Difference between revisions of "IsawaBrian/SolarMartialArtsGeneral"
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Sufficiently powerful Exalts may exceed these limits, inspiring their armies through sheer skill and potency alone. A second purchase of this Charm at Essence 5+ allows the character to spend 1 willpower point when activating Zealot Legion Katas. Activated I this manner, the Charm grants its full effects to a unit that does not completely have positive Intimacies to the Solar. At the end of the battle, any member of the complimentary unit who does not have an MDV equal to or higher than the character's Charisma + Martial Arts total gains a positive Intimacy: Dedication to (Solar)'s Skill and Leadership. Gaining this Intimacy is an Emotion effect that can be resisted by spending 3 willpower points. Otherwise, it must be broken as normal. | Sufficiently powerful Exalts may exceed these limits, inspiring their armies through sheer skill and potency alone. A second purchase of this Charm at Essence 5+ allows the character to spend 1 willpower point when activating Zealot Legion Katas. Activated I this manner, the Charm grants its full effects to a unit that does not completely have positive Intimacies to the Solar. At the end of the battle, any member of the complimentary unit who does not have an MDV equal to or higher than the character's Charisma + Martial Arts total gains a positive Intimacy: Dedication to (Solar)'s Skill and Leadership. Gaining this Intimacy is an Emotion effect that can be resisted by spending 3 willpower points. Otherwise, it must be broken as normal. | ||
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+ | At Essence 7+, a third purchase will make this Charm permanent, reducing its cost to 0 motes. The Solar may thus opt to grant the full effects of any Martial Arts Charm he uses to his complimentary unit, but need not do so. The Solar must still spend 1 willpower point to affect a complimentary unit that does not solely contain members with a positive Intimacy to the Solar. Doing so acts as an innate ability, not a Charm action. | ||
== Comments == | == Comments == |
Latest revision as of 06:06, 22 April 2010
Second Edition
Tavern-Breaking Spirit
Cost: --; Mins: Martial Arts 3, Essence 3; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Any Martial Arts Excellency
With this Charm, the Exalt learns the proper usage of improvised weapons. Chairs hit like maces, beer mugs punch like cestuses, and tables can be used like shields; vines become garrotes, fence-posts become staves, and so on. As long as there is something nearby the Exalt can grasp, he is never unarmed, and these improvised weapons will fit into any style for which they are appropriate-- always Solar Hero and Unconquered Hero, for example, but a boathook might act as a hooked sword for Snake Style.
As well, any Charm that has been made as a natural development of those styles (eg, non-style Martial Arts Charms) may use any improvised weapon as though they were making an unarmed attack. The Storyteller also may wish to choose to allow some inappropriate improvised weapons to Style Charms on an especially good stunt, but this is optional. Functionally, the Storyteller should assign values from the weapons table to improvised weapons, and use the shields for tables and other large blocking objects. These items will not break unless a weapon of similar statistics would be broken.
If the character uses an attuned noncombat artifact in this manner, its statistics will be those of an artifact with a rating equal to or less than the noncombat artifact's own. If an artifact's rating is not sufficient to be used as a comparable artifact, normal weapon statistics should be used as above. Artifacts of surpassing power-- generally rating 4+ -- do not gain extra powers, and should be treated as rating 3 under most circumstances. Attuned combat artifacts that cannot be used in their normal manner fit into these categories normally
For example, a Thousand Comfort Lounge is an extremely large, blunt object, but its rating is Artifact 1. Used in combat, a Storyteller may simply decide to use the rules for a nonmagical tetsubo and tower shield combined. A character who could lift a Sky Mantis Tower, an Artifact 3, might be permitted the full statistics of a grand goremaul. On the other hand, a Solar who beats a behemoth to death with his suit of Celestial Battle Armor still uses the statistics of a grand goremaul, not an enhanced Artifact 5 version. Storytellers should reward creative applications and stunting whenever possible.
Harmonious God-Brawler Brutality
Cost: --; Mins: Martial Arts 6, Resistance 6, Essence 6; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Ascendant Battle Visage
The inner rage of a Solar can be harnessed and tamed through the proper discipline. When the unrelenting fires in the soul of the Lawgiver are brought in accord with the principles of the Perfected Lotus, the character can concentrate on other matters in addition to developing pure power. This Charm modifies its prerequisite so that the Solar's player may opt to spend 1 willpower and 1 Limit when reflexively renewing the Charm's effects to do so as a non-Charm action. The Solar may use Ascendant Battle Visage at the head of a complimentary unit, gaining its full effects in a terrible display of martial fury.
Note: Harmonious God-Brawler Brutality originally was a Martial Arts stunt-doubler. Those functions have been assumed by Glory of Martial Arts Felicitations.
Fourfold Pupil of Devastation
Cost: 8m, 1wp; Mins: Martial Arts 5, Essence 4; Type: Simple Keywords: Leader Duration: One Scene Prerequisite Charms: Any Martial Arts Excellency, Infinite Martial Arts Mastery, Martial Arts Essence Flow
Through focused effort and resonance with the wild, untamed power of her patron, the Exalt becomes a transcendently effective fighter. For the rest of the scene, subtract 1 from the Speed of the character's Martial Arts actions and Charms (minimum 1), add the character's Essence in automatic successes to all Martial Arts rolls and half that number, rounded up, is added to her Martial Arts Parry DV. This Charm has its full effects when the Solar is at the head of a complimentary unit.
Veteran of Riots Technique
Cost: --; Mins: Martial Arts 5, Essence 5; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Martial Arts Essence Flow, Against the Crowd Stance, Become the Anvil
Surrounded by enemies, beset on all sides, the howl of the mob at his back—for an Unconquerable Hero, this is the most auspicious of all circumstances. This Charm modifies Martial Arts Essence Flow and all discounts for Martial Arts Excellencies. For every opponent within the Solar’s (permanent Essence x3) yards, the Solar may make one non-Charm use of Martial Arts Excellencies with a discount from other sources, such as Become the Anvil or Infinite Martial Arts Mastery. This number is initially set at the time of the discount Charm’s activation and resets each time the character’s DV refreshes.
At Essence 4, this Charm gains the Leader Keyword and may be used in mass combat. However, it only adds the iterations of combined usage for every enemy unit, though the range when activated in long ticks becomes (Essence) x300 yards.
Unconquerable Hero Supremacy
Cost: 5m, 1wp; Mins: Martial Arts 5, Essence 4; Type: Simple Keywords: Combo-Basic, Leader, Obvious Duration: One scene Prerequisite Charms: Any Martial Arts Excellency, Deadly Leverage Grip
The Solar becomes the rugged epitome of the Unconquerable Hero. For the rest of the scene, the costs of Unconquerable Hero Style Charms are reduced by three to a minimum of zero. The Solar may also utilize Unconquerable Hero Charms as non-Charm actions so long as she did not use the same Charm on her last action. Finally, the character may reflexively spend 1 mote to remove coordinated attack penalties to her DV. This Charm has its full effects when the Solar is at the head of a complimentary unit.
Zealot Legion Katas
Cost: 1m; Mins: Martial Arts 4, Essence 4; Type: Reflexive Keywords: Combo-OK, Obvious, War Duration: One Scene Prerequisite Charms: Any Martial Arts Excellency
The able monasteries of the Lawgivers once produced tens of thousands of fanatic monks, able, ready and utterly devoted in their service to their masters. Enwrapped in unfathomable power of the Solars, they brought the word of righteousness to all who dared rebel against the holy Solar Deliberative. In the chaotic Second Age, such ready factories of fanatics are not as available, but an able martial artist can forge even the most undisciplined trainees into terrifying warriors. This Charm grants the Solar the ability to use any Martial Arts Charm as though it had the Leader keyword for a single scene. Every member of a unit to be thus granted benefits via Martial Arts Charms must have a positive Intimacy towards the Solar, and the Storyteller may rule that some Charms' effects relate to qualities that the members of the unit lack. Such units will not be able to benefit from those Charms.
Sufficiently powerful Exalts may exceed these limits, inspiring their armies through sheer skill and potency alone. A second purchase of this Charm at Essence 5+ allows the character to spend 1 willpower point when activating Zealot Legion Katas. Activated I this manner, the Charm grants its full effects to a unit that does not completely have positive Intimacies to the Solar. At the end of the battle, any member of the complimentary unit who does not have an MDV equal to or higher than the character's Charisma + Martial Arts total gains a positive Intimacy: Dedication to (Solar)'s Skill and Leadership. Gaining this Intimacy is an Emotion effect that can be resisted by spending 3 willpower points. Otherwise, it must be broken as normal.
At Essence 7+, a third purchase will make this Charm permanent, reducing its cost to 0 motes. The Solar may thus opt to grant the full effects of any Martial Arts Charm he uses to his complimentary unit, but need not do so. The Solar must still spend 1 willpower point to affect a complimentary unit that does not solely contain members with a positive Intimacy to the Solar. Doing so acts as an innate ability, not a Charm action.