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Latest revision as of 01:16, 6 April 2010
Sun's Glory Style
- back to FrivYeti.
- back to MartialArts.
- back to CelestialMartialArts.
Background
The exact origin of the Sun's Glory Style is uncertain. Most likely, it was developed after the Five Glorious Dragon Paths, as it uses some of the developments that the Sidereals discovered when trying to create elementally-aligned paths. Why any Sidereal prior to the Solar return would create a style designed to harmonize with Solars is anyone's guess - most likely it was the work of a Gold Faction Sidereal who was preparing in hopes of seeing Solars again.
For whatever reason, the Style now exists, known by a handful of Gold Faction Sidereals and Solars, and by an even fewer number of Lunars or Dragon-Blooded.
Weapons and Armor
Most practitioners of Sun's Glory may not use any weapons, and many of the Charms in this style do not function with armour. However, the style harmonizes with Solar animas. Any Solar practitioner of this style treats ALL weapons, hand to hand or ranged, as form weapons. This benefit is only given to Solars who use this style.
Charms
Sol's Rays Approach</b>
<b>Cost: 3 motes Duration: Instant Type: Supplemental Min. Martial Arts: 2 Min. Essence: 1 Prereqs: None
The light of the sun is glorious to behold, and so too is the character. This Charm may be activated in conjunction with an unarmed attack. The difficulty to parry or dodge the attack is increased by 1.
Sol's Light Beckons</b>
<b>Cost: 3 motes Duration: Instant Type: Reflexive Min. Martial Arts: 2 Min. Essence: 1 Prereqs: None
The light of the sun always rises, bathing the world in its golden glow in an instant. This Charm increases the character's iniative by her Martial Arts score. It may only be activated before initiative is rolled. A character may not use this Charm if armoured.
Sol's Fire Protects</b>
<b>Cost: 3 motes Duration: Instant Type: Reflexive Min. Martial Arts: 3 Min. Essence: 1 Prereqs: None
As the sun's flame cannot be quenched, so the character avoids the worst of a blow. This Charm may be activated in response to an attack; it increases the character's soak against bashing, lethal, or aggravated damage by her Martial Arts score. It must be activated when soak is applied. A character may not use this Charm if armoured.
Sun's Glory Form</b>
<b>Cost: 6 motes Duration: One Scene Type: Simple Min. Martial Arts: 4 Min. Essence: 2 Prereqs: Sol's Rays Approach, Sol's Light Beckons, Sol's Fire Protects
The character shapes herself into the prana of the Unconquered Sun, taking on the faintest shadow of the Sun's majesty. For the duration of the scene, the character may add her Essence in dice to all unarmed parry attempts, or parry with her Essence if she has no free actions. Her initiative also increases by her Essence, and she increases the damage of all attacks by her Essence in dice. This is a Celestial Form-type Charm, and cannot be activated in conjuction with any other Form-type Charms. A character may not use this Charm if armoured.
Bravery of the Rising Sun</b>
<b>Cost: 5 motes, 1 Willpower Duration: One Scene Type: Simple Min. Martial Arts: 4 Min. Essence: 3 Prereqs: Sun's Glory Form
The character suffuses herself with the energy of the dawn, letting raw martial power enter her body. For the duration of the scene, the character receives one free success on any roll against fear (usually Valor, but sometimes Willpower), and increases the accuracy of all her unarmed attacks by her Essence.
Faith of the High Sun</b>
<b>Cost: 6 motes, 1 Willpower Duration: One Scene Type: Reflexive Min. Martial Arts: 4 Min. Essence: 3 Prereqs: Sun's Glory Form
The character lets her soul fill with the power of noon, touching the blessing of the Sun. This Charm enhances all unarmed attacks against any demon, Fair Folk, or undead being made for the scene. All damage from the attack is converted to aggravated damage.
Skill of the Setting Sun</b>
<b>Cost: 6 motes, 1 Willpower Duration: One Scene Type: Extra Actions Min. Martial Arts: 5 Min. Essence: 2 Prereqs: Sun's Glory Form
The character lets herself become one with the twilight, unlocking the mysteries of the Sun. Upon activation of this Charm, the character gains an extra action each turn for the scene, which may be used for any purpose. Neither action may be split. If the character splits her action or uses an Extra Actions Charm or effect, this Charm is surpressed for the duration. This Charm may not be used while armoured.
Silence of the Fallen Sun</b>
<b>Cost: 6 motes Duration: One Scene Type: Reflexive Min. Martial Arts: 5 Min. Essence: 2 Prereqs: Sun's Glory Form
The character slips into the silence of the night, aligning her soul with the rest of the Sun. While this Charm is activated, the character becomes muffled in shadows and quiet. All Stealth rolls add her Essence in dice, and attacks against her suffer a +2 difficulty penalty if hand-to-hand, and a +3 difficulty penalty if ranged. Effects that perfectly counteract sight penalties counteract these bonuses.
Peace of the Shadowed Sun</b>
<b>Cost: 5 motes Duration: One Scene Type: Simple Min. Martial Arts: 5 Min. Essence: 3 Prereqs: Sun's Glory Form
The character brings herself into harmony with the eclipse, and lets herself see the Sun's Mercy. For the duration of the Charm, any attack against the character that deals lethal or aggravated damage (through direct damage, poison, or other effects), inflicts diseases, or causes permanent injury suffers a difficulty penalty equal to the character's Martial Arts score. However, all of the character's attacks deal bashing damage, and she may not use any of the above-mentioned attacks. This supercedes any effect that converts damage upwards, with the exception of Faith of the High Sun.
Perfection of the Sun</b>
<b>Cost: 10 motes, 2 Willpower, 1 Health Level. Duration: One Scene Type: Simple Min. Martial Arts: 5 Min. Essence: 4 Prereqs: Bravery of the Rising Sun, Faith of the High Sun, Skill of the Setting Sun, Silence of the Fallen Sun, Peace of the Shadowed Sun
The Unconquered Sun has many faces, but all shine with equal force to those who know how to look. This Charm may only be activated if the character has already activated Sun's Glory Form. Upon activation, the character immediately gains the benefits of Bravery of the Rising Sun, Faith of the High Sun, Skill of the Setting Sun, Silence of the Fallen Sun, and Peace of the Shadowed Sun. Activating this Charm causes the character's anima to flare instantly to a totemic anima banner; it will remain at the step just below for the duration of the Charm's activation, and activating any peripheral essence will immediately cause it to flare again.