SolarAthletics/Ialdabaoth

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Diving Kestrel Strike</b>

 <b>Cost: 2 Motes
 Duration: Instant
 Type: Supplemental (Combo-OK, Obvious)
 Minimum Athletics: 5
 Minimum Essence: 3
 Prerequisite: Thunderbolt Attack Prana

The character leaps high into the air in a sailing arc, slamming down onto the opponent with her weapons. The character makes an unarmed or melee attack as normal, but this attack must be initiated from at least 5 feet away (closing the distance via a free Dash or Jump action). If the Speed and DV penalty of his action is less than the Speed or DV penalty of his chosen movement action (Dash or Jump), the total Speed and DV penalty for the action is equal to the worst of the two. If Comboed with an Extra Action Charm, Diving Kestral Strike provides an a free Move, Dash or Jump action (attacker's choice) for each attack action taken. Diving Kestrel Strike is explicitly permitted to be part of a Combo with Charms of other Abilities.


Lightning Dash Technique</b>

 <b>Cost: 2 Motes 
 Duration: Until Next Action
 Type: Reflexive (Combo-OK)
 Minimum Athletics: 4
 Minimum Essence: 2
 Prerequisites: Lightning Speed

This Charm allows a Solar Exalted to sprint at incredible speeds for short distances. Until her next action, the character can dash with a Move action instead of a Dash action, and doubles her total Dash speed. This bonus is cumulative with the bonus from Lightning Speed.


Unlimited Strength Development Technique</b>

 <b>Cost: None
 Duration: Permanent
 Type: Special
 Minimum Athletics: 5
 Minimum Essence: 3
 Prerequisites: Increasing Strength Exercise

Through the careful development of physical capabilities, certain meditative methods of Essence-crystallization, and long term use of certain simple, but potent Charms, Solar Exalts can exceed the limits of their body as set by their current Essence stature. This is not truly a Charm (in the same sense that Ox-Body Technique is not); instead, it is a permanent transformations of the Solar's body. Every time this Charm is selected, it permanently raises the maximum that the character may raise their Strength attribute by one. This is cumulative with the increased caps from Essence over 5 and the benefit from the Legendary Trait merit. This Charm may only be selected a number of times equal to the character's Athletics, meaning that the maximum Strength increase is equal to the character's Athletics score. This Charm may not be selected by Moonshadow Caste Abyssals; nor may Eclipse Caste Solars select the Abyssal version of this Charm.

Increasing Dexterity Exercise</b>

 <b>Cost: 5 Motes per dot
 Duration: One Scene
 Type: Simple (Combo-OK, Obvious, Stackable)
 Minimum Athletics: 4
 Minimum Essence: 2
 Prerequisites: None

This Charm allows a character to increase her Dexterity tremendously for short periods of time. For every 5 motes of Essence the character commits, her Dexterity increases by 1. A character cannot increase her Dexterity by more than her Essence rating through the use of this Charm. The Dexterity lent by this Charm counts against the total number of dice a Charm may lend to any dice pool.

Unlimited Dexterity Development Technique</b>

 <b>Cost: None
 Duration: Permanent
 Type: Special
 Minimum Athletics: 5
 Minimum Essence: 3
 Prerequisites: Increasing Dexterity Exercise

Through the careful development of physical capabilities, certain meditative methods of Essence-crystallization, and long term use of certain simple, but potent Charms, Solar Exalts can exceed the limits of their body as set by their current Essence stature. This is not truly a Charm (in the same sense that Ox-Body Technique is not); instead, it is a permanent transformations of the Solar's body. For every two purchases of this Charm, the maximum that the character may raise their Dexterity attribute is increased by one. This is cumulative with the increased caps from Essence over 5 and the benefit from the Legendary Trait merit. This Charm may only be selected a number of times equal to the character's Athletics, meaning that the maximum Dexterity increase is equal to one-half the character's Athletics score (rounded down). This Charm may not be selected by Moonshadow Caste Abyssals; nor may Eclipse Caste Solars select the Abyssal version of this Charm.

Supple Contortionist Prana</b>

 <b>Cost: 1 Mote, 1 Willpower
 Duration: Instant
 Type: Supplemental (Combo-OK, Obvious)
 Minimum Athletics: 4
 Minimum Essence: 3
 Prerequisites: Increasing Dexterity Exercise

The Solar’s limbs and joints take on an unnatural flexibility and fluidity, allowing him to fold comfortably into entirely unnatural positions. While he will never reach the degree of sheer physical prowess of a Lunar Exalted, a Solar with this Charm can squeeze into some very tight places, and Solars with this charm can escape from most bonds or restraints with ease. This creates a Perfect success to escape from a single clinch or hold, to escape from bonds, or to squeeze into a tight passage - if the action is physically possible to perform through contortion and flexibility, the Exalt performs it flawlessly.

In addition to normal restraints, this charm can also be used to perfectly dodge or escape from a Clinch, and as such, is explecitly Comboable with Charms from other Abilities in this circumstance.

Perfection of Motion Prana</b>

 <b>Cost: 3 Motes per -1 Penalty
 Duration: Until Next Action
 Type: Reflexive (Combo-OK)
 Minimum Athletics: 4
 Minimum Essence: 3
 Prerequisite: Lightning Dash Technique, Increasing Dexterity Exercise

The Exalt gains a heightened ability to split his physical attention among multiple physical tasks. For every 3 motes spent, reduce the multiple action difficulty for each physical action taken that turn by 1 die, to a minimum of no penalty. For example, if the Exalt spends 10 motes of Essence and performs four actions, the total penalty will be -0, -0, -1, -2, since the first action's penalty (-4 dice) cannot be reduced below 0. This modifier also applies to the subsequent DV reduction for performing a Flurry until the character's next action, and may be used to offset onslaught and coordinated attack penalties. Perfection of Motion Prana is explicitly permitted to be part of a Combo with Charms of other Abilities.

Increasing Stamina Exercise</b>

 <b>Cost: 3 Motes per dot
 Duration: One Scene
 Type: Simple (Combo-OK, Obvious, Stackable)
 Minimum Athletics: 4
 Minimum Essence: 2
 Prerequisites: None

This Charm allows a character to increase her Stamina tremendously for short periods of time. For every 3 motes of Essence the character commits, her Stamina increases by 1. A character cannot increase her Stamina by more than her Essence rating through the use of this Charm. The Stamina lent by this Charm counts against the total number of dice a Charm may lend to any dice pool, and does not add to her inherent Lethal or Bashing soak, but counts as natural Stamina in all other regards.

Unlimited Stamina Development Technique</b>

 <b>Cost: None
 Duration: Permanent
 Type: Special
 Minimum Athletics: 5
 Minimum Essence: 3
 Prerequisites: Increasing Stamina Exercise

Through the careful development of physical capabilities, certain meditative methods of Essence-crystallization, and long term use of certain simple, but potent Charms, Solar Exalts can exceed the limits of their body as set by their current Essence stature. This is not truly a Charm (in the same sense that Ox-Body Technique is not); instead, it is a permanent transformations of the Solar's body. Every time this Charm is selected, it permanently raises the maximum that the character may raise their Stamina attribute by one. This is cumulative with the increased caps from Essence over 5 and the benefit from the Legendary Trait merit. This Charm may only be selected a number of times equal to the character's Athletics, meaning that the maximum Strength increase is equal to the character's Athletics score. This Charm may not be selected by Moonshadow Caste Abyssals; nor may Eclipse Caste Solars select the Abyssal version of this Charm.

Tireless Wanderer's Meditation</b>

 <b>Cost: 5 Motes, 1 Willpower, 1 Health Level
 Duration: Indefinite
 Type: Reflexive (Combo-OK, Obvious)
 Minimum Athletics: 4
 Minimum Essence: 2
 Prerequisites: Increasing Stamina Exercise

The Solar’s body becomes hard and resolute, and his muscles become inured against fatigue and damage. For the remainder of the day, the Solar athlete may shrug off all wound and fatigue penalties for non-combat physical exertion - including lifting, walking, running, or any other strenuous physical exercise - and ignores all penalties from hunger and thirst so long as he does not stop exerting himself. An Exalt with this Charm active could hold up a heavy column indefinitely, so long as he could lift it, without suffering any fatigue. Once the Charm is dropped, however, all penalties catch up to him immediately - up to and including health levels of Bashing damage. This may Incapacitate the Solar, but cannot kill him (any damage that would be converted from Bashing to Lethal is instead ignored).

Comments

Updated: Removed all Comments, as the 2nd Edition versions are significantly newer and different, making old comments obsolete. Thanks to everyone who helped me with the First Edition versions of these, and please feel free to re-comment on these versions. --Ialdabaoth

Increasing Stamina Exercise - This charm should be cheaper, or should count for soak. The number of times one needs to roll for stamina in a scene is sufficiently small that I can think of very few reasons to use this charm in place of an Athletics or Resistance Excellency. In addition, the analogous charm for Strength does add to damage, and the Dexterity charm does add to your dicepools.

Unlimited (Attribute) Development Technique - I am, again, not sure why anyone would buy such a charm, at least not with standard escalating xp costs. Paying at least 28xp for 1 more dice seems more than a little crazy. Likewise, I'm not sure it needs the Abyssal cross-buying charm. If someone desperately wants to pay 60xp for Dex 12, I would be inclined to let them.

Perfection of Motion Prana - This Charm would seem to have a very small window of usability. The cost per penalty reduction is such that Peony Blossom (or an equivalent charm for other abilities) is always more efficient. Consider for 4 attacks at full pool and -1DV, a Peony Blossom user pays 6m. Paying 9m with Perfection would get 4 attacks at -1,-2,-3,-4 dice. While it does negate onslaught and co-ordinated attack penalties to a degree, a solar using Bulkwark Stance, Fivefold Bulkwark Stance or Flows Like Blood ignores some/all of these penalties. Your in charm example implies a cost of 2m per penalty point removed. This may well be a more reasonable price. - Kraken who should really go post on your userpage with his thoughts on the stuff you brought up in #wod

Yeah, I originally designed it in first edition, when this was much more reasonable. Perhaps a scene-long reduction equal to one's Essence, for 2m or 3m, would be more appropriate? (And yes, please comment on my userpage) -- Ialdabaoth