may be comboed with Dexterity charms.
Porcupine's Armament
- Cost: 4 motes
- Duration: One Scene
- Type: Speech
- Minimum Strength: 3
- Minimum Moe: 2
- Prerequisite Charms: Arm The Human Form
The Catgirl sprouts a thick coat of porcupine quills. They allow her to inflict lethal damage when grappling and raise her damage when grappling by 2. Moonsilver armor will sprout the quills along with her body; this charm works less effectively with other armors, adding only +1 to damage, unless you successfully stunt to impale people on exposed regions of your body.
Extendible Quills
- Cost: 10 motes
- Duration: One Scene
- Type: Speech
- Minimum Strength: 4
- Minimum Moe: 3
- Prerequisite Charms: Porcupine's Armament
This provides the benefits of Porcupine's Armament. However, in addition, you receive a free counter-attack against anyone who attacks you unarmed or tries to grapple you. The counterattack attacks with Strength + Brawl and inflicts Strength +2 Lethal damage.
Quill Fire
- Cost: 2 motes
- Duration: Instant
- Type: Subtle/Mental
- Minimum Strength: 4
- Minimum Moe: 2
- Prerequisite Charms: Porcupine's Armament
The Catgirl may grow quills from her body, then fire them at her foes. This allows the Catgirl to make a Thrown attack (with a normal Dex + Thrown pool) with Speed (his Dex), Accuracy 1, and Lethal damage equal to her Strength (His strength then adds to the thrown attack as usual)
Spider's Web
- Cost: 5 motes
- Duration: Instant
- Type: Subtle/Mental
- Minimum Strength: 3
- Minimum Moe: 2
- Prerequisite Charms: Arm The Human Form
The Catgirl briefly forms hand-spinnerets and fires off a burst of webbing. (Attack with Dex + Thrown.) On a successful hit, instead of doing damage, the target loses one point of Dex, and another point for every extra success. The webs last until the target either burns them off, someone cuts them off, or they manage a Strength + Athletics roll with a difficulty of the penalty to rip them off. This may be comboed with Dex charms.
Wolf Claws
- Cost: 4 motes
- Duration: One Scene
- Type: Re-Fun
- Minimum Strength: 3
- Minimum Moe: 2
- Prerequisite Charms: Arm The Human Form
The Catgirl's fingernails lengthen into claws for the scene, or her claws grow sharper if she has them already from the form she is in. If she has natural claws, her damage increases by 2. In human form, treat the claws as having: Speed 0, Acc 0, Lethal 2 damage, Defense 0. This may be comboed with Dexterity charms.
Claws of Luna
- Cost: 7 motes
- Duration: One Scene
- Type: Re-Fun
- Minimum Strength: 4
- Minimum Moe: 3
- Prerequisite Charms: Wolf Claws
The Catgirl now grows especially potent claws for the scene. They have Speed of 3, Accuracy and Defense of 1, and they do 4 Lethal damage. This may be comboed with Dexterity charms.
Moonsilver Claws
- Cost: 10 motes
- Duration: One Scene
- Type: Re-Fun
- Minimum Strength: 5
- Minimum Moe: 3
- Prerequisite Charms: Claws of Luna
The Catgirl now grows great claws of Moonsilver for the scene. They have Speed of 6, Accuracy of 4 and Defense of 2, and they do 6 Lethal damage. This may be comboed with Dexterity charms.
Double-Handed
- Cost: 3 motes
- Duration: Instant
- Type: Re-Fun
- Minimum Strength: 3
- Minimum Moe: 2
- Prerequisite Charms: Strength of the Moon
The Catgirl briefly grows an extra hand at the end of every arm she has. This basically doubles the strength of her grip for a single action. (Add her Strength as bonus dice to a grapple or to avoid being disarmed.)
Fleeting Dual Limbs
- Cost: 3 motes
- Duration: Instant
- Type: Extra Action
- Minimum Strength: 4
- Minimum Moe: 2
- Prerequisite Charms: None
The Catgirl briefly sprouts another pair of limbs; she may take an extra action with them this turn.
Extra Arms Method
- Cost: 5 motes
- Duration: Instant
- Type: Re-Fun
- Minimum Strength: 5
- Minimum Moe: 3
- Prerequisite Charms: Fleeting Dual Limbs
The Catgirl grows two more arms, armed with spectral duplicates of her weapons. This reduces all her multi-action penalties by her Moe. All affected actions must be doable with her limbs.
Spider Limbs Technique
- Cost: 5 motes, 1 WP
- Duration: Instant
- Type: Re-Fun
- Minimum Strength: 5
- Minimum Moe: 4
- Prerequisite Charms: Extra Arms Method
The Catgirl grows four more arms, armed with spectral duplicates of her weapons. she may reduce her multi-action penalties by her Strength for one round. All affected actions must be doable with her limbs.
Burrowing Thorn
- Cost: 3 motes
- Duration: Instant
- Type: Subtle/Mental
- Minimum Strength: 2
- Minimum Moe: 1
- Prerequisite Charms: Strength of the Moon
Like a thorn driven deep into your hand by clumsily grasping at a rose, the Catgirl's missile (Thrown or Archery) pierces deep into the target, driving through armor. Reduce a target's armor-derived soak against a ranged attack by the Catgirl's Strength.
Painful Bite
- Cost: 3 motes
- Duration: Instant
- Type: Subtle/Mental
- Minimum Strength: 4
- Minimum Moe: 1
- Prerequisite Charms: Burrowing Thorn
The Catgirl guides her missile (Thrown or Archery) to a painful point with her flows of Moe. she adds her Strength to the base damage of the missile, if the missile does any damage at all after armor. (Ie, if the Catgirl is going to inflict Lethal 8 on someone with 3 points of armor, the armor soaks off 3 points of damage, taking it down to 5, but the Catgirl then adds her Strength of 5 to raise it to 10 before other soak is subtracted.)
Agony-Inducing Shot
- Cost: 5 motes
- Duration: Instant
- Type: Subtle/Mental
- Minimum Strength: 4
- Minimum Moe: 2
- Prerequisite Charms: Painful Bite
The Catgirl drives her missile (Thrown or Archery) into a crucial joint or muscle. As a result, every time her injured foe moves, she suffers racking pains which hamper activity. Every wound level inflicted by the arrow also causes a -1 die penalty to all physical activities until the wound level is healed.
Flesh-Ripping Shot
- Cost: 3 motes, 1 WP
- Duration: Instant
- Type: Subtle/Mental
- Minimum Strength: 5
- Minimum Moe: 3
- Prerequisite Charms: Agony-Inducing Shot
The Catgirl's missile strikes with unholy force; it cannot be blocked, only dodged, and it adds the Catgirl's Strength to its damage if it does hit.
Piercing Fang
- Cost: 3 motes
- Duration: Instant
- Type: Subtle/Mental
- Minimum Strength: 3
- Minimum Moe: 2
- Prerequisite Charms: Burrowing Thorn
The Catgirl's shots pierce deep into their foe; the foe's hardness drops by the Catgirl's dexterity against a ranged attack.
Crushing Shot
- Cost: 4 motes
- Duration: Instant
- Type: Subtle/Mental
- Minimum Strength: 4
- Minimum Moe: 3
- Prerequisite Charms: Piercing Fang
The Catgirl's missile (Thrown or Archery) does double damage after all soak is subtracted.
Death-Flower Shot
- Cost: 5 motes
- Duration: Instant
- Type: Subtle/Mental
- Minimum Strength: 4
- Minimum Moe: 3
- Prerequisite Charms: Piercing Fang
The Catgirl's missile (Thrown or Archery) blossoms like a flower inside the target's flesh. The shot does a minimum damage equal to the Catgirl's Strength if it does more damage before soak than the target's armor. The arrow ignores all hardness.
Foe-Driving Shot
- Cost: 4 motes
- Duration: Instant
- Type: Subtle/Mental
- Minimum Strength: 4
- Minimum Moe: 3
- Prerequisite Charms: Piercing Fang
The Catgirl's missile (Thrown or Archery) strikes like being shot in the chest with a tree-trunk. While it does no extra damage of itself, the Catgirl should roll the unsoaked damage dice. The total successes must be matched by the victim on a Strength + Athletics roll. she is flung 5 feet in a direction of the Catgirl's choice for every success she did not soak. This leaves her prone. It also inflicts normal bashing damage (1 level for every 5 feet they are flung, soakable with Stamina and charms).
Poisonous Bite
- Cost: 7 motes
- Duration: Instant
- Type: Subtle/Mental
- Minimum Strength: 4
- Minimum Moe: 3
- Prerequisite Charms: Piercing Fang
This envenoms the Catgirl's missile (Thrown or Archery). If the Catgirl does any damage after armor is subtracted, then she rolls Strength + Medicine. The target resists with Stamina + Resistance. If she gets any Extra successes, the target takes them all as Lethal wounds which bypass all normal armor and soak; they can be soaked by anything which specifically resists poison or explicitly blocks damage from every sort of source (such as Adamant Skin Technique)
Burst of Rage
- Cost: 2 motes / attack
- Duration: Instant
- Type: Extra Actions
- Minimum Strength: 3
- Minimum Moe: 2
- Prerequisite Charms: Strength of the Moon
The Catgirl goes berserk; she cannot use dodging charms until her next action, but she may immediately launch up to her Strength in unarmed attacks on anyone within reach.
Spinning Tornado of Death
- Cost: 3 motes, 1 WP
- Duration: Instant
- Type: Extra Actions
- Minimum Strength: 4
- Minimum Moe: 3
- Prerequisite Charms: Burst of Rage
The Catgirl spins like a Tasmanian Devil, if she knew what one was. she gets one unarmed attack on every person within reach of her unarmed attacks.
Charging Ram
- Cost: 5 motes
- Duration: Instant
- Type: Subtle/Mental
- Minimum Strength: 3
- Minimum Moe: 2
- Prerequisite Charms: Strength of the Moon
The Catgirl's blow strikes with the force of a charging ram. In addition to normal damage, she knocks her foe into another foe within her Strength in yards of the first. Both are rendered prone, and they must soak her Strength + her extra successes on the initial attack in bashing damage. The second foe may dodge or parry this, treating the attack as having the Catgirl's extra successes from the initial attack as the successes to hit him. If she chooses to parry, she inflicts her normal weapon damage on the hapless victim.
Coils of the Cobra
- Cost: 1 mote / die
- Duration: Instant
- Type: Re-Fun
- Minimum Strength: 2
- Minimum Moe: 1
- Prerequisite Charms: Strength of the Moon
The Catgirl may buy up to her Strength in extra dice for a clinch die pool. (This can be used both for attack and maintaining a clinch.)
Anaconda Grip
- Cost: 3 motes
- Duration: Instant
- Type: Subtle/Mental
- Minimum Strength: 3
- Minimum Moe: 2
- Prerequisite Charms: Coils of the Cobra
The Catgirl may count her Strength double to maintain a clinch.
Mighty Grip
- Cost: 4 motes
- Duration: Instant
- Type: Re-Fun
- Minimum Strength: 4
- Minimum Moe: 2
- Prerequisite Charms: Anaconda Grip
The Catgirl subtracts her Strength from any successes of an effort to break a clinch she has imposed.
Octopus Entangle
- Cost: 1 mote / target, 1 WP
- Duration: Special
- Type: Extra Actions
- Minimum Strength: 3
- Minimum Moe: 2
- Prerequisite Charms: Coils of the Cobra
The Catgirl may attempt to clinch up to her Strength worth of foes. she must burn 2 motes of Moe per turn after the first to maintain these clinches (just 2 motes sustains them all) unless she is down to just one. Initiating any new ones requires her to use the charm again or her normal dice action.
Painful Grip
- Cost: 2 motes
- Duration: Instant
- Type: Subtle/Mental
- Minimum Strength: 3
- Minimum Moe: 2
- Prerequisite Charms: Coils of the Cobra
The Catgirl adds her Strength to the amount of damage done by an active clinch this round; the clinch inflicts lethal damage.
Pouncing Constrictor
- Cost: 5 motes
- Duration: Instant
- Type: Subtle/Mental
- Minimum Strength: 4
- Minimum Moe: 3
- Prerequisite Charms: Spitting Cobra
The Catgirl can charge up to her Strength * 10 feet, then launch an immediate clinch, adding her Strength in dice to the attack.
Flesh-Tearing Blow
- Cost: 1 mote / die
- Duration: Instant
- Type: Subtle/Mental
- Minimum Strength: 3
- Minimum Moe: 1
- Prerequisite Charms: Strength of the Moon
The Catgirl's blow slices around inside her foe once it pierces the defenses. she may buy up to her Strength in damage dice added to her post-soak damage.
Defense-Overwhelming Stroke
- Cost: 1 mote per +2 difficulty
- Duration: Instant
- Type: Subtle/Mental
- Minimum Strength: 3
- Minimum Moe: 2
- Prerequisite Charms: Flesh-Tearing Blow
The Catgirl strikes with a blow which is exceedingly difficult to parry. she may buy up to her Strength in points of difficulty of parrying her blow. This does not increase the potential damage, but any parries must overcome them first before subtracting from her blow. (So if Running Wind buys 4 extra difficulty on a 5 success blow and Shining Light the Solar gets a 2 success parry, only the 5 successes count towards injuring Shining Light. If Shining Light got a 7 success parry, it would knock out the extra 4, then take 3 off the 5 successes, leaving the blow a 2 success blow that adds one to damage before soak.)
Armor-Severing Stroke
- Cost: 1 mote/2 points of soak of the armor, 1 WP
- Duration: Instant
- Type: Subtle/Mental
- Minimum Strength: 5
- Minimum Moe: 3
- Prerequisite Charms: Defense-Overwhelming Stroke
The Catgirl strikes with a blow that shivers and shatters her foe's armor. On a successful hit, the Catgirl rolls her damage dice without subtracting any armor or soak charms; every wound level reduces the foe's armor soak by 1. Armor of the Five Magical Materials is immune to this charm.
Bouncing Blade
- Cost: 3 motes, 1 WP
- Duration: Instant
- Type: Subtle/Mental
- Minimum Strength: 5
- Minimum Moe: 3
- Prerequisite Charms: Defense-Overwhelming Stroke
If a foe fails to parry one of your attacks, her parry becomes an attack on another foe of your choice within her arm's reach. You can redirect her parry as an attack on her if you so choose. If she has actions, she can try to defend against being hit by her own blade as usual.
Foe-Driving Attack
- Cost: 5 motes, 1 WP
- Duration: Instant
- Type: Subtle/Mental
- Minimum Strength: 5
- Minimum Moe: 3
- Prerequisite Charms: Defense-Overwhelming Stroke
(Slightly modified canonical charm). The Catgirl launches a ferocious assault on a chosen foe. If her blow connects, she forces her foe back 1 yard for every extra success. Furthermore, if she scores at least 3 extra successes, she gets another full dice-pool attack on the same foe. she can repeat this until she has attacked a number of times equal to her Strength.
Weapon-Shattering Might
- Cost: 4 motes
- Duration: Instant
- Type: Re-Fun
- Minimum Strength: 4
- Minimum Moe: 2
- Prerequisite Charms: Defense-Overwhelming Stroke
The Catgirl strikes at her foe's weapon with surpassing might. This charm can only be activated if the Catgirl either specifically strikes at her foe's weapon, or if the foe parries a blow by her or she parries a blow from her foe. she immediately rolls Strength + (the attack ability she used) with a difficulty of the target's Moe. On a success, her foe's weapon shatters, unless it is made of the Five Magical Materials.
Unstoppable Stroke
- Cost: 5 motes, 1 WP
- Duration: Instant
- Type: Subtle/Mental
- Minimum Strength: 4
- Minimum Moe: 3
- Prerequisite Charms: Defense-Overwhelming Stroke
The Catgirl's blow falls like a thunderbolt. The Catgirl scores a minimum of her Strength in successes and the Catgirl Re-Funly rolls her (the attack ability she used) against her foe's (the defense ability she used). If she scores as many or more successes than her foe, the blow can only be parried by perfect defenses.
Stamina-Surpassing Blow
- Cost: 1 mote per 1 point of Soak
- Duration: Instant
- Type: Subtle/Mental
- Minimum Strength: 4
- Minimum Moe: 2
- Prerequisite Charms: Flesh-Tearing Blow
The Catgirl's blow is too much for any mere flesh. she may reduce the target's non-armor soak against the blow by 1 for every mote she spends, to a limit of her Strength.