Difference between revisions of "DragonBloodedSurvival/Qzujak49"

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(nice, really nice!)
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===== Comments =====
 
===== Comments =====
  
One more to come. Tell me what you think guys. ~ Qzujak49
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One more to come. Tell me what you think guys. ~ [[Qzujak49]]
  
 
Actually, I really really like these, I think they make survival have some much needed combative applicability... because everyone knows the writers had run out of cross-ability combat ideas by the time they got to the poor wood aspects ^_^ <br> -- [[Darloth]] <i>will probably be using these</i>
 
Actually, I really really like these, I think they make survival have some much needed combative applicability... because everyone knows the writers had run out of cross-ability combat ideas by the time they got to the poor wood aspects ^_^ <br> -- [[Darloth]] <i>will probably be using these</i>
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Those are some pretty hot ideas. I don't think there's really any need to have three Charms do effectivly the same thing. I'd say one higher-level Charm could combine the three upsteppers and have a variable cost for different percentages. Or base it on Essence. - [[Telgar]]
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:I do agree that the first one can probably be skipped. It's probably not worth using a whole turn just to get 25% cover and Forester's Cover is pretty speedbumpish. I'm not sure about combining the next two. Mushrooming Cover is much cheaper(no Willpower cost) and provides a handy thing to plug doorways with and to hurl at enemies. Woodland Wall is meant to provide cover for large numbers of ranged fighters(if you look at it, it can provide cover for 30 people at minimum). ~ [[Qzujak49]]

Latest revision as of 04:52, 24 May 2005

Forester's Cover Invocation

Cost:             1 mote
Duration:         One Scene
Type:             Simple
Minimum Survival: 2
Minimum Essence:  1
Prereqs:          None

This charm causes a simple seed to sprout into a temporary pillar of bark. This pillar is of the same height and width as its maker and provides 25% hard cover for one person if used as cover(-1 success on ranged attacks against the user(as per the Exalted Core Book, page 229)). The pillar has lethal and bashing soak equal to its maker's Stamina and health levels equal to its maker's Survival. The pillar lasts for one scene or until destroyed.

Mushrooming Cover Method

Cost:             2 motes + 1 mote per additional person coverable
Duration:         One Scene
Type:             Simple
Minimum Survival: 2
Minimum Essence:  2
Prereqs:          Forester's Cover Invocation

The exalt infuses a common mushroom with essence, wills it to grow, and throws it to the ground. The mushroom then anchors itself into the ground, grows to twice the height of its maker, and snaps at the stem like overgrown bamboo. The mushroom falls in whatever direction its maker desires. The side of the mushroom's cap that is nearest the direction of its fall folds under in order to provide a slightly elevated platform(about 1.5 feet). The side of the cap farthest from the fall remains firm and provides a half circle of protection for those behind it. The mushroom serves as 50% hard cover(Exalted Core Book, page 229) for those behind it. It can protect one person plus a number of people equal to the additional motes used in its making. It has lethal and bashing soak equal to its maker's Stamina and health levels equal to twice its maker's Survival. It lasts for one scene or until destroyed.

Woodland Wall Preparation

Cost:             4 motes, 1 Willpower
Duration:         One Scene
Type:             Simple
Minimum Survival: 3
Minimum Essence:  3
Prereqs:          Mushrooming Cover Method

The exalt takes a handful of seeds, infuses them with essence, and throws them into the air. While in the air, the seeds magically drift into the shape of a (Essence x 10 yards long) wall. The seeds then sprout into trees for the duration of the charm. These trees form a permeable barrier that will allow objects and creatures to travel through from the side that the maker of the wall was originally on, but objects and creatures trying to cross from the opposite side are blocked by swaying trunks and tree limbs. Those on either side of the wall can see clearly(if intermittently, with all the swaying branches) through to the other side. The wall provides 75% cover for those on the side that its maker was on when the wall was made, and provides no cover for those on the opposite side. The wall has bashing, lethal, and aggravated soak equal to its maker's Stamina + Essence and health levels equal to its maker's Survival x 3. The wall lasts for one scene or until it is destroyed. The wall can cover a number of people equal to its length in yards(maker's Essence x 10 if the wall is not obstructed(by being made in a 5 yard hallway or other confined space)).

Nature's Cacoon Measure

Cost: 6 motes + additional motes
Duration: One scene
Type: Simple
Minimum Survival: 4
Minimum Essence: 3
Prereqs: Woodland Wall Preparation

The exalt takes a short length of vine, wills it to grow, and tosses it to the ground. The vine quickly grows into a thick, writhing semi-sphere of vines around the exalt. The radius of this half-sphere is equal to twice the height of the exalt. Those within this radius when the charm is cast must accumulate a number of successes on a Dex + Dodge roll equal to the user's Survival + Essence or be forced to the perimeter of the cacoon. The user may spend additional motes to negate successes on this roll on a one-per-one basis. Those who succeed on this roll are not pushed back, causing the cacoon to cease to grow in that direction and provide no cover for attacks coming from that direction. The cacoon provides 90% cover for the user. The cacoon opposes objects in the same way that the Woodland Wall does. The cacoon allows enough room on the inside and enough view of the outside for the user to dodge, parry, fire arrows, and take other actions normally. The cacoon has bashing, lethal, and aggravated soak equal to its maker's ((Stamina + Essence) x 2) and health levels equal to its maker's Survival x 4. The user may move around within the perimeter of the cacoon, but moving outside of the perimeter causes the structure to collapse.


Comments

One more to come. Tell me what you think guys. ~ Qzujak49

Actually, I really really like these, I think they make survival have some much needed combative applicability... because everyone knows the writers had run out of cross-ability combat ideas by the time they got to the poor wood aspects ^_^
-- Darloth will probably be using these

Those are some pretty hot ideas. I don't think there's really any need to have three Charms do effectivly the same thing. I'd say one higher-level Charm could combine the three upsteppers and have a variable cost for different percentages. Or base it on Essence. - Telgar

I do agree that the first one can probably be skipped. It's probably not worth using a whole turn just to get 25% cover and Forester's Cover is pretty speedbumpish. I'm not sure about combining the next two. Mushrooming Cover is much cheaper(no Willpower cost) and provides a handy thing to plug doorways with and to hurl at enemies. Woodland Wall is meant to provide cover for large numbers of ranged fighters(if you look at it, it can provide cover for 30 people at minimum). ~ Qzujak49