Difference between revisions of "FrivYeti/MortalCombos"
m (link fix) |
m (Script: fix links messed up in conversion) |
||
Line 28: | Line 28: | ||
The following categories of effect are likely to appear. The following rules are guidelines for constructing techniques; a Storyteller may deem a given effect slightly too weak or powerful and modify it as needed. For ease of page-use, each set has been divided by Solar Charm category. | The following categories of effect are likely to appear. The following rules are guidelines for constructing techniques; a Storyteller may deem a given effect slightly too weak or powerful and modify it as needed. For ease of page-use, each set has been divided by Solar Charm category. | ||
− | + | [[FrivYeti/MortalComboDawn|Dawn Combos]] <br> | |
− | + | [[FrivYeti/MortalComboZenith|Zenith Combos]]<br> | |
− | + | [[FrivYeti/MortalComboTwilight|Twilight Combos]]<br> | |
− | + | [[FrivYeti/MortalComboNight|Night Combos]]<br> | |
− | + | [[FrivYeti/MortalComboEclipse|Eclipse Combos]]<br> |
Latest revision as of 19:42, 8 June 2010
Back to FrivYeti
Signature Techniques: Mortal Combos
A mortal's life in the Age of Sorrows is a hard one. However, for those will the skill and dedication, it is possible to rise above the challenges of the world. Such tricks that mortals can take advantage of include initiation into a Terrestrial Martial Art or learning the hard path of thaumaturgy; however, for those of sufficient talent, there is always the signature technique.
Signature techniques are a trick that a mortal has learned to help them get by. These are arduous things, hard to develop and harder to use, that require utmost dedication to learn. These techniques may be learned for any Ability, and can lend a heroic mortal much-needed assistance in a tight situation.
All Mortal Comboes can be divided into two categories: Minor Techniques and Major Techniques. Both forms of Techniques cost mortals 15 XP to learn. Terrestrial Exalts, Mountain Folk and Dragon Kings may, should they be so inclined, develop Techniques for 13 XP, while Celestial Exalts develop them for 11 XP. This rarely happens, but there are those who find the low power balanced by a lack of Essence use.
No combination of effects that add dice may add more than three dice to a character's roll using a given Technique.
Minor Techniques
The less arduous techniques learned by mortals are still brutally difficult to learn. In order to learn a Minor Technique, a character must have the associated Ability as a Caste or Favoured Ability, and must have it at 4 dots with at least one specialty. Training time for a minor technique is one week.
A minor technique provides 3 Technique Points, and costs 1 Willpower to activate. Minor techniques may have up to 2 points worth of Drawbacks, each of which adds one Technique Point to the technique.
Major Techniques
Major Techniques can only be learned by the most skilled of characters. To learn a Major Technique, a character must have the associated Ability as Caste or Favoured, have it rated at 5 with at least 2 specialties, and must already know a Minor Technique for that Ability. Major Techniques take two weeks to train.
Major techniques are also difficult to activate. A Major Technique may only be activated in defense of a Virtue which the character has at 3 or more dots; it costs 1 Willpower and a Virtue channel to activate the Technique. Major techniques provide 5 Technique points; they may also have up to 3 points worth of Drawbacks, each of which adds one Technique Point to the technique.
Categories
The following categories of effect are likely to appear. The following rules are guidelines for constructing techniques; a Storyteller may deem a given effect slightly too weak or powerful and modify it as needed. For ease of page-use, each set has been divided by Solar Charm category.
Dawn Combos
Zenith Combos
Twilight Combos
Night Combos
Eclipse Combos