Difference between revisions of "GracefulCharmMethodology/SolarRide"

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(Cavalier: added Seasoned Beast-Rider's Approach)
m (removed Rousing Backlash Assault)
 
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==Cavalier==
 
==Cavalier==
  
===Grizzled Cataphract’s Way===
+
===Master Horseman's Eye===
 
* Type: Permanent
 
* Type: Permanent
* Mins: Ride 3, Essence 1
+
* Mins: Ride 2, Essence 1
  
If the Solar is mounted while acting as commander, they always qualify for a strategy roll for land battles (and sea or air battles, if they are on a flying mount) - even if the rest of their side is not mounted.
+
The Solar may always oppose a strategy roll in a land battle while mounted (and sea or air battles, if they have a flying mount). They may not implement a stratagem if they do not otherwise qualify, but they can prevent opponents from implementing theirs.
  
===Rousing Backlash Assault===
+
===Grizzled Cataphract’s Way===
* Cost: 10m, 1wp
 
* Type: Simple
 
* Mins: Ride 5, Essence 1
 
* Prereqs: Grizzled Cataphract’s Way
 
 
 
The Solar makes an Intelligence+Ride roll; if it accrues more successes than the opposing commander’s strategy roll, the opposing commander’s stratagem is removed. This Charm can only be used if the Solar is acting as commander of their side.
 
 
 
===Seasoned Beast-Rider's Approach===
 
 
* Type: Permanent
 
* Type: Permanent
 
* Mins: Ride 5, Essence 2
 
* Mins: Ride 5, Essence 2
* Prereqs: Grizzled Cataphract's Way
+
* Prereqs: Master Horseman's Eye
  
When the Solar implements a successful Fusillade stratagem, the Solar’s side has their starting Initiative increased by the Solar’s Essence.
+
If the Solar is on the same side as a commander with the Command merit, they may also make a strategy roll: the commander may use either roll.
  
 
===Rapid Cavalry Approach===
 
===Rapid Cavalry Approach===
* Type: Permanent
+
* Cost: 6m
 +
* Type: Supplemental
 
* Mins: Ride 4, Essence 2
 
* Mins: Ride 4, Essence 2
* Prereqs: Grizzled Cataphract’s Way
+
* Prereqs: Master Horseman's Eye
  
When the Solar implements a successful Hidden Approach stratagem, the Solar’s side has their starting Initiative increased by the Solar’s Essence.
+
If this Mounted strategy roll succeeds, the Solar’s side gains bonus dice to their Join Battle roll equal to the Solar’s threshold successes.
  
===Phantom Rider’s Approach===
+
===Seasoned Beast-Rider’s Approach===
 
* Type: Permanent
 
* Type: Permanent
 
* Mins: Ride 5, Essence 3
 
* Mins: Ride 5, Essence 3
 
* Prereqs: Rapid Cavalry Approach
 
* Prereqs: Rapid Cavalry Approach
  
When the Solar implements a successful Ambush stratagem, the Solar’s side has their starting Initiative increased by the Solar’s Essence.
+
If the Solar spends a point of Willpower while using Rapid Cavalry approach, the bonus dice on the Solar's own Join Battle roll are converted to automatic successes.
 +
 
 +
===Phantom Rider’s Approach===
 +
* Cost: 5m, 1wp
 +
* Type: Supplemental
 +
* Mins: Ride 4, Essence 2
 +
* Prereqs: Master Horseman's Eye
 +
 
 +
If the opposing commanders do not have supernaturally keen senses, the threshold for any stratagem used with this Mounted strategy roll is reduced to 1.
  
 
===Untouchable Horseman’s Attitude===
 
===Untouchable Horseman’s Attitude===
 +
* Cost: 6m
 +
* Type: Supplemental
 +
* Mins: Ride 5, Essence 2
 +
* Prereqs: Master Horseman's Eye
 +
 +
Add the merit dice of the opposing commander(s) to this Mounted strategy roll, even if this would bring the Solar above five merit dice.
 +
 +
===Hero Rides Away===
 +
* Cost: 5m, 1wp
 +
* Type: Supplemental
 +
* Mins: Ride 5, Essence 3
 +
* Prereqs:  Untouchable Horseman’s Attitude
 +
 +
If this Mounted strategy roll succeeds at implementing a Not Today stratagem, the opposing force loses a dot from their highest Command merit (if a land force) or one of their Mounts or Ships (if a mounted or sea force). The difficulty of any attempt to track and re-engage the Solar’s forces is increased by the Solar’s Essence.
 +
 +
==Horsemanship==
 +
 +
===Single Spirit Method===
 +
* Cost: 1m
 +
* Type: Reflexive
 +
* Mins: Ride 2, Essence 1
 +
 +
While mounted, the Solar may use this Charm to raise them and their mount from prone.
 +
 +
===Saddle-Staying Courses===
 +
* Cost: 4m, 3i, 1wp
 +
* Type: Reflexive
 +
* Mins: Ride 4, Essence 2
 +
* Prereqs: Single Spirit Method
 +
 +
Used when the recipient of a successful Unhorse gambit, this allows the Solar to immediately recover and remount their steed.
 +
 +
===Horse-Stealing Leap===
 
* Type: Permanent
 
* Type: Permanent
 +
* Mins: Ride 5, Essence 3
 +
* Prereqs: Saddle-Staying Courses
 +
 +
The Solar may make Unhorse gambits from short range. If they succeed, they may reflexively mount the orphaned steed.
 +
 +
===Elusive Mount Technique===
 +
* Cost: 2m
 +
* Type: Supplemental
 +
* Mins: Ride 3, Essence 1
 +
* Prereqs: Single Spirit Method
 +
 +
This mounted disengage action is made as a Charisma+Ride roll. If chased, the Solar may continue to move back range bands equal to the extra successes on their roll.
 +
 +
===Harmonious Tacking Technique===
 +
* Cost: 1m, 1wp
 +
* Type: Reflexive
 
* Mins: Ride 4, Essence 2
 
* Mins: Ride 4, Essence 2
* Prereqs: Grizzled Cataphract’s Way
+
* Prereqs: Elusive Mount Technique
  
When the Solar implements a successful Keep Your Distance stratagem, the Solar’s side has their starting Initiative increased by the Solar’s Essence.
+
While mounted, the Solar may roll their Mount merit dice and add the successes to their Parry and Evasion against one attack. This does not count against the limit of bonuses added by Charms.
  
===Hero Rides Away===
+
===Woe And Storm Evasion===
 +
* Cost: 3m, 1wp
 +
* Type: Reflexive
 +
* Mins: Ride 4, Essence 2
 +
* Prereqs: Elusive Mount Technique
 +
 
 +
The Solar makes a Charisma+Ride roll, and may replace their current Evasion with the number of successes (ignoring any onslaught or similar penalties). Their Evasion cannot be reduced below this value until their next turn.
 +
 
 +
===Seven Cyclones Rearing===
 +
* Cost: 2m, 2i, 1wp
 +
* Type: Reflexive
 +
* Keywords: Once/scene
 +
* Mins: Ride 5, Essence 3
 +
* Prereqs: Woe And Storm Evasion, Harmonious Tacking Technique
 +
 
 +
The Solar makes a Charisma+Ride roll, adding the successes to their current Initiative, and to all of their Defences (including Resolve) until their next turn. They also gain motes equal to the number of successes rolled.
 +
 
 +
===Immortal Charger’s Gallop===
 +
* Cost: 2m
 +
* Type: Supplemental
 +
* Mins: Ride 3, Essence 1
 +
* Prereqs: Single Spirit Method
 +
 
 +
This rush action is made as a Charisma+Ride roll. If it succeeds, allows the Solar to follow the target a number of range bands equal to the extra successes on the roll.
 +
 
 +
===Coursing Firebolt Flash===
 
* Type: Permanent
 
* Type: Permanent
 +
* Mins: Ride 5, Essence 2
 +
* Prereqs: Single Spirit Method
 +
 +
When the Solar uses Immortal Charger’s Gallop before attacking, they may also add the additional successes from the rush action to the raw damage of the first attack they make on that turn.
 +
 +
===Immortal Rider’s Advantage===
 +
* Cost: 5m, 1wp
 +
* Type: Supplemental
 
* Mins: Ride 5, Essence 3
 
* Mins: Ride 5, Essence 3
* Prereqs: Untouchable Horseman’s Attitude
+
* Prereqs: Coursing Firebolt Flash
  
When the Solar implements a successful Not Today stratagem, the Solar’s side increases the difficulty of any attempt to track them by the Solar’s Essence.
+
This mounted attack cannot be Clashed, or allow counterattacks, by unmounted opponents.
  
 
==Unity==
 
==Unity==
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===Phantom Steed===
 
===Phantom Steed===
 
* Type: Permanent
 
* Type: Permanent
* Mins: Ride 2, Essence 1
+
* Mins: Ride 4, Essence 1
 
* Prereqs: Master Horseman’s Techniques
 
* Prereqs: Master Horseman’s Techniques
  
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===Flashing Thunderbolt Steed===
 
===Flashing Thunderbolt Steed===
 
* Type: Permanent
 
* Type: Permanent
* Mins: Ride 2, Essence 1
+
* Mins: Ride 4, Essence 1
 
* Prereqs: Master Horseman’s Techniques
 
* Prereqs: Master Horseman’s Techniques
  
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* Prereqs: Master Horseman’s Techniques
 
* Prereqs: Master Horseman’s Techniques
  
If the Solar is ever separated from their mount, their mount has an instinctive knowledge of the Solar’s location and will do everything in their power to return to them. Any attempt by others to dissuade, tame, or ride the mount is treated as unacceptable influence.
+
If the Solar is ever separated from their mount, they may call their mount from any distance, at any time - if they do, their mount has an instinctive knowledge of the Solar’s location, and will do everything in their power to return to them. Any attempt by others to dissuade, tame, or ride the mount while they are doing so is treated as unacceptable influence.
  
 
===Glorious Solar Steed===
 
===Glorious Solar Steed===

Latest revision as of 07:10, 22 April 2016

Ride

This tree uses the Crunchy Merit Methodology and Threefold Strategic Methodology rules.

Cavalier

Master Horseman's Eye

  • Type: Permanent
  • Mins: Ride 2, Essence 1

The Solar may always oppose a strategy roll in a land battle while mounted (and sea or air battles, if they have a flying mount). They may not implement a stratagem if they do not otherwise qualify, but they can prevent opponents from implementing theirs.

Grizzled Cataphract’s Way

  • Type: Permanent
  • Mins: Ride 5, Essence 2
  • Prereqs: Master Horseman's Eye

If the Solar is on the same side as a commander with the Command merit, they may also make a strategy roll: the commander may use either roll.

Rapid Cavalry Approach

  • Cost: 6m
  • Type: Supplemental
  • Mins: Ride 4, Essence 2
  • Prereqs: Master Horseman's Eye

If this Mounted strategy roll succeeds, the Solar’s side gains bonus dice to their Join Battle roll equal to the Solar’s threshold successes.

Seasoned Beast-Rider’s Approach

  • Type: Permanent
  • Mins: Ride 5, Essence 3
  • Prereqs: Rapid Cavalry Approach

If the Solar spends a point of Willpower while using Rapid Cavalry approach, the bonus dice on the Solar's own Join Battle roll are converted to automatic successes.

Phantom Rider’s Approach

  • Cost: 5m, 1wp
  • Type: Supplemental
  • Mins: Ride 4, Essence 2
  • Prereqs: Master Horseman's Eye

If the opposing commanders do not have supernaturally keen senses, the threshold for any stratagem used with this Mounted strategy roll is reduced to 1.

Untouchable Horseman’s Attitude

  • Cost: 6m
  • Type: Supplemental
  • Mins: Ride 5, Essence 2
  • Prereqs: Master Horseman's Eye

Add the merit dice of the opposing commander(s) to this Mounted strategy roll, even if this would bring the Solar above five merit dice.

Hero Rides Away

  • Cost: 5m, 1wp
  • Type: Supplemental
  • Mins: Ride 5, Essence 3
  • Prereqs: Untouchable Horseman’s Attitude

If this Mounted strategy roll succeeds at implementing a Not Today stratagem, the opposing force loses a dot from their highest Command merit (if a land force) or one of their Mounts or Ships (if a mounted or sea force). The difficulty of any attempt to track and re-engage the Solar’s forces is increased by the Solar’s Essence.

Horsemanship

Single Spirit Method

  • Cost: 1m
  • Type: Reflexive
  • Mins: Ride 2, Essence 1

While mounted, the Solar may use this Charm to raise them and their mount from prone.

Saddle-Staying Courses

  • Cost: 4m, 3i, 1wp
  • Type: Reflexive
  • Mins: Ride 4, Essence 2
  • Prereqs: Single Spirit Method

Used when the recipient of a successful Unhorse gambit, this allows the Solar to immediately recover and remount their steed.

Horse-Stealing Leap

  • Type: Permanent
  • Mins: Ride 5, Essence 3
  • Prereqs: Saddle-Staying Courses

The Solar may make Unhorse gambits from short range. If they succeed, they may reflexively mount the orphaned steed.

Elusive Mount Technique

  • Cost: 2m
  • Type: Supplemental
  • Mins: Ride 3, Essence 1
  • Prereqs: Single Spirit Method

This mounted disengage action is made as a Charisma+Ride roll. If chased, the Solar may continue to move back range bands equal to the extra successes on their roll.

Harmonious Tacking Technique

  • Cost: 1m, 1wp
  • Type: Reflexive
  • Mins: Ride 4, Essence 2
  • Prereqs: Elusive Mount Technique

While mounted, the Solar may roll their Mount merit dice and add the successes to their Parry and Evasion against one attack. This does not count against the limit of bonuses added by Charms.

Woe And Storm Evasion

  • Cost: 3m, 1wp
  • Type: Reflexive
  • Mins: Ride 4, Essence 2
  • Prereqs: Elusive Mount Technique

The Solar makes a Charisma+Ride roll, and may replace their current Evasion with the number of successes (ignoring any onslaught or similar penalties). Their Evasion cannot be reduced below this value until their next turn.

Seven Cyclones Rearing

  • Cost: 2m, 2i, 1wp
  • Type: Reflexive
  • Keywords: Once/scene
  • Mins: Ride 5, Essence 3
  • Prereqs: Woe And Storm Evasion, Harmonious Tacking Technique

The Solar makes a Charisma+Ride roll, adding the successes to their current Initiative, and to all of their Defences (including Resolve) until their next turn. They also gain motes equal to the number of successes rolled.

Immortal Charger’s Gallop

  • Cost: 2m
  • Type: Supplemental
  • Mins: Ride 3, Essence 1
  • Prereqs: Single Spirit Method

This rush action is made as a Charisma+Ride roll. If it succeeds, allows the Solar to follow the target a number of range bands equal to the extra successes on the roll.

Coursing Firebolt Flash

  • Type: Permanent
  • Mins: Ride 5, Essence 2
  • Prereqs: Single Spirit Method

When the Solar uses Immortal Charger’s Gallop before attacking, they may also add the additional successes from the rush action to the raw damage of the first attack they make on that turn.

Immortal Rider’s Advantage

  • Cost: 5m, 1wp
  • Type: Supplemental
  • Mins: Ride 5, Essence 3
  • Prereqs: Coursing Firebolt Flash

This mounted attack cannot be Clashed, or allow counterattacks, by unmounted opponents.

Unity

Master Horseman’s Techniques

  • Cost: 2m/success
  • Type: Supplemental
  • Mins: Ride 1, Essence 1

The Solar may convert up to (Essence) of the bonus dice from their Mount merit into automatic successes.

Phantom Steed

  • Type: Permanent
  • Mins: Ride 4, Essence 1
  • Prereqs: Master Horseman’s Techniques

The Solar may use any of their Stealth Charms while mounted, applying them equally to their mount without penalty. The Solar uses Ride in the place of Stealth for any Stealth rolls while mounted, but does not normally get the benefit of their Mount dice while doing so.

Flashing Thunderbolt Steed

  • Type: Permanent
  • Mins: Ride 4, Essence 1
  • Prereqs: Master Horseman’s Techniques

The Solar may use any of their Athletics Charms while mounted, applying them equally to their mount without penalty. The Solar uses Ride in the place of Athletics for any Athletics rolls while mounted, but does not normally get the benefit of their Mount dice while doing so.

Untouchable Loyal Steed

  • Type: Permanent
  • Mins: Ride 3, Essence 2
  • Prereqs: Master Horseman’s Techniques

If the Solar is ever separated from their mount, they may call their mount from any distance, at any time - if they do, their mount has an instinctive knowledge of the Solar’s location, and will do everything in their power to return to them. Any attempt by others to dissuade, tame, or ride the mount while they are doing so is treated as unacceptable influence.

Glorious Solar Steed

  • Cost: 10m, 1wp
  • Type: Simple
  • Duration: Indefinite
  • Mins: Ride 5, Essence 3
  • Prereqs: Untouchable Loyal Steed

The Solar summons a supernatural mount from their anima, providing a non-flying Mount merit equal to their Essence. If they are riding a mundane mount, they are upgraded to this standard if they are not already above it.

Sometimes Horses Fly Approach

  • Type: Permanent
  • Mins: Ride 5, Essence 4
  • Prereqs: Glorious Solar Steed

The mount summoned (or enhanced) by Glorious Solar Steed may be made as a flying mount.

Soaring Pegasus Style

  • Type: Permanent
  • Mins: Ride 5, Essence 5
  • Prereqs: Sometimes Horses Fly Approach

The mount summoned (or enhanced) by Glorious Solar Steed is treated as a Mount 5 flying mount, which does not experience the -2 penalty to merit dice typical of flying mounts.

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