Difference between revisions of "TheHoverpope/LightningintheMountains"
(*Thanks for clearing it up.) |
m (Script: fix links messed up in conversion) |
||
(4 intermediate revisions by 2 users not shown) | |||
Line 1: | Line 1: | ||
− | Back to TheHoverpope<BR> | + | Back to [[TheHoverpope]]<BR> |
− | Back to TheHoverpope/MyCharms<BR> | + | Back to [[TheHoverpope/MyCharms]]<BR> |
− | Back to TheHoverpope/Theatre | + | Back to [[TheHoverpope/Theatre]] |
=== Lightning in the Mountains Styles === | === Lightning in the Mountains Styles === | ||
Line 17: | Line 17: | ||
==== Between the Essence and the Descent ==== | ==== Between the Essence and the Descent ==== | ||
− | Cost: | + | Cost: 2m |
Duration: instant | Duration: instant | ||
Type: reflexive (step 2) | Type: reflexive (step 2) | ||
Line 89: | Line 89: | ||
Duration: one tick | Duration: one tick | ||
Type: reflexive (step 1) | Type: reflexive (step 1) | ||
− | Minima: ma 5, essence | + | Minima: ma 5, essence 3 |
Keywords: combo-ok, obvious. | Keywords: combo-ok, obvious. | ||
Prerequisite charms: Lightning in the Mountain Form | Prerequisite charms: Lightning in the Mountain Form | ||
Line 102: | Line 102: | ||
Duration: scene | Duration: scene | ||
Type: Simple | Type: Simple | ||
− | Minima: ma 5, essence | + | Minima: ma 5, essence 4 |
Keywords: combo-ok, obvious | Keywords: combo-ok, obvious | ||
Prerequisites: the greatest of storms, he who was living is now dead | Prerequisites: the greatest of storms, he who was living is now dead | ||
Line 136: | Line 136: | ||
: 3 - My reading is that the join battle action is a seperate action from the first combat tick. This charm could be activated on its own to, say, flurry drawing a weapon or rising from prone or dashing the fuck away with join battle, or it could be comboed to allow you to join battle while activating Lightning Embodiment. In either case, you enter combat at the appropriate tick. I hadn't intended that it let you get away with activating a simple charm at the start without comboing, particularly because it would take away the greatest limitation of form charms. | : 3 - My reading is that the join battle action is a seperate action from the first combat tick. This charm could be activated on its own to, say, flurry drawing a weapon or rising from prone or dashing the fuck away with join battle, or it could be comboed to allow you to join battle while activating Lightning Embodiment. In either case, you enter combat at the appropriate tick. I hadn't intended that it let you get away with activating a simple charm at the start without comboing, particularly because it would take away the greatest limitation of form charms. | ||
: 4 - It is definitely not intended to allow an attack; then again, I hadn't thought of someone using it with Thunderclap Rush or other simples that provide attacks. That's a pretty cool idea that's very much in theme though, so I'd say that while an attack is not a miscellaneous action, a simple charm that gives you an attack is, and so it would be permissible. "Ok, everyone roll your join ba-IRON RAPTOR TECHNIQUE" sounds like a fun trick to pull on my cast next session. | : 4 - It is definitely not intended to allow an attack; then again, I hadn't thought of someone using it with Thunderclap Rush or other simples that provide attacks. That's a pretty cool idea that's very much in theme though, so I'd say that while an attack is not a miscellaneous action, a simple charm that gives you an attack is, and so it would be permissible. "Ok, everyone roll your join ba-IRON RAPTOR TECHNIQUE" sounds like a fun trick to pull on my cast next session. | ||
− | : 5 - I meant this tree to be almost entirely instant duration; Lightning Embodiment is the standard 6/-1, and yes, the form is supposed to be the blazing fast 3/-1. However, because the form is not Combo-OK, you cannot use it with Corposant. I'd insist on activating the form ahead of the join battle, or using something like /MartialGloryTrueManifest. | + | : 5 - I meant this tree to be almost entirely instant duration; Lightning Embodiment is the standard 6/-1, and yes, the form is supposed to be the blazing fast 3/-1. However, because the form is not Combo-OK, you cannot use it with Corposant. I'd insist on activating the form ahead of the join battle, or using something like[[TheHoverpope/MartialGloryTrueManifest]]. |
Line 151: | Line 151: | ||
Thanks for the feedback. Definitely awesome of you. - Deep6er | Thanks for the feedback. Definitely awesome of you. - Deep6er | ||
− | : You're very welcome - I'm glad you like the style, and thank you for the sort-of-editing. 1) Yes, armor things designed to bypass MA armor restrictions are fine. 2)Why yes, yes you could fly like that. Sort. More like hover, in a sort of stuttering, expensive manner. I'd allow it to let you sort of stay above ground level, but not climb too much. I'd assume falling is sort of instant, seeing as how jumps end at the end of tick. 3) It now has the counterattack tag; good point. Step nine is the traditional counterattack phase, I believe. I don't have 2e on hand at the moment. Well, taking a move action is not a hopping defense - it can't interrupt a flurry, for example. But there are two tricks with that charm - first of all, you flicker to somewhere, say, behind a wall. Secondly, you can flicker to a position within five yards of your attacker - even if they are at 1200 yards with a powerbow. Clever, eh? 4) I've added a clause to explain what I mean by range - punching range, as well as to clarify one attack per person. And yes, they do have to be entering range. If you are surrounded by five guys, nothing happens. But, you can use your super movement to go straight up ten yards, and then back down, you make an attack on all five guys who are suddenly entering range. Or, you can run over the heads of an army, your bladed strix feet striking everyone you pass (I like lunars). Or, getting charged by a dozen terrestrials, their attacks perfectly coordinated, you punch each one as they come into hitting range - and then Light the Horizon behind them to escape. It's supposed to be very powerful, but necessarily tactical and difficult to pull off, as well as useless in a one-on-one fight, where I intend escaping to be the primary trick of the style. - TheHoverpope | + | : You're very welcome - I'm glad you like the style, and thank you for the sort-of-editing. 1) Yes, armor things designed to bypass MA armor restrictions are fine. 2)Why yes, yes you could fly like that. Sort. More like hover, in a sort of stuttering, expensive manner. I'd allow it to let you sort of stay above ground level, but not climb too much. I'd assume falling is sort of instant, seeing as how jumps end at the end of tick. 3) It now has the counterattack tag; good point. Step nine is the traditional counterattack phase, I believe. I don't have 2e on hand at the moment. Well, taking a move action is not a hopping defense - it can't interrupt a flurry, for example. But there are two tricks with that charm - first of all, you flicker to somewhere, say, behind a wall. Secondly, you can flicker to a position within five yards of your attacker - even if they are at 1200 yards with a powerbow. Clever, eh? 4) I've added a clause to explain what I mean by range - punching range, as well as to clarify one attack per person. And yes, they do have to be entering range. If you are surrounded by five guys, nothing happens. But, you can use your super movement to go straight up ten yards, and then back down, you make an attack on all five guys who are suddenly entering range. Or, you can run over the heads of an army, your bladed strix feet striking everyone you pass (I like lunars). Or, getting charged by a dozen terrestrials, their attacks perfectly coordinated, you punch each one as they come into hitting range - and then Light the Horizon behind them to escape. It's supposed to be very powerful, but necessarily tactical and difficult to pull off, as well as useless in a one-on-one fight, where I intend escaping to be the primary trick of the style. - [[TheHoverpope]] |
All kinds of happy to help. By the way, the Style is really interesting because of it's varied applications. In order to make sure that these are legal, I just have a few questions about combos and stuff. | All kinds of happy to help. By the way, the Style is really interesting because of it's varied applications. In order to make sure that these are legal, I just have a few questions about combos and stuff. | ||
Line 171: | Line 171: | ||
Thank you very much. - Deep6er | Thank you very much. - Deep6er | ||
− | Neat Style. For the form charm if you are moving on a tick that isn't your normal action how does your move and another person's move resolve? Just wondering how difficult this charm would make it for someone to stay in hand to hand range with you. As for Sonic Booms eh, leave your fancy schmancy science out of the game and leave sonic boom effects to charms not physics! :P - BogMod | + | Neat Style. For the form charm if you are moving on a tick that isn't your normal action how does your move and another person's move resolve? Just wondering how difficult this charm would make it for someone to stay in hand to hand range with you. As for Sonic Booms eh, leave your fancy schmancy science out of the game and leave sonic boom effects to charms not physics! :P - [[BogMod]] |
: As to Deep6er, 1) and 4): I wouldn't let a player interrupt an attack with a move action - you can't jam the move action inside steps 1-10 without something like Lighting the Horizon to do it for you. But you can always stay out of range of your attacker, or use your ridiculous movement to move into range, attack, and retreat. Because after all, with lightning embodiment - and this is silly - you increase your dexterity by essence. Now, here's the catch - I designed this for lunars. As a beastman, dexterity 6 - and then you've got as a beastman adaptation, wings and cheetah's pace. That adds 6, and doubles your base movement rate before anything else, making a base movement of 34 - 170 if diving. So you use Instinct Driven Beast Movement, to quadruple (let's say) your basic move rate. And your full moon caste power to double it. Making a total quintuplage. Which brings you to 162, or 850 if diving. Then the form charm kicks in, for 324 move or 1700 if diving, unless you choose to spend a single mote and make it 488, or 2550 if diving. Per tick. How's that for something? You can stay, with this build, a comfortable 100 yards away from your target, move into range, attack, and retreat, immune to everything except counterattack charms unless they hold actions to attack on the same tick as you. Bam! Of course, at that point you're stacking many charms into the essence 5 range, so that's probably not too unreasonable. 3) I intended for that to be pre-rolled damage doubled. <BR> For Bogmod, I would assume that the moves resolve simultaneously as normal. It will be very difficult for people to stay in melee range, forcing them to resort to holding their actions until you deign to move in. - The Popemobile | : As to Deep6er, 1) and 4): I wouldn't let a player interrupt an attack with a move action - you can't jam the move action inside steps 1-10 without something like Lighting the Horizon to do it for you. But you can always stay out of range of your attacker, or use your ridiculous movement to move into range, attack, and retreat. Because after all, with lightning embodiment - and this is silly - you increase your dexterity by essence. Now, here's the catch - I designed this for lunars. As a beastman, dexterity 6 - and then you've got as a beastman adaptation, wings and cheetah's pace. That adds 6, and doubles your base movement rate before anything else, making a base movement of 34 - 170 if diving. So you use Instinct Driven Beast Movement, to quadruple (let's say) your basic move rate. And your full moon caste power to double it. Making a total quintuplage. Which brings you to 162, or 850 if diving. Then the form charm kicks in, for 324 move or 1700 if diving, unless you choose to spend a single mote and make it 488, or 2550 if diving. Per tick. How's that for something? You can stay, with this build, a comfortable 100 yards away from your target, move into range, attack, and retreat, immune to everything except counterattack charms unless they hold actions to attack on the same tick as you. Bam! Of course, at that point you're stacking many charms into the essence 5 range, so that's probably not too unreasonable. 3) I intended for that to be pre-rolled damage doubled. <BR> For Bogmod, I would assume that the moves resolve simultaneously as normal. It will be very difficult for people to stay in melee range, forcing them to resort to holding their actions until you deign to move in. - The Popemobile | ||
− | ::Fair enough. So long as the have that option of holding an action and just waiting for you to come in close and then you and them do a little flurry it seems fine to me otherwise its getting a bit unreasonable for a Celestial style. - BogMod | + | ::Fair enough. So long as the have that option of holding an action and just waiting for you to come in close and then you and them do a little flurry it seems fine to me otherwise its getting a bit unreasonable for a Celestial style. - [[BogMod]] |
Latest revision as of 03:27, 9 June 2010
Back to TheHoverpope
Back to TheHoverpope/MyCharms
Back to TheHoverpope/Theatre
Lightning in the Mountains Styles
Tekeno of the Endless Reach was a lunar, once. He retreated to the far north during the usurpation, and in penitence, atop the tallest icy peak that he could find, he meditated. He learned to dance with the lightning, stepping from one mountain top to the next, and then stepping back before the thunder's crack. He formalized this style to indicate what he had learned.
The style may be practiced with smashfists, cesti, or gauntlets, and cannot be practiced in armor.
Lightning Stroke Inevitability
Cost: 2m Duration: instant Type: supplemental Minima: ma 3, essence 1 Keywords: Combo-OK Prerequisites: none
The exalt strikes, moving with all of the speed of lightning arcing from the sky to the earth. The speed of their attack is reduced by 1, to a minimum of 3. If the character would act on the same tick as another, his actions resolve first.
Between the Essence and the Descent
Cost: 2m Duration: instant Type: reflexive (step 2) Minima 3/2 Keywords: Combo-OK Prerequisites: none
The exalt sees the lightning coming, and so steps aside from the thunder. The exalt dodges, ignoring all penalties to the dodge; this does not aid against inapplicability either due to undodgability or surprise. The attacker loses essence dice from their attack.
The Corposant that Calls the Lightning
Cost: 2m Duration:Instant Type: Supplemental Minimums: 3/2 Keywords: Combo-OK, Obvious Prerequisites: none
When the storm is ready to strike with its first blow, the world glows incandescent awaiting the glorious ordered chaos to come.
This charm may be activated when a character makes a join battle roll; this creates a magical flurry of the join battle roll and a miscellaneous action of speed six or less. The character then enters the tick order as if they had not taken that miscellaneous action.
Lightning in the Mountains Form
Cost: 6m Duration: one scene Type: simple (3,-1) Minima: ma 4, essence 2 Keywords: obvious, form-type Prerequisites: Lightning stroke inevitability, the corposant that calls the lightning, between the essence and the descent
The exalt stands still, but even as he stands still he may move, travelling so quickly that he seems to vanish and reappear without any time intervening, merely a whisper of sound as the air parts for him. The martial artist may take two move actions per tick, and may pay one mote to take an extra move action during the tick. Any move actions which are purchased in this manner may be used to move in any direction, including up; however, this does not grant the martial artist the ability to fly, and they will begin to fall as soon as the action ends.
Lighting the Horizon
Duration: instant cost: 3m Type: reflexive, step 9 Minima: ma 5 essence 3 Keywords: obvious, combo-ok, counterattack Prerequisites: Lightning in the mountains form
As a counterattack the martial artist moves faster than the eye can see, flickering out and reappearing elsewhere. They may move to anywhere within their dexterity yards of the character whose attack is resolving – even if the attacker is at range. This may count as a hopping defense, depending on whether the attacker can follow.
What the Thunder Said
Cost: 6 m Duration: instant Type: reflexive (step 10) Minima: ma 4, essence 3 Keywords: combo-ok, obvious. Prerequisites: Lightinng in the mountains form
The lightning strikes and then the thunder; it is the bellow of the god of lightning, showing not rage but glee. When the character strikes a blow successfully which does at least one level of damage, all of his foes within essence x 10 yards must make a valor roll or flee. The struck target does so at +1 difficulty.. This is an unnatural mental influence which costs 1 willpower to resist.
He Who Was Living Is Now Dead
3m, 1 wp Duration: instant Type: supplemental Minima: ma 5, essence 3 Keywords; combo-ok, obvious Prerequisites: What the Thunder Said
Struck by lightning, it's victims feel themselves seared before they could ever know they were in danger, before the havoc is announced. The exalt strikes an his opponents could never know their peril; the attack this charm supplements is unexpected.
The Greatest of Storms
Cost: 6m, 1wp Duration: one tick Type: reflexive (step 1) Minima: ma 5, essence 3 Keywords: combo-ok, obvious. Prerequisite charms: Lightning in the Mountain Form
Lightning arcs from a central point into everything nearby. The exalt may make an attack against any target which comes into their martial arts attack range, either by the exalt's movement or their own, for the duration of the tick. No single target may be attacked more than once by attacks granted with this charm. If activated off of the character's active tick, attacks this charm provides count as counterattacks. This ignores rate, and such attacks have their DV penalty reduced by 1.
Lightning Embodiment
Cost: 8 m, 1 wp, 1 ahl Duration: scene Type: Simple Minima: ma 5, essence 4 Keywords: combo-ok, obvious Prerequisites: the greatest of storms, he who was living is now dead
The character seems to adorn themselves with sheets of living lightning, their body obscured by the flickering lights - in fact, the effects of this charm are far more fundamental than that. The character has, in fact, transmuted a part of their flesh to lightning; they are the shimmering sheets that flow about their body. This has a number of effects. First of all, the character moves with the mad, instantaneous movements of electricity. Their dexterity is increased by their essence. Their body crackles with lightning; any being who strikes at them unarmed or with a metal object, magical materials excluded, takes essence dice of environmental damage that ignore armor. The character's attacks apply their damage twice.
Comment
Primarily, I had some questions about Lightning in the Mountains Style. I'll list them here.
1) The Form says that you can move twice "per tick". Does that mean that you get a movement action every single tick (in which case this would be two move actions every single tick)? Additionally, would the ability to pay 1 mote per third move be applicable for use during every single tick?
2) What constitutes "gauntlets" for Form Weapons? From the other examples (Smashfists and Cesti), I would assume it would have to attach to the hand and not necessarily be bladed. Is that true? Am I prohibited from using Gauntlets of Distant Claws or another artifact that could extrude blades but functions similar to Cesti? What about Gloves of Martial Readiness? Are bladed weapons prohibited?
3) Corposant that Calls the Lightning seems that it would allow you to basically activate one scene-length Charm AND THEN roll for Join Battle. Does this mean that it doesn't count for Charm usage? The way I understand it, time immediately goes into Combat Ticks when intentions are there. Thus, the activation speed and then the Charm usage should theoretically interfere with each other. However, that's not what I feel was intended with the Charm. Could you clarify?
4) As an additional clarification about Corposant that Calls the Lightning, I was curious if you could use it to attack. It says miscellaneous action (which I'm interpreting to mean Simple Charm usage), but clarity never hurts.
5) Given that no other Charms have (Speed, DV Penalty) listed, I'm assuming that means that the ones you have listed for the Form are what you intended. Is that right? Is the Form really supposed to be activated that quickly? Given Corposant that Calls the Lightning, could I activate the Form, then Dash all for free before Join Battle actions?
Those are the ones that immediately come to my mind. I really appreciate the help. By the way, seriously cool. - Deep6er
- Hooray for questions! 1 - The extra move does indeed occur every tick, and the mote may be spent for an extra move every tick. I had originally intended that there not be a cap on the number of motes that could be spent for extra moves, but I think that would overpower the effect too much, so it's a good thing that it doesn't read that way.
- 2 - That's really up to your discretion. I would say that anything that used the exact same motion as a punch would be acceptable - cestus and smashfist sure, Khatars if your ST is nice, but definitely no tiger claws.
- 3 - My reading is that the join battle action is a seperate action from the first combat tick. This charm could be activated on its own to, say, flurry drawing a weapon or rising from prone or dashing the fuck away with join battle, or it could be comboed to allow you to join battle while activating Lightning Embodiment. In either case, you enter combat at the appropriate tick. I hadn't intended that it let you get away with activating a simple charm at the start without comboing, particularly because it would take away the greatest limitation of form charms.
- 4 - It is definitely not intended to allow an attack; then again, I hadn't thought of someone using it with Thunderclap Rush or other simples that provide attacks. That's a pretty cool idea that's very much in theme though, so I'd say that while an attack is not a miscellaneous action, a simple charm that gives you an attack is, and so it would be permissible. "Ok, everyone roll your join ba-IRON RAPTOR TECHNIQUE" sounds like a fun trick to pull on my cast next session.
- 5 - I meant this tree to be almost entirely instant duration; Lightning Embodiment is the standard 6/-1, and yes, the form is supposed to be the blazing fast 3/-1. However, because the form is not Combo-OK, you cannot use it with Corposant. I'd insist on activating the form ahead of the join battle, or using something likeTheHoverpope/MartialGloryTrueManifest.
Ah, okay, things are definitely coming together. Certainly appreciated. Just a couple more questions if you don't mind.
1) The Style says no armor, but I just wanted some clarification. Essence Discreet Armor and Silken Armor are still acceptable right? As both of those aren't really armor (and they say so), it seems like those might be legal. However, always nice to hear confirmation.
2) About the move actions per tick thing. It says in the Form, that you can move upward. Theoretically, if you were to (on your action) use the two free moves, then your move for the turn, then the extra move for 1 mote, you could go (just for argument's sake) about 20 yards vertically. It then says that you fall. However, the game doesn't have you fall instantaneously. Would it be possible to use the extra moves every tick to maintain a similar height (or even climb) so as to effectively fly? Or do you need a surface to push off of?
3) For Lighting the Horizon, it says it counts as a counterattack. However, it does not have the Counterattack keyword. It also happens during step 10 which is the step for counterattacks. As an aside, isn't this Charm obviated by the Form? On their tick (the guy who's attacking you) can't you just move out of range naturally? With one of your two free move actions (thus getting further away than this Charm would allow you) and then possibly do something different which would negate his attack?
4) The Greatest of Storms (which is really cool by the way) is a bit oddly worded. Do you have to move up to them? It says anyone in your range, which could technically mean anyone within 20 or so yards of you because of the awesome movement abilities granted by the Form. So, if you have a theoretical situation where you have one guy on the extreme left end of your range and one guy on the extreme right end of your range, could you attack them? What were you intending with this Charm? I know that it's not supposed to be used multiple times on one guy, (although, since it doesn't have the Extra Action keyword, it can be combo'ed with other Extra Action Charms making it awesome ridiculous) but it's a bit unclear on when there are a bunch of a guys surrounding you.
Thanks for the feedback. Definitely awesome of you. - Deep6er
- You're very welcome - I'm glad you like the style, and thank you for the sort-of-editing. 1) Yes, armor things designed to bypass MA armor restrictions are fine. 2)Why yes, yes you could fly like that. Sort. More like hover, in a sort of stuttering, expensive manner. I'd allow it to let you sort of stay above ground level, but not climb too much. I'd assume falling is sort of instant, seeing as how jumps end at the end of tick. 3) It now has the counterattack tag; good point. Step nine is the traditional counterattack phase, I believe. I don't have 2e on hand at the moment. Well, taking a move action is not a hopping defense - it can't interrupt a flurry, for example. But there are two tricks with that charm - first of all, you flicker to somewhere, say, behind a wall. Secondly, you can flicker to a position within five yards of your attacker - even if they are at 1200 yards with a powerbow. Clever, eh? 4) I've added a clause to explain what I mean by range - punching range, as well as to clarify one attack per person. And yes, they do have to be entering range. If you are surrounded by five guys, nothing happens. But, you can use your super movement to go straight up ten yards, and then back down, you make an attack on all five guys who are suddenly entering range. Or, you can run over the heads of an army, your bladed strix feet striking everyone you pass (I like lunars). Or, getting charged by a dozen terrestrials, their attacks perfectly coordinated, you punch each one as they come into hitting range - and then Light the Horizon behind them to escape. It's supposed to be very powerful, but necessarily tactical and difficult to pull off, as well as useless in a one-on-one fight, where I intend escaping to be the primary trick of the style. - TheHoverpope
All kinds of happy to help. By the way, the Style is really interesting because of it's varied applications. In order to make sure that these are legal, I just have a few questions about combos and stuff.
1) Just out of curiosity, wouldn't an interesting defense method be to use Lightning Stroke Inevitability with the Form's movement enhancing capabilities to produce a movement that not only acts before hand (as you'd Guard until their tick, then abort into action when they attacked), but moves you out of range of their attack thus canceling it? Does that work?
Example situation: Bob the Solar is being attacked by Joe. Bob Guards until Joe acts. Joe swings his sword at Bob. Bob (simultaneously) declares the use of Lightning Stroke Inevitability in order to pull off an attack, then he uses the Form's movement enhancers to move out of range. Joe's attack can now only hit empty air (we'll assume that Bob can move further than Joe) and thus perfectly negates Joe's attack. Is this intended? By the way, this is pure genius. The complicated maneuvers of this Style are amazing.
2) I just really wanted to say that the disappearing act against an archer is amazing. I didn't even think of that. Also pure genius.
3) I meant to ask this earlier, but about Lightning Embodiment, it says attacks apply twice. Theoretically, does that mean I do double damage? Or do I take the results of my damage roll, and double them? The difference would be that one rolls more dice, whereas the other doubles a value.
4) Just to clarify, using Monkey Leap Technique, Eagle Wing Style, or Lightning Speed dramatically changes how fast one moves in a given tick. I'm going to assume a maximum twinkage character here and assume the worst.
Strength 5, Athletics 5 means a horizontal jump distance of 40 (with Monkey Leap Technique). Then, using the Monkey Stone, you double that to 80. Given that you have 4 moves on your tick, that's 320 yards in one second. That's 19,200 yards a minute, and 1,152,000 yards an hour. That translates to 3,456,000 feet an hour which is roughly 591 miles an hour. That's not too far off of breaking the sound barrier. Given Increasing Strength Exercise/Soaring Crane Leap, you're going to break the sound barrier. On a single tick. That's awesome. I literally had nothing to add here except that taking a step and causing a sonic boom is ridiculously amazing. I want to thank you for allowing me to do that.
That should be mostly it. Two of those questions are just me telling you how awesome you are, but there are some legitimate questions coming up as soon as I start playing the character. Right now though, we're in a pretty bad situation that will probably result in some of us dying. So, I should be able to give you some updates about how I fared using the Style as soon as I can.
Thank you very much. - Deep6er
Neat Style. For the form charm if you are moving on a tick that isn't your normal action how does your move and another person's move resolve? Just wondering how difficult this charm would make it for someone to stay in hand to hand range with you. As for Sonic Booms eh, leave your fancy schmancy science out of the game and leave sonic boom effects to charms not physics! :P - BogMod
- As to Deep6er, 1) and 4): I wouldn't let a player interrupt an attack with a move action - you can't jam the move action inside steps 1-10 without something like Lighting the Horizon to do it for you. But you can always stay out of range of your attacker, or use your ridiculous movement to move into range, attack, and retreat. Because after all, with lightning embodiment - and this is silly - you increase your dexterity by essence. Now, here's the catch - I designed this for lunars. As a beastman, dexterity 6 - and then you've got as a beastman adaptation, wings and cheetah's pace. That adds 6, and doubles your base movement rate before anything else, making a base movement of 34 - 170 if diving. So you use Instinct Driven Beast Movement, to quadruple (let's say) your basic move rate. And your full moon caste power to double it. Making a total quintuplage. Which brings you to 162, or 850 if diving. Then the form charm kicks in, for 324 move or 1700 if diving, unless you choose to spend a single mote and make it 488, or 2550 if diving. Per tick. How's that for something? You can stay, with this build, a comfortable 100 yards away from your target, move into range, attack, and retreat, immune to everything except counterattack charms unless they hold actions to attack on the same tick as you. Bam! Of course, at that point you're stacking many charms into the essence 5 range, so that's probably not too unreasonable. 3) I intended for that to be pre-rolled damage doubled.
For Bogmod, I would assume that the moves resolve simultaneously as normal. It will be very difficult for people to stay in melee range, forcing them to resort to holding their actions until you deign to move in. - The Popemobile
- Fair enough. So long as the have that option of holding an action and just waiting for you to come in close and then you and them do a little flurry it seems fine to me otherwise its getting a bit unreasonable for a Celestial style. - BogMod