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− | * Back to Arafelis[[/SteelDevilStyleRevision]]
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| + | sum of sum of Mental Attributes in turns |
| + | simple |
| + | melee 4 |
| + | essence 3 |
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− | <b>Dichotomy of Beginnings and Endings Spirit</b>
| + | independant action charm |
− | <b>Cost:</b> 6 motes, 1 Willpower
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− | <b>Duration:</b> Permanent Willpower in turns
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− | <b>Type:</b> Simple
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− | <b>Minimum Melee:</b> 4
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− | <b>Minimum Essence:</b> 3
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− | <b>Pre-requisites:</b> Two Swords Style
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− | Description: Using Essence, the character splits his attention between two weapons without sacrificing focus. The Solar wields each weapon independantly; two swords, two minds, one will.
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− | Effect: As suggested, the character wields two weapons independantly, with two seperate actions; splitting the dice pool of one weapon for multiple attacks or parries leaves the other weapon's action intact. Characters may likewise use multiple Charms in a turn without the use of Combos- that is, one Melee Charm per weapon. For instance, a character may use Fire and Stones Strike on one weapon for improved damage; on the other, he may choose to use Blazing Solar Bolt for a ranged attack. In fact, a character who uses a Melee Charm while using the swords independantly cannot affect both; one or the other must be selected. Taking a non-melee action, using a non-melee Charm or using an Extra Action Charm suspends the effects of Dichotomy of Beginnings and Endings Spirit for a turn, but the charm is not terminated by that condition. In all other ways, these are independant actions as explained in [[EtS]] under the Charcoal March of Spiders Form.
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− | <i>Note: If a character uses one of her actions to activate a Simple-type Melee Charm with a duration longer than one turn, it does not affect both weapons until Dichotomy's effects have ended. This does mean that characters may re-activate this Charm on the last turn of its duration and still use their other action, but that turn counts as the first turn of Dichotomy without providing any additional benefit. Normally, the effects (including duration) of this Charm begin on the turn after it is activated.</i>
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− | == Comments ==
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Revision as of 17:21, 13 April 2005
6m1w
sum of sum of Mental Attributes in turns
simple
melee 4
essence 3
independant action charm