Difference between revisions of "XerExaltedLite/DawnCharms"
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== Dawn Charms == | == Dawn Charms == | ||
− | * | + | * /Solars - Back to Solars |
=== Removed Charms === | === Removed Charms === | ||
− | * Core Book Archery: Wise Arrow, Sight Without Eyes, Accuracy Without Distance | + | * Core Book Archery: Wise Arrow, Sight Without Eyes, Accuracy Without Distance, There Is No Wind, Trance of Unhesitating Speed, Dazzling Flare Attack, Solar Spike, Rain of Feathered Death |
* Core Book Brawl: Ferocious Jab, Fists of Iron Technique, Hammer of Iron Technique, Sledgehammer Fist Punch, | * Core Book Brawl: Ferocious Jab, Fists of Iron Technique, Hammer of Iron Technique, Sledgehammer Fist Punch, | ||
* Dawn Book Brawl: Knockout Blow, Pounding Hammer of Devastation Technique | * Dawn Book Brawl: Knockout Blow, Pounding Hammer of Devastation Technique | ||
* Core Book Thrown: Precision of the Striking Raptor, Falling Icicle Strike, Shower of Deadly Blades | * Core Book Thrown: Precision of the Striking Raptor, Falling Icicle Strike, Shower of Deadly Blades | ||
* Night Book Melee: Dual Slaying Stance | * Night Book Melee: Dual Slaying Stance | ||
− | * Core Book Melee: Excellent Strike, Hungry Tiger Technique | + | * Core Book Melee: Excellent Strike, Hungry Tiger Technique, Fire and Stones Strike, One Weapon, Two Blows, Peony Blossom Attack, Call the Blade, Edge of Morning Sunlight, Golden Essence Block, Dipping Swallow Defense, Bulwark Stance, Fivefold Bulwark Stance |
* Dawn Book Performance: Commanding the Ideal Celestial Army | * Dawn Book Performance: Commanding the Ideal Celestial Army | ||
* Core Book Awareness: Sensory Acuity Prana, Keen Sense Technique, Unsurpassed Sense Technique | * Core Book Awareness: Sensory Acuity Prana, Keen Sense Technique, Unsurpassed Sense Technique | ||
Line 15: | Line 15: | ||
Archery Charms may be adapted for Crossbows, but aside from that exception, restrictions on what may be used do not change simply because there is only one Combat Ability. | Archery Charms may be adapted for Crossbows, but aside from that exception, restrictions on what may be used do not change simply because there is only one Combat Ability. | ||
− | * <B>Total Charms Removed:</B> | + | * <B>Total Charms Removed:</B> 30 |
− | * <B>Total Charms Remaining:</B> | + | * <B>Total Charms Remaining:</B> 39 |
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=== Archery === | === Archery === | ||
− | <B>Arrow Storm Technique</B> | + | <B>Arrow Storm Technique</B> |
* <B>Cost:</B> 8 motes, 1 Willpower | * <B>Cost:</B> 8 motes, 1 Willpower | ||
* <B>Duration:</B> Instant | * <B>Duration:</B> Instant | ||
Line 38: | Line 27: | ||
* <B>Prerequisites:</B> Talent 3 | * <B>Prerequisites:</B> Talent 3 | ||
---- | ---- | ||
− | <B>Fiery Arrow Attack</B> | + | <B>Fiery Arrow Attack</B> |
* <B>Cost:</B> 2 motes | * <B>Cost:</B> 2 motes | ||
* <B>Duration:</B> Instant | * <B>Duration:</B> Instant | ||
* <B>Type:</B> Supplemental | * <B>Type:</B> Supplemental | ||
− | * <B>Minimum Combat:</B> | + | * <B>Minimum Combat:</B> 2 |
* <B>Minimum Essence:</B> 2 | * <B>Minimum Essence:</B> 2 | ||
− | * <B>Prerequisites:</B> Talent | + | * <B>Prerequisites:</B> Talent 1 |
** Gains the Beacon effect of Dazzling Flare Attack | ** Gains the Beacon effect of Dazzling Flare Attack | ||
---- | ---- | ||
− | <B>Phantom Arrow Technique</B> | + | <B>Phantom Arrow Technique</B> |
* <B>Cost:</B> 1 mote per Arrow | * <B>Cost:</B> 1 mote per Arrow | ||
* <B>Duration:</B> Instant | * <B>Duration:</B> Instant | ||
Line 53: | Line 42: | ||
* <B>Minimum Combat:</B> 3 | * <B>Minimum Combat:</B> 3 | ||
* <B>Minimum Essence:</B> 2 | * <B>Minimum Essence:</B> 2 | ||
− | * <B>Prerequisites:</B> Talent 2 | + | * <B>Prerequisites:</B> Talent 2 |
− | |||
---- | ---- | ||
− | <B>Bolt of Fiery Devastation Technique</B> <I>Dawn | + | <B>Bolt of Fiery Devastation Technique</B> <I>Dawn</I> (Replaces Solar Spike from the Core Book) |
− | * <B>Cost:</B> | + | * <B>Cost:</B> 2 motes per 1A damage, 1 Willpower |
* <B>Duration:</B> Instant | * <B>Duration:</B> Instant | ||
* <B>Type:</B> Simple | * <B>Type:</B> Simple | ||
* <B>Minimum Combat:</B> 5 | * <B>Minimum Combat:</B> 5 | ||
* <B>Minimum Essence:</B> 5 | * <B>Minimum Essence:</B> 5 | ||
− | * <B>Prerequisites:</B> | + | * <B>Prerequisites:</B> Phantom Arrow Technique, Talent 5 |
− | : This attack creates an arrow that does a base damage of 1 level of | + | : This attack creates an arrow that does a base damage of 1 level of damage per 2 motes spent, up to the Attacking character's permanent Essence. It multiplies the range of the Solar's bow by her permanent Essence, though she cannot fire past the base range. The bow's damage still adds to this. Against the enemies of Creation (undead, demons, etc - but not Abyssals) this attack will ignore the defender's armor. |
+ | ---- | ||
+ | <B>Immaculate Golden Bow</B> | ||
+ | * <B>Cost:</B> 5 motes, 1 Willpower | ||
+ | * <B>Duration:</B> One Scene | ||
+ | * <B>Type:</B> Simple | ||
+ | * <B>Minimum Combat:</B> 5 | ||
+ | * <B>Minimum Essence:</B> 3 | ||
+ | * <B>Prerequisites:</B> Phantom Arrow Technique, Talent 3 | ||
+ | : This summons a bow created via the /Weapon rules, made with the character's permanent Essence*4 points to spend. Once set, the bow's statistics do not change until the character's permanent Essence rises. | ||
---- | ---- | ||
− | <B>Inexhaustable Bolts of Solar Fire</B> <I>Dawn | + | <B>Inexhaustable Bolts of Solar Fire</B> <I>Dawn</I> |
* <B>Cost:</B> 10 motes, 1 Willpower | * <B>Cost:</B> 10 motes, 1 Willpower | ||
* <B>Duration:</B> One Scene | * <B>Duration:</B> One Scene | ||
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* <B>Prerequisites:</B> Phantom Arrow Technique, Talent 4 | * <B>Prerequisites:</B> Phantom Arrow Technique, Talent 4 | ||
---- | ---- | ||
− | <B>Shot Without Distance Exercise</B> <I>Dawn | + | <B>Shot Without Distance Exercise</B> <I>Dawn</I> |
* <B>Cost:</B> 2 motes | * <B>Cost:</B> 2 motes | ||
* <B>Duration:</B> Instant | * <B>Duration:</B> Instant | ||
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* <B>Minimum Essence:</B> 3 | * <B>Minimum Essence:</B> 3 | ||
* <B>Prerequisites:</B> Talent 3 | * <B>Prerequisites:</B> Talent 3 | ||
− | + | ** All penalties except Range still apply. | |
=== Brawl === | === Brawl === | ||
<B>Ox-Stunning Blow</B> | <B>Ox-Stunning Blow</B> | ||
Line 163: | Line 160: | ||
* <B>Minimum Essence:</B> 2 | * <B>Minimum Essence:</B> 2 | ||
* <B>Prerequisites:</B> Talent 2, Retrieve the Fallen Weapon | * <B>Prerequisites:</B> Talent 2, Retrieve the Fallen Weapon | ||
+ | ---- | ||
+ | <B>Glorious Solar Sabre</B> | ||
+ | * <B>Cost:</B> 5 motes, 1 Willpower | ||
+ | * <B>Duration:</B> One Scene | ||
+ | * <B>Type:</B> Simple | ||
+ | * <B>Minimum Combat:</B> 3 | ||
+ | * <B>Minimum Essence:</B> 2 | ||
+ | * <B>Prerequisites:</B> Talent 2, Retrieve the Fallen Weapon | ||
+ | : This summons a blade created via the /Weapon rules, made with the character's permanent Essence*4 points to spend. Once set, the blade's statistics do not change until the character's permanent Essence rises. | ||
---- | ---- | ||
<B>Iron Raptor Technique</B> | <B>Iron Raptor Technique</B> | ||
Line 392: | Line 398: | ||
* <B>Prerequisites:</B> Talent 5, General of the All-Seeing Sun | * <B>Prerequisites:</B> Talent 5, General of the All-Seeing Sun | ||
: A bonus success is added to all rolls (including initiative) instead of merely a die. | : A bonus success is added to all rolls (including initiative) instead of merely a die. | ||
− | + | ---- | |
<B>Surprise Anticipation Method</B> | <B>Surprise Anticipation Method</B> | ||
* <B>Cost:</B> 1 mote | * <B>Cost:</B> 1 mote |
Revision as of 09:04, 27 November 2004
Contents
Dawn Charms
- /Solars - Back to Solars
Removed Charms
- Core Book Archery: Wise Arrow, Sight Without Eyes, Accuracy Without Distance, There Is No Wind, Trance of Unhesitating Speed, Dazzling Flare Attack, Solar Spike, Rain of Feathered Death
- Core Book Brawl: Ferocious Jab, Fists of Iron Technique, Hammer of Iron Technique, Sledgehammer Fist Punch,
- Dawn Book Brawl: Knockout Blow, Pounding Hammer of Devastation Technique
- Core Book Thrown: Precision of the Striking Raptor, Falling Icicle Strike, Shower of Deadly Blades
- Night Book Melee: Dual Slaying Stance
- Core Book Melee: Excellent Strike, Hungry Tiger Technique, Fire and Stones Strike, One Weapon, Two Blows, Peony Blossom Attack, Call the Blade, Edge of Morning Sunlight, Golden Essence Block, Dipping Swallow Defense, Bulwark Stance, Fivefold Bulwark Stance
- Dawn Book Performance: Commanding the Ideal Celestial Army
- Core Book Awareness: Sensory Acuity Prana, Keen Sense Technique, Unsurpassed Sense Technique
- Night Book Awareness: Owl-Eye Technique
Combat
Archery Charms may be adapted for Crossbows, but aside from that exception, restrictions on what may be used do not change simply because there is only one Combat Ability.
- Total Charms Removed: 30
- Total Charms Remaining: 39
Archery
Arrow Storm Technique
- Cost: 8 motes, 1 Willpower
- Duration: Instant
- Type: Extra Action
- Minimum Combat: 5
- Minimum Essence: 3
- Prerequisites: Talent 3
Fiery Arrow Attack
- Cost: 2 motes
- Duration: Instant
- Type: Supplemental
- Minimum Combat: 2
- Minimum Essence: 2
- Prerequisites: Talent 1
- Gains the Beacon effect of Dazzling Flare Attack
Phantom Arrow Technique
- Cost: 1 mote per Arrow
- Duration: Instant
- Type: Supplemental
- Minimum Combat: 3
- Minimum Essence: 2
- Prerequisites: Talent 2
Bolt of Fiery Devastation Technique Dawn (Replaces Solar Spike from the Core Book)
- Cost: 2 motes per 1A damage, 1 Willpower
- Duration: Instant
- Type: Simple
- Minimum Combat: 5
- Minimum Essence: 5
- Prerequisites: Phantom Arrow Technique, Talent 5
- This attack creates an arrow that does a base damage of 1 level of damage per 2 motes spent, up to the Attacking character's permanent Essence. It multiplies the range of the Solar's bow by her permanent Essence, though she cannot fire past the base range. The bow's damage still adds to this. Against the enemies of Creation (undead, demons, etc - but not Abyssals) this attack will ignore the defender's armor.
Immaculate Golden Bow
- Cost: 5 motes, 1 Willpower
- Duration: One Scene
- Type: Simple
- Minimum Combat: 5
- Minimum Essence: 3
- Prerequisites: Phantom Arrow Technique, Talent 3
- This summons a bow created via the /Weapon rules, made with the character's permanent Essence*4 points to spend. Once set, the bow's statistics do not change until the character's permanent Essence rises.
Inexhaustable Bolts of Solar Fire Dawn
- Cost: 10 motes, 1 Willpower
- Duration: One Scene
- Type: Simple
- Minimum Combat: 5
- Minimum Essence: 4
- Prerequisites: Phantom Arrow Technique, Talent 4
Shot Without Distance Exercise Dawn
- Cost: 2 motes
- Duration: Instant
- Type: Supplemental
- Minimum Combat: 5
- Minimum Essence: 3
- Prerequisites: Talent 3
- All penalties except Range still apply.
Brawl
Ox-Stunning Blow
- Cost: 1 mote per stun damage
- Duration: Instant
- Type: Simple
- Minimum Combat: 4
- Minimum Essence: 1
- Prerequisites: Talent 1
Dragon Coil Technique
- Cost: 3 motes per turn
- Duration: Varies
- Type: Simple
- Minimum Combat: 4
- Minimum Essence: 1
- Prerequisites: Talent 1
Thunderclap Rush Attack
- Cost: 3 motes
- Duration: Instant
- Type: Reflexive
- Minimum Combat: 3
- Minimum Essence: 1
- Prerequisites: Talent 1
Crashing Wave Throw
- Cost: 3 motes
- Duration: Instant
- Type: Supplemental
- Minimum Combat: 2
- Minimum Essence: 1
- Prerequisites: Talent 1
- Can only be used to end a clinch by throwing the opponent. The Character can throw her victim her (Brawn + Combat + permanent Essence) yards upwards, or twice that distance horizontally. Falling damage is quite possible.
Heaven Thunder Hammer
- Cost: 3 motes
- Duration: Instant
- Type: Supplemental
- Minimum Combat: 3
- Minimum Essence: 1
- Prerequisites: Talent 1
Shockwave Technique
- Cost: 4 motes
- Duration: Instant
- Type: Simple
- Minimum Combat: 4
- Minimum Essence: 2
- Prerequisites: Talent 2
Adamantine Fists of Battle Dawn
- Cost: 7 motes, 1 Willpower
- Duration: One Scene
- Type: Supplemental
- Minimum Combat: 5
- Minimum Essence: 5
- Prerequisites: Talent 5, Hammer of Iron Technique
Melee
Iron Whirlwind Attack
- Cost: 5 motes, 1 Willpower
- Duration: Instant
- Type: Extra Action
- Minimum Combat: 5
- Minimum Essence: 3
- Prerequisites: Talent 3
Retrieve the Fallen Weapon
- Cost: 1 mote
- Duration: Instant
- Type: Simple
- Minimum Combat: 2
- Minimum Essence: 2
- Prerequisites: Talent 2
- This Charm now includes Call the Blade - the weapon flashes to the Character's hand if within her permanent Essence times 10 yards no matter what is in the way.
Summoning the Loyal Steel
- Cost: 1 mote to summon or banish
- Duration: Instant
- Type: Reflexive
- Minimum Combat: 3
- Minimum Essence: 2
- Prerequisites: Talent 2, Retrieve the Fallen Weapon
Glorious Solar Sabre
- Cost: 5 motes, 1 Willpower
- Duration: One Scene
- Type: Simple
- Minimum Combat: 3
- Minimum Essence: 2
- Prerequisites: Talent 2, Retrieve the Fallen Weapon
- This summons a blade created via the /Weapon rules, made with the character's permanent Essence*4 points to spend. Once set, the blade's statistics do not change until the character's permanent Essence rises.
Iron Raptor Technique
- Cost: 2 motes
- Duration: Instant
- Type: Simple
- Minimum Combat: 3
- Minimum Essence: 2
- Prerequisites: Talent 2, Retrieve the Fallen Weapon
Sandstorm-Wind Attack
- Cost: 3 motes
- Duration: Instant
- Type: Simple
- Minimum Combat: 4
- Minimum Essence: 2
- Prerequisites: Talent 2, Iron Raptor Technique
Corona of Radiance
- Cost: 5 motes, 1 Willpower
- Duration: One Scene
- Type: Supplemental
- Minimum Combat: 5
- Minimum Essence: 3
- Prerequisites: Talent 3, Iron Raptor Technique
Blazing Solar Bolt
- Cost: 3 motes, 1 Willpower
- Duration: Instant
- Type: Simple
- Minimum Combat: 5
- Minimum Essence: 3
- Prerequisites: Talent 3, Corona of Radiance, Sandstorm-Wind Attack
- This Charm has an Accuracy bonus equal to the Solar's permanent Essence, and a range of her permanent Essence x 10 yard. There are no range increments.
Heavenly Guardian Defense
- Cost: 3 motes, 1 Willpower
- Duration: Instant
- Type: Reflexive
- Minimum Combat: 5
- Minimum Essence: 4
- Prerequisites: Talent 4
Solar Counterattack
- Cost: 3 motes
- Duration: Instant
- Type: Reflexive
- Minimum Combat: 4
- Minimum Essence: 2
- Prerequisites: Talent 2
Ready in Eight Directions Stance
- Cost: 5 motes, 1 Willpower
- Duration: One Scene
- Type: Reflexive
- Minimum Combat: 5
- Minimum Essence: 5
- Prerequisites: Talent 5, Solar Counterattack
Sun-And-Moon Method Night
- Cost: 2 motes
- Duration: One Turn
- Type: Extra Action
- Minimum Combat: 3
- Minimum Essence: 2
- Prerequisites: Talent 2
Two Swords Technique Night
- Cost: 4 motes
- Duration: One Scene
- Type: Reflexive
- Minimum Combat: 5
- Minimum Essence: 3
- Prerequisites: Talent 3, Sun-And-Moon Method
- This also reduces the action penalty by one for splitting dice pools, for any action that involved one of the Solar's weapons.
Whirlwind of Searing Blows Dawn
- Cost: 8 motes
- Duration: One Scene
- Type: Supplemental
- Minimum Combat: 5
- Minimum Essence: 3
- Prerequisites: Talent 3
Protection of Celestial Bliss Dawn
- Cost: 7 motes, 1 Willpower
- Duration: Special
- Type: Reflexive
- Minimum Combat: 6
- Minimum Essence: 6
- Prerequisites: Talent 5, Heavenly Guardian Defense
Thrown
Joint-Wounding Attack
- Cost: 3 motes
- Duration: Instant
- Type: Supplemental
- Minimum Combat: 3
- Minimum Essence: 1
- Prerequisites: Talent 1
Observer-Deceiving Attack
- Cost: 3 motes
- Duration: Instant
- Type: Supplemental
- Minimum Combat: 3
- Minimum Essence: 2
- Prerequisites: Talent 2, Joint-Wounding Attack
Mist on Water Attack
- Cost: 3 motes per Turn
- Duration: Instant
- Type: Supplemental
- Minimum Combat: 4
- Minimum Essence: 2
- Prerequisites: Talent 2, Observer-Deceiving Attack
Triple-Distance Attack Technique
- Cost: 3 motes
- Duration: Instant
- Type: Supplemental
- Minimum Combat: 2
- Minimum Essence: 2
- Prerequisites: Talent 1
Cascade of Cutting Terror
- Cost: 5 motes, 1 Willpower
- Duration: Instant
- Type: Supplemental
- Minimum Combat: 3
- Minimum Essence: 2
- Prerequisites: Talent 2, Triple-Distance Attack Technique
Fiery Solar Chakram
- Cost: 4 motes
- Duration: Instant
- Type: Simple
- Minimum Combat: 5
- Minimum Essence: 3
- Prerequisites: Cascade of Cutting Terror, Talent 3
- This attack has an Accuracy bonus equal to the permanent Essence of the Solar throwing it.
Ricochet Weapon Technique Dawn
- Cost: 1 mote per ricochet
- Duration: Instant
- Type: Supplemental
- Minimum Combat: 2
- Minimum Essence: 2
- Prerequisites: Talent 1
Reaping the Bloody Wheat Dawn
- Cost: 6 motes
- Duration: Instant
- Type: Extra Action
- Minimum Combat: 4
- Minimum Essence: 3
- Prerequisites: Talent 3, Ricochet Weapon Technique
Whirling Razor Guardian Technique Dawn
- Cost: 7 motes, 1 Willpower
- Duration: One Scene or Special
- Type: Simple
- Minimum Combat: 5
- Minimum Essence: 3
- Prerequisites: Talent 3, Reaping the Bloody Wheat
Returning Weapon Concentration Dawn
- Cost: 4 motes
- Duration: One Scene
- Type: Supplemental
- Minimum Combat: 3
- Minimum Essence: 1
- Prerequisites: Talent 1
War
- Total Charms Removed: 5
- Total Charms Remaining: 7
Performance
Unruly Mob Dispersing Rebuke
- Cost: 8 motes, 1 Willpower
- Duration: Instant
- Type: Simple
- Minimum War: 3
- Minimum Essence: 3
- Prerequisites: Talent 3
- This has no effect on zombie or similarly mindless mobs.
Rout-Stemming Gesture
- Cost: 5 motes, 1 Willpower
- Duration: 3 Turns
- Type: Simple
- Minimum War: 4
- Minimum Essence: 3
- Prerequisites: Talent 3, Unruly Mob Dispersing Rebuke
- This always works on all companies who have full Squads within range, so long as all Squads of the Company are still reasonable close together.
Fury Inciting Presence
- Cost: 8 motes, 1 Willpower
- Duration: One Scene
- Type: Simple
- Minimum War: 4
- Minimum Essence: 3
- Prerequisites: Talent 3, Unruly Mob Dispersing Rebuke
Heroism-Encouraging Presence
- Cost: 10 motes, 1 Willpower
- Duration: One Scene
- Type: Simple
- Minimum War: 5
- Minimum Essence: 3
- Prerequisites: Talent 3, Fury Inciting Presence, Rout-Stemming Gesture
- A bonus success is added to all rolls (including initiative) instead of merely a die. This affects all Companies in the local battle - there is no set range.
General of the All-Seeing Sun Dawn
- Cost: 4 motes
- Duration: Instant
- Type: Simple
- Minimum War: 5
- Minimum Essence: 4
- Prerequisites: Talent 4, Heroism-Encouraging Presence
- Opponents never hear the message. This affects all Companies in the local battle - there is no set range.
Ideal Battle Knowledge Prana Dawn
- Cost: 10 motes, 1 Willpower
- Duration: One Scene
- Type: Simple
- Minimum War: 5
- Minimum Essence: 6
- Prerequisites: Talent 5, General of the All-Seeing Sun
- A bonus success is added to all rolls (including initiative) instead of merely a die.
Surprise Anticipation Method
- Cost: 1 mote
- Duration: Instant
- Type: Reflexive
- Minimum War: 3
- Minimum Essence: 3
- Prerequisites: Talent 3
- Cost:
- Duration:
- Type:
- Minimum War:
- Minimum Essence:
- Prerequisites: