TheHoverpope/SageStyle2E

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Forceful Antler Method</b>

<b>Cost: 2 motes
Duration: Instant
Type: Supplemental
Keywords: Combo-OK, Knockback, obvious
Min. Martial Arts: 2
Min. Essence: 1
Prereqs: None

The character moves to block an attack, and the force of her attack drives her opponent back. This Charm may be triggered when the character applies his parry DV; the character's attacker is knocked back a number of yards equal to the character's Essence. If the attack was not completely blocked, it still affects the character as normal.

Charging Elk Approach</b>

<b>Cost: 3 motes
Duration: Instant
Type: Reflexive
Keywords: Combo-OK, Obvious
Min. Martial Arts: 3
Min. Essence: 1
Prereqs: None

The character charges forwards with the speed and assuredness of the elk. The character may make a move action at his dash speed (dexterity + 6 – wound penalties). This Charm cannot be used while armoured.

Startled Fawn Defense</b>

<b>Cost: 3 motes
Duration: Instant
Type: Supplemental
Keywords: Combo-OK, obvious
Min. Martial Arts: 3
Min. Essence: 2
Prereqs: Charging Elk Approach

The character reacts to an attack by falling back from it. If the character attempts to apply his dodge or parry DV unarmed, she may also move her Martial Arts x5 yards away. This Charm is explictly permitted to be part of a combo with any Charm that enhances DV. It is not compatible with the use of armor.

Stag Form</b>

<b>Cost: 6 motes
Duration: One Scene
Type: Simple (Speed 4, DV -1)
Keywords: Form-type
Min. Martial Arts: 4
Min. Essence: 2
Prereqs: Startled Fawn Defense, Forceful Antler Method

The character settles back into the Stag Form, opening her soul to the fury of the forest. While in Stag Form, the character reduces the speed of all martial arts actions by 1, as well as adding half of her essence, rounded up, to parry DV. This is a Form-type Charm. It is incompatible with the use of armor. NOTE: This had previously provided a boost to initiative – I have changed it to make it crazy fast to activate instead. It had previously provided a free parry at essence reflexively; now it just rounds up for DV before adding it.


Pre-emptive Charge Strike</b>

<b>Cost: 5 motes
Duration: Instant
Type: Reflexive
Keywords: combo-Ok, counterattack (step 2)
Min. Martial Arts: 4
Min. Essence: 3
Prereqs: Stag Form

The character attacks with lightning speed, striking his enemy before he can move into range. If the enemy must move at least two yards before striking you, you may immediately trigger this charm to make an unarmed attack against him. This Charm is considered to be a counter-attack charm; however, apply damage to the attacker before he attacks you. It cannot be used if you cannot strike your opponent.

Sweeping Antler Method</b>

<b>Cost: 3 motes per attack
Duration: Instant
Type: Extra Actions
Keywords: Combo-OK, obvious
Min. Martial Arts: 5
Min. Essence: 3
Prereqs: Pre-Emptive Charge Strike

The character sweeps through his opponents, attacking any enemy within range of his fists. The character may purchase a number of extra unarmed attacks up to his essence; no more than one attack may be applied to a given opponent, and the attacks cannot be split; the character sufffers only the highest DV penalty for any one attack. In addition, the charm nullifies the first -2 DV penalty from the aforementioned attack, to a minimum of 0. NOTE: The original of this let you keep your main action for a full defense. Also, extra actions charms got much better. I cheapened it and upped the rate like Peony, although as soon as I get Iron Whirlwind I will never, ever use it again, while keeping some of the defense ability.

Strengthened Hide Method</b>

<b>Cost: 4 motes
Duration: One Scene
Type: Reflexive
Keywords: Combo-OK, obvious
Min. Martial Arts: 5
Min. Essence: 2
Prereqs: Stag Form

The character strengthens her hide against even the strongest blows. For the duration of the scene, the character’s bashing and lethal soak is increased by her Martial Arts score. This Charm is not compatible with the use of armour.

Twisting Antler Strike</b>

<b>Cost: 4 motes
Duration: Instant
Type: Reflexive
Keywords:Combo-OK
Min. Martial Arts: 5
Min. Essence: 2
Prereqs: Stag Form

The character twists around weapons to strike at her enemy’s unprotected body. This Charm must be triggered when the opponent declares that they will use their parry DV. The Parry DV is reduced by the character's martial arts.

Gounging Prong Strike</b>

<b>Cost: 5 motes, 1 Willpower
Duration: Instant
Type: Reflexive (step 9)
Keywords: Combo-basic, obvious 
Min. Martial Arts: 5
Min. Essence: 3
Prereqs: Twisting Antler Strike

The character twists his weapon as he strikes, gouging out his opponents’ side. This Charm must be activated on an unarmed strike, before the opponent applies soak-boosting Charms, but can be applied after standard soak is determined. Every die of damage on the roll is converted into an automatic success.


Antler-Shedding Defense</b>

<b>Cost: 4 motes
Duration: Instant
Type: Reflexive
Keywords: Combo-OK, obvious
Min. Martial Arts: 5
Min. Essence: 3
Prereqs: Sweeping Antler Method, Hide-Strengthening Defense, Gouging Prong Method

The character uses her weapon as a focal point for damage, enabling her to avoid even the worst of blows. This Charm may be activated after a failed unarmed parry attempt. The character automatically parries the attack; however, in doing so, he loses his weapon, which is knocked back as normal inside of the character. If the character is truly unarmed (as opposed to wielding a polearm), his blocking arm is lost; however, it will regrow over the next week, and no health levels are lost. This is a perfect defense; it can block ANY attack with a physical component. Using a non-Magical Material weapon to parry very strong attacks will likely result in the destruction of the weapon in question. NOTE: The new charm text for Heavenly Guardian Defense notes “This charm has one of the four flaws of invulnerability common to all Solar perfect defenses” (emphasis mine.) Also, the sidebar notes "Standard perfect defenses" I take this to mean that there are alternate flaws – for this particular case, I think potentially losing a limb is a pretty damn fair flaw. Cost lowered to be closer to the solar ones, but not in line with them. This charm is sort of shitty now; I need to work on it some more. Originally, the beauty was the lack of a willpower cost on this. Now, it is just worse than the other perfects in every way, such that it will never be used – compared to HGD, or even more so 7SE with the conviction flaw, this is sort of not good.