Difference between revisions of "SolarResistance/BogMod"

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(*A resistance style 'block' charm.)
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Back to [[Charms]]<br>
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<b>Golden Integrity Prana</b>
Back to [[BogMod]]
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<b>Cost:</b> 5 motes, 1 willpower
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<b>Duration:</b> One scene
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<b>Type:</b> Reflexive
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<b>Minimum Resistance:</b> 5
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<b>Minimum Essence:</b> 4
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<b>Prerequisite Charms:</b> Immunity to Everything Technique
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Having mastered the art of making his body immune to poison or disease though strengthening her bodies internal essence flows it is only a short step to add that internal strength to the solars essence itself.
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Any effect which drains a solars motes of essence suffers a mote reduction equal to the solars essence.  So if an effect drained the solar of 10 motes and the solar had a Permanent Essence of 4 only 6 motes would be lost.  As well as that any effect that cancels or redirects a solars charms is at +2 difficulty and any effect that increases the difficulty of a solar using charms is reduced by one.
  
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Still not fully sure on mechanics, tweaking still.
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<b>Essence-Tempered Body Defense</b>
 
<b>Essence-Tempered Body Defense</b>
  <b>Cost:</b> 5m, 1wp; <b>Mins:</b> Resistance 5, Essence 2; <b>Type:</b> Simple(Speed 4, DV -1)
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  <b>Cost:</b> 4 motes, 1 willpower
<b>Keywords:</b> Combo-OK, Obvious
 
 
  <b>Duration:</b> One scene
 
  <b>Duration:</b> One scene
  <b>Prerequisite Charms:</b> Iron Skin Concentration
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<b>Type:</b> Reflexive
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<b>Minimum Resistance:</b> 5
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<b>Minimum Essence:</b> 2
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  <b>Prerequisite Charms:</b> Iron Skin Concentration, Spirit Strengthens the Skin
  
 
There is something to be said about knowing how to be hit.  Trained fighters even when all their defenses are penetrated still know how to take a blow, roll with the punch, tense up or relax as needed to minimize its effects.  Along these lines it makes sense charms were developed by those solars who were tough but maybe not so quick on their feet.
 
There is something to be said about knowing how to be hit.  Trained fighters even when all their defenses are penetrated still know how to take a blow, roll with the punch, tense up or relax as needed to minimize its effects.  Along these lines it makes sense charms were developed by those solars who were tough but maybe not so quick on their feet.
  
When this charm is active a character has a new form of DV.  This is calculated on by the characters (Stamina + Resistance + Essence)/2.  Like any DV only one DV can be used against any one attackWhile it can be used against attacks that can not be dodged or parried effects which reguire hitting a character to activate do not qualify against a player useing this DV even if they do not beat the DV as this value reflects the character being hit and shrugging off the attack through essence and muscle instead of moving aside or blocking attack.
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When this charm is active a character can roll her Stamina + Resistance to reduce the successes of an attack made against her as her essence infused body just shrugs off the blowA turn in which this charm is used though can not benifit from dodge charms or actions and in any turn a dodge or dodge charm is used you can not benifit from this charm.  This does mean however you can have this up and not use it against an attack if you would prefer to use your dodge skills or charms instead that turn without the charm itself stopping.  Parries are perfectly allowed with this charm.
  
 
== Comments ==
 
== Comments ==
  
Update to 2e. -[[BogMod]]
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I'd make this a Lore Charm, building of off Chaos Repelling Pattern and Will-Bolstering Method. - [[Epsilon]]

Revision as of 17:28, 14 September 2005

Golden Integrity Prana

Cost: 5 motes, 1 willpower
Duration: One scene
Type: Reflexive
Minimum Resistance: 5
Minimum Essence: 4
Prerequisite Charms: Immunity to Everything Technique

Having mastered the art of making his body immune to poison or disease though strengthening her bodies internal essence flows it is only a short step to add that internal strength to the solars essence itself.

Any effect which drains a solars motes of essence suffers a mote reduction equal to the solars essence. So if an effect drained the solar of 10 motes and the solar had a Permanent Essence of 4 only 6 motes would be lost. As well as that any effect that cancels or redirects a solars charms is at +2 difficulty and any effect that increases the difficulty of a solar using charms is reduced by one.

Still not fully sure on mechanics, tweaking still.


Essence-Tempered Body Defense

Cost: 4 motes, 1 willpower
Duration: One scene
Type: Reflexive
Minimum Resistance: 5
Minimum Essence: 2
Prerequisite Charms: Iron Skin Concentration, Spirit Strengthens the Skin

There is something to be said about knowing how to be hit. Trained fighters even when all their defenses are penetrated still know how to take a blow, roll with the punch, tense up or relax as needed to minimize its effects. Along these lines it makes sense charms were developed by those solars who were tough but maybe not so quick on their feet.

When this charm is active a character can roll her Stamina + Resistance to reduce the successes of an attack made against her as her essence infused body just shrugs off the blow. A turn in which this charm is used though can not benifit from dodge charms or actions and in any turn a dodge or dodge charm is used you can not benifit from this charm. This does mean however you can have this up and not use it against an attack if you would prefer to use your dodge skills or charms instead that turn without the charm itself stopping. Parries are perfectly allowed with this charm.

Comments

I'd make this a Lore Charm, building of off Chaos Repelling Pattern and Will-Bolstering Method. - Epsilon