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| Athletics is the Banner. | | Athletics is the Banner. |
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| + | Any Ath Ex(1). Graceful Crane(2). Fateful Ex(3). |
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− | --------
| + | Double jump, sid literally jumps twice rather then just double distance.(4), builds off 2. Fall damage reducer and wall climber(5), builds off 3 and 2. Add 10 to Sids Str + Ath totals for feats of Strength(6), builds off 1. |
− | <b>Graceful Crane Stance</b><br>
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− | <b>Cost:</b> 3m; <b>Mins:</b> Athletics 2, Essence 2; <b>Type:</b> Reflexive<br>
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− | <b>Keywords:</b> Combo-OK<br>
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− | <b>Duration:</b> One scene<br>
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− | <b>Prerequisite Charms:</b> None
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− | This charm is identical to the Solar one on pages 222-223.
| + | College upgrade, increases number of jumps sid can make.(7), builds off 4. Ground Stomp, causes knockdown(8), builds off 6 and 2. |
− | --------------
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− | <b>Sky Touching Toad Technique</b><br>
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− | <b>Cost:</b> 4m; <b>Mins:</b> Athletics 3, Essence 2; <b>Type:</b> Reflexive<br>
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− | <b>Keywords:</b> Obvious, Combo-OK<br>
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− | <b>Duration:</b> One scene<br>
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− | <b>Prerequisite Charms:</b> Graceful Crane Stance
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− | The Shieldbearers are not bound to the earth as mortal men are. Rather then jump simply farther the Vizier jumps more often even in midjump when they need that extra height. Effectively this means the Sidereal can now jump as a move action and their jumps cover twice the distance. However since they can jump while in the middle of a jump it permits changes in direction normally impossible while midleap.
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− | ----------
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− | <b>Star Reaching Leap</b><br>
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− | <b>Cost:</b> -; <b>Mins:</b> Athletics 3, Essence 3, House of Battles 2; <b>Type:</b> Permanent<br>
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− | <b>Keywords:</b> College<br>
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− | <b>Duration:</b> Permanent<br>
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− | <b>Prerequisite Charms:</b> Sky Touching Toad Technique
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− | Like all the Exalted the Sidereals constantly work for something more and something greater. What is out of reach they reach for. This charm increases the distance that can be jumped by Sky Touching Toad Technique by a factor of 1. Further when not using that charm it increases by 1 the Strength + Athletics total for determining how far the Sidereal can jump. This charm can be purchased a number of times equal to the Sidereal's permanent Essence.
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− | <b>Imperial Goat Method</b><br>
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− | <b>Cost:</b> 2m, 1wp; <b>Mins:</b> Athletics 5, Essence 3; <b>Type:</b> Reflexive<br>
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− | <b>Keywords:</b> Combo-OK<br>
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− | <b>Duration:</b> One scene<br>
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− | <b>Prerequisite Charms:</b> Sky Touching Toad Technique, Fateful Athletics Excellency
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− | On the slopes of the Imperial Mountain lives the majestic Imperial Goat. Perfectly suited to its environment no one has ever found one that slipped and fell to its death. Neither do the Chosen of the Maiden's lose their footing in this world wether they go up or down. She can climb any surface at her normal movement rate and should never need to check to see if she can maintain her grip. Should she end up falling, say due to being hurled off an airship, the damage she takes is always reduced to a single die of bashing damage(lethal if she lands on something pointy).
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| ------------ | | ------------ |
− | <b>Strength-of-Five Prana</b><br>
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− | <b>Cost:</b> 5m; <b>Mins:</b> Athletics 3, Essence 3; <b>Type:</b> Supplemental<br>
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− | <b>Keywords:</b> Combo-OK<br>
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− | <b>Duration:</b> Instant<br>
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− | <b>Prerequisite Charms:</b> Any Athletics Excellency
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− | In battle the many work together as one. While a Sidereal can not always trust to have friends around they can always trust on the strength of their friends no matter how distant they are. This charm adds 10 to the Sidereals Strength + Athletics score for feats of strength. This bonus can exceed the normal dice cap limit.
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− | ------------
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− | <b>Passing Army Disturbance</b><br>
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− | <b>Cost:</b> 5m; <b>Mins:</b> Athletics 5, Essence 3; <b>Type:</b> Simple<br>
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− | <b>Keywords:</b> Combo-Basic, Obvious<br>
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− | <b>Duration:</b> Instant<br>
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− | <b>Prerequisite Charms:</b> Strenght-Of-Five Prana, Graceful Crane Stance
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− | When an army marches by the thousands their rythmic footfalls can be like an earthquake. When driven by anger or for battle the Shieldbearers bring their foot down hard onto the earth to do the same. Everyone within Essence * 10 yards must make a difficulty 3 Dexterity + Athletics roll to avoid knockdown. Any structures within that radius like doors or walls take the Sidereals Essence + Athletics in levels of damage, soakable normally.
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− | ---------
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− | <b>Rampart Building Fist</b><br>
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− | <b>Cost:</b> 13m, 1wp; <b>Mins:</b> Athletics 5, Essence 4, House of Battles 4; <b>Type:</b> Simple<br>
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− | <b>Keywords:</b> College, Combo-Basic, Obvious, Shaping, War<br>
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− | <b>Duration:</b> One scene<br>
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− | <b>Prerequisite Charms:</b> Passing Army Disturbance, Fateful Athletics Excellency
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− | The red light of Mars surrounds her fists and feet. With a open palmed slap she throws up a rampart of earth. With a kick he causes a landside to dam up a river. This charm lets a Sidereal perform shaping actions to change around the landscape. This can be used ahead of a battle to make high ground for the army or make things difficult for a force approaching by making the ground uneven for horses or such(see page 147 for such ideas). Within mass combat itself the Sidereal can make enhanced attacks against another army at close range. When doing so count the armies attacks as if they were attacking a unit of the same Magnitude with a ranged attack. The first time its used against a force in a scene they must make a Difficulty 2 Morale check. Creating a terrain effect counts as a DV -1, Speed 5 Miscellaneous action.
| + | Perm charm, boosts sids movement when they use a defense with valor flaw of invulnerability(1b) |
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− | -----------
| + | All round move booster(2b) |
− | <b>Inescapable Advance Technique</b><br>
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− | <b>Cost:</b> -; <b>Mins:</b> Athletics 3, Essence 2; <b>Type:</b> Permanent<br>
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− | <b>Keywords:</b> None<br>
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− | <b>Duration:</b> Permanent<br>
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− | <b>Prerequisite Charms:</b> None
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− | Some battles must be fought to the end. There can be no escape for ones enemies. Whenever the Sidereal uses a perfect defense with a Valor flaw they double their movement while under that Flaws effects.
| + | Prayer Strip, whenever the sid spends a turn moving instead of fighting attackers lose track of them, sid doesn't need to rest for long term movement.(3b) |
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| == Comments == | | == Comments == |
Athletics is the Banner.
Any Ath Ex(1). Graceful Crane(2). Fateful Ex(3).
Double jump, sid literally jumps twice rather then just double distance.(4), builds off 2. Fall damage reducer and wall climber(5), builds off 3 and 2. Add 10 to Sids Str + Ath totals for feats of Strength(6), builds off 1.
College upgrade, increases number of jumps sid can make.(7), builds off 4. Ground Stomp, causes knockdown(8), builds off 6 and 2.
Perm charm, boosts sids movement when they use a defense with valor flaw of invulnerability(1b)
Prayer Strip, whenever the sid spends a turn moving instead of fighting attackers lose track of them, sid doesn't need to rest for long term movement.(3b)