Difference between revisions of "TheHoverpope/SolarMartialArts"
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+ | === Solar Hero Supremacy === | ||
+ | Cost: -- (4m, 1wp); Mins: Martial Arts 5, Essence 4. Type: Permanent<BR> | ||
+ | Keywords: None<BR> | ||
+ | Duration: None<BR> | ||
+ | Prerequisite Charms: Shockwave Technique<BR> | ||
+ | The lawgiver becomes the ultimate expression of Solar heroism. When the solar activates Solar Hero form, he may pay an additional 4 motes and a willpower. If he does, he reduces the cost of solar hero form charms by 3 motes, to a minimum of half their cost, rounded up. He may use one solar charm outside of normal combo rules per action, although they must still follow normal timing rules - he cannot, for example, activate Thunderbolt Rush and Ox-Stunning Blow on the same tick. | ||
=== Dragon's Sinuous Evasion === | === Dragon's Sinuous Evasion === |
Latest revision as of 01:18, 6 April 2010
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Contents
Solar Hero Supremacy
Cost: -- (4m, 1wp); Mins: Martial Arts 5, Essence 4. Type: Permanent
Keywords: None
Duration: None
Prerequisite Charms: Shockwave Technique
The lawgiver becomes the ultimate expression of Solar heroism. When the solar activates Solar Hero form, he may pay an additional 4 motes and a willpower. If he does, he reduces the cost of solar hero form charms by 3 motes, to a minimum of half their cost, rounded up. He may use one solar charm outside of normal combo rules per action, although they must still follow normal timing rules - he cannot, for example, activate Thunderbolt Rush and Ox-Stunning Blow on the same tick.
Dragon's Sinuous Evasion
Cost: 3m, 1wp; Mins: Martial Arts 4, Essence 2; Type: Reflexive
Keywords: Combo-OK, Stackable
Duration: One scene
Prerequisite Charms: Dragon Coil Technique
The Lawgiver binds his enemies to his will, but is not weakened by the exertion. The solar may use his DVs freely within clinches for the duration of the scene. This does not eliminate the DV penalties for actions such as initiating a clinch.
Enemy Shield Defense
Cost: 3m; Mins: Martial Arts 5, Essence 3; Type: Reflexive (Step 2)
Keywords: Combo-OK, Counterattack
Duration: Instant
Prerequisite Charms: Dragon's Sinuous Evasion
The Solar holds out his enemies against all attackers, and their attacks are blunted - at least as far as he is concerned.
This charm is activated in step two of a defense; it allows the Lawgiver to use any victim he is clinching as a melee or martial arts weapon for purposes of parrying, allowing the Lawgiver to defend in a clinch without penalty. The 'weapon' has a defense bonus equal to the extra successes the lawgiver has on the clinch, to a maximum of essence, or if his opponent controls the clinch, a defense penalty equal to the number of extra successes they rolled, to a maximum of their essence. If the attack is blocked successfully, it is applied directly to the character used as a weapon in step 9 as a counterattack. This attack is considered successful with a number of extra successes equal to the amount that the parry DV exceeded the original attack. This is a redirection effect.
Solar Dragon Form
Cost: 7m; Mins: Martial Arts 5, Essence 3; Type: Simple (Speed 5, DV-1)
Keywords: Form-type
Duration: One Scene
Prerequisite Charms: Solar Hero Form
The Solar exalt tenses his muscles to steel and twists with the sinuous power of a coiling dragon. For the duration of this charm, the solar adds his essence to his strength for all purposes related to clinching or athletics.
Note that this charm needs revision; it is pretty much worse than Terrestrial Hero in almost every way.
Sifu's Hand Style Offshoots
Arm and Fist Unity
Cost: 5m, 1wp; Mins: Martial Arts 5, Essence 5; Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: One Scene
Prerequisite Charms: Exploding Heart Technique
The solar exalt strikes blows that transcend the unfortunate nature of chance that may cripple lesser fighters. The exalt converts his essence in dice to automatic successes on damage rolls.
Deceptive Weakness
Cost: 4m
Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Moving the Spirit Evasion
The martial artist understands that the essence of combat is efficiency and care for one's stamina and reserves of power. And one so skilled is not only able to conserve his own gifts, but also to coax others into wasting their own. The solar chooses to stand in a position, or hold his sword just so, or lean against a wound just so, such that he appears to have a hole in his defenses that inspires his opponents to strike rashly.
The martial artist rolls manipulation + martial arts at a difficulty of his opponent's perception score. If he succeeds, the opponent will be convinced that an attack is likely to succeed, and may well choose to activate a finishing move or strike without reserving sufficient defenses.
This is an unnatural mental influence which creates a sorcerously enhanced intimacy in its target to "reckless overkill"; it costs two willpower to resist. The intimacy vanishes at the end of the scene unless its victim chooses to keep it.
Increase the difficulty of the manipulation + martial arts roll by 1 for each time that this charm has been used against a specific target in a story.
Standing Against the Horde
Cost: 5m, 1 wp
Type: Reflexive
Keywords: Combo-OK
Duration: One Tick
Prerequisite Charms: Master's Understanding
The solar dances away from blows with preternatural ease, and his guard is unbreakable. This is a tick length perfect defense, which suffers from one of the four flaws of invulnerability.