MartialArts/TyphoonSoulInitiation

From Exalted - Unofficial Wiki
Revision as of 14:02, 24 January 2006 by Darloth (talk) (I like now.)
Jump to: navigation, search

Links

Typhoon Soul Initiation by Stanoje

Divine Wind</b>

 <b>Cost: None
 Duration: Permanent
 Type: Special
 Minimum Martial Arts: 4
 Minimum Essence: 2
 Prerequisite Charms: None

After learning this Charm, a God-Blooded character can develop Martial Arts Combos according to the usual rules. This is not a universal ability to create Combos; all Charms in a Combo must be based on Martial Arts. Also, the God-Blood has to pay a fifty percent surcharge on the mote cost of every Combo he invokes.

Eye of the Storm</b>

 <b>Cost: None/2 motes
 Duration: Permanent/Instant
 Type: Special/Reflexive
 Minimum Martial Arts: 5
 Minimum Essence: 3
 Prerequisite Charms: Divine Wind

Knowing this Charm frees God-Blooded practitioners of Martial Arts from the need to make a roll to invoke a Celestial Form-type Charm. Instead, the character automatically pays 2 additional motes of Essence when activating a Celestial-level Form. The character may choose to use their Valor score in place of their Strength for any one Martial Arts roll. This is a reflexive action with a cost of 2 motes.

Initiation Effect

A God-Blood who has mastered these Charms has found the necessary enlightenment to learn the basics of the Celestial martial arts. He can learn their Charms up to (and including) the Form.


Comments

Are you sure divine wind should be Ess 2? Allowing combos with no regard to ability compatability is a big deal, and to me, indicates a pretty deep fundamental understanding of the mojo. More succinctly, there's a lot of Exalts out there would who love to be able to do this, but can't, and you'd think that if it was an Ess 2 kind of thing, they'd have done it by now. I'd recommend changing the text to say something like "They may integrate spirit charms of any virtue into a combo with ability-based charms related to any single ability. This would allow combos with Archery, Conviction, and Valor charms, but not combos with Archery, Melee, and Valor." -- GregLink

Thanks for the catch. The compatibility thing is only meant to apply to divine Charms and Arcanoi. Mixing Valor and MA is okay, but Archery and MA is not. I've changed the wording to try and make this clearer. What do you think? -- Stanoje

Urg. In all honesty, I think that these are both VERY bad ideas. Allowing spirit Charm comboing actually makes god-bloods stronger than gods, because god Charms are good. Allowing CMAs to god-bloods is treading dangerously close to DB territory. I just don't see these as thematically appropriate, sorry, and I'm not a fan of Permanent-type initiation Charms. - FrivYeti

I agree with FrivYeti, but I believe this Initiation can be "saved." First Celestial level "Fu" is way too powerful for God-bloods to have access to. Second Spirit Charms are way too powerful for God-bloods to be able to combo, something which Spirits can't even do, given their utility. Also being able to use, and make combos that are of different type's {In this case I mean different ability types in addition to different Charm types} is BIG.

 For fixes these are my suggestions
•Allow DW to act as it does, but give it a mote cost of 4 (cause Gb's have crap for motes) and a duration of one scene, or if you envisioned it as a longer lasting effect give it a mote cost of 6 and a duration of indefinite.
•As for EotS it's somewhat boring as written, and it's effects don't really enhance the martial artist much {The MA roll to activate martial arts is a 1 for christmas' sake. If you can't make that roll you Don't have enough dots in MA to have a form}. I Think it should have some small activated benefit, as well as keeping the current effect. I would go so far as to say that once a Gb learned this charm it always had to pay the 2 extra motes to activate Form Charms. Now as to what "spendy" power I suggest that the Gb be able to use one of it's virtues, most likely Valor, in place of their strength, or dexterity. for the purposes of MA dice pools and rolls.
•The end result of this initiation grant the Gb the ability to larn Terrestrial MA's up to the Form Charm.

Anyway despite my suggestions i think that the basic Ideas behind these charms were cool. -- Issaru

PS - If you follow my suggestion about the end result this Initiation will need to be put into Terrestrial Initiations. -- I

I see your point on the multi-type Combos; I'll scratch that and restrict it to MA Combos. I'd like to keep the Charms Permanent, purely for aesthetic reasons. Maybe add a fifty percent surcharge to all Combos? Issaru, your suggestions for EotS sound good, but I don't get your last point. God-Bloods can learn Terrestrial styles even without any initiation. Amy I missing something there? -- Stanoje, off to rewrite the Charms. EDIT: And here they are. BTW Issaru, I think I figured out what you meant.

I now like them. I think they're now good and worthwhile, especially the limited comboability as MA relies fairly heavily on combos, at least it seems to to me. Nice job.
-- Darloth