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− | === Dawn ===
| + | #REDIRECT [[Braydz/SolarCharms]] |
− | ==== Archery ====
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− | *<i><b>Trance of Unhesitating Speed</b></i> now has a cost that works the exact same way as the new <i>Peony Blossom</i> cost. It's the exact same thing, only with archery.
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− | ==== Melee ====
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− | *Melee Charms cannot be declared and paid for after a directly related roll is made, this <i>so <b>totally</b></i> includes defensive charms it isn't funny.
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− | *<i><b>Peony Blossom Attack:</b></i> The first attack made in a turn where Peony Blossom is used costs 2 motes. Each successive attack costs a cumulative +1.
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− | :<i>Example: Dukestra is surrounded by five immaculate monks. He knows that if he can hit them, he can take them down but he has to do so this turn. He activates </i>Peony Blossom Attack<i> and decides to make six attacks (in case one misses). This costs him 27 motes (2+3+4+5+6+7=27). As he dispatches the last Immaculate he thinks to himself, "I'm glad we're not using canon otherwise that would've cost me 40 motes."</i>
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− | === Zenith ===
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− | ==== Endurance ====
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− | *<b><i>Armored Scout's Invigoration, Front-Line Warrior's Stamina</i></b> and <b><i>Tiger-Warrior's Stamina</i></b> are collapsed into/replaced by...
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− | <b><i>Tiger-Warrior's Invigoration</i></b>
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− | <b>Cost:</b> 5 motes/reduction
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− | <b>Duration:</b> 1 day
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− | <b>Type:</b> Simple
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− | <b>Minimum Endurance:</b> 3
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− | <b>Minimum Essence:</b> 1
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− | <b>Prerequisites:</b> <i>Essence-Gathering Temper</i>
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− | :For every 5 motes spent activating this charm, the Solar reduces the mobility penalty and fatigue value of their armor by 1. This reduction cannot excede the character's Endurance. Motes spent activating <i>Tiger-Warrior's Invigoration</i> are committed until the end of the charm's duration or the Solar choses to end the charm. Any change to the amount of reduction granted by <i>Tiger-Warrior's Invigoration</i> necessitates a new use of the charm; the partial cost cannot be de-committed, and the amount of reduction cannot be increased if the charm is already being used.
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− | ==== Resisance ====
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− | *<i><b>Durability of Oak Meditation</b></i> and <i>Spirit Strengthens the Skin</i> have their places on that Resistance tree <i><b>switched</b></i>. This means:
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− | **<i>Spirit Strengthens the Skin</i> requires Resistance 1, Essence 1.
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− | **<i>Durability of Oak Meditation</i> requires Resistance 3, Essence 1.
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− | **Charms requiring <i>Durability of Oak Meditation</i> now require <i>Spirit Strengthens the Skin</i> and vice-versa.
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− | *<i><b>Iron Skin Concentration</b></i> requires Resistance 3 and does not prohibit wearing armor. However, it only converts <i>natural</i> Bashing soak to Lethal soak. Hence, the soak provided by the armor does not apply to the effects of the charm. <i>Durability of Oak Meditation</i> enhances natural soak, thus it "stacks" with <i>Iron Skin Concentration</i>.
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− | :<i>Example: Xenon the Zenith has Stamina 4 and is wearing a buff jacket. His natural soak is 4B/2L, and the armor provides an additional +4B/+2L (if I'm remembering correctly), making his soak total 8B/4L. He turns on </i>Iron Skin Concentration.<i> His natural soak is now 4B/4L and the Bashing soak of the armor is not converted to Lethal soak because it's armor, it's not natural, so his soak totals are now 8B/6L. Had he had +2B from </i>Durability of Oak Meditation,<i> his natural soak would be 6B/6L, 10B/8L with the buff jacket.</i>
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− | *<i><b>Unfailing Tortoise Technique</b></i> does not "stack" with <i>Iron Skin Concentration</i>. Meaning, if <i>ISC</i> is active, and <i>UTT</i> is used, the increase in soak only applies to Bashing soak and is not "funneled" through <i>ISC</i> into Lethal soak as well.
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− | === Night ===
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− | ==== Athletics ====
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− | *While the effects of <i>Lightning Speed</i> persist for a turn, it is of instant duration. Give me one good reason it shouldn't be. It doesn't grant movement in otherwise immobile situations, it just increases speed when sprinting+.
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− | ==== Dodge ====
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− | *Dodge charms cannot be declared and paid for after an attack roll is made.
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