Difference between revisions of "GracefulCharmMethodology/SolarDodge"

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After an attack has been rolled, the Solar may add up to their Essence to their Evasion by spending Initiative. This can exceed the limit of what can be added by Charms.
 
After an attack has been rolled, the Solar may add up to their Essence to their Evasion by spending Initiative. This can exceed the limit of what can be added by Charms.
 
===Rumor Of Form===
 
* Cost: 3m
 
* Type: Reflexive
 
* Mins: Dodge 5, Essence 1
 
* Prereqs: Reed In The Wind
 
 
Used when the Solar is hit by an attack with exactly as many successes as their Evasion, the Solar dodges the attack and gets a reflexive Dexterity+Stealth action to conceal themselves.
 
  
 
===Vaporous Division===
 
===Vaporous Division===
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Used in response to a surprise attack, this sets the Solar’s Evasion to their Essence, and allows them to use Charms to enhance their Evasion as though it were a regular attack.
 
Used in response to a surprise attack, this sets the Solar’s Evasion to their Essence, and allows them to use Charms to enhance their Evasion as though it were a regular attack.
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 +
===Drifting Leaf Elusion===
 +
* Type: Permanent
 +
* Mins: Dodge 4, Essence 2
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 +
When an attack has exactly as many successes as the Solar's Evasion, it is dodged rather than hitting.
  
 
===Flow Like Blood===
 
===Flow Like Blood===
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When the Solar successfully dodges an attack, they may redirect it to another target within close range.
 
When the Solar successfully dodges an attack, they may redirect it to another target within close range.
 +
 +
===Rumor Of Form===
 +
* Cost: 3m
 +
* Type: Reflexive
 +
* Mins: Dodge 5, Essence 2
 +
* Prereqs: Reed In The Wind
 +
 +
Used when the Solar successfully dodges an attack, the Solar gets a reflexive Dexterity+Stealth action to conceal themselves. They gain automatic successes on the Stealth check equal to the difference between the attack roll and their Evasion.
  
 
===Hundred Shadow Ways===
 
===Hundred Shadow Ways===
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* Prereqs: Force-Stealing Feint
 
* Prereqs: Force-Stealing Feint
  
When the Solar uses Safety Between Heartbeats against a '''decisive''' attack, they do not roll the attack’s damage – instead, they gain the attack’s full damage in points of Initiative.
+
When the Solar uses Force-Stealing Feint against a '''decisive''' attack, they do not roll the attack’s damage – instead, they gain the attack’s full damage in points of Initiative.
  
 
==Comments==
 
==Comments==

Revision as of 12:01, 8 April 2016

Dodge

Adaptation

Reed In The Wind

  • Cost: 2i per 1 Evasion
  • Type: Reflexive
  • Keywords: Perilous
  • Mins: Dodge 3, Essence 1

After an attack has been rolled, the Solar may add up to their Essence to their Evasion by spending Initiative. This can exceed the limit of what can be added by Charms.

Vaporous Division

  • Cost: 4m/die
  • Type: Reflexive
  • Mins: Dodge 5, Essence 2
  • Prereqs: Reed In The Wind

After being hit by a decisive attack, the Solar may remove damage dice from it. If the attack is reduced to 0 dice this way, it is considered to have missed.

Living Bonds Unburdened

  • Cost: 4m, 4i, 1wp
  • Type: Reflexive
  • Duration: One round
  • Mins: Dodge 5, Essence 3
  • Prereqs: Vaporous Division

For the next turn, the Solar is unable to attack. They may freely use Vaporous Division to remove damage dice from decisive attacks, without spending motes.

Unbridled Shade Attitude

  • Type: Permanent
  • Mins: Dodge 5, Essence 3
  • Prereqs: Vaporous Division

Every damage die removed by Vaporous Division also earns the Solar a point of initiative.

Flexibility

Shadow Over Water

  • Cost: 2m
  • Type: Reflexive
  • Mins: Dodge 3, Essence 1

The Exalt ignores all penalties to their Evasion.

Reflex Sidestep Technique

  • Cost: 2m
  • Type: Reflexive
  • Mins: Dodge 4, Essence 1
  • Prereqs: Shadow Over Water

Used in response to a surprise attack, this sets the Solar’s Evasion to their Essence, and allows them to use Charms to enhance their Evasion as though it were a regular attack.

Drifting Leaf Elusion

  • Type: Permanent
  • Mins: Dodge 4, Essence 2

When an attack has exactly as many successes as the Solar's Evasion, it is dodged rather than hitting.

Flow Like Blood

  • Cost: 5m, 1wp
  • Type: Reflexive
  • Duration: One scene
  • Mins: Dodge 4, Essence 2
  • Prereqs: Shadow Over Water

The Solar gains (Essence) motes at the beginning of each round, which can only be spent on Dodge Charms. If these motes aren’t spent by the end of the round, they are lost.

Seven Shadow Evasion

  • Cost: 4m, 1wp
  • Type: Reflexive
  • Keywords: Once/scene
  • Mins: Dodge 5, Essence 2
  • Prereqs: Shadow Over Water

The Solar automatically dodges an attack, even if it is undodgeable; alternatively, they can avoid a source of ongoing damage from the environment.

Refinement of Living Shadows

  • Type: Permanent
  • Mins: Dodge 5, Essence 5
  • Prereqs: Seven Shadow Evasion

After using Seven Shadow Evasion, the Solar gains one point of Initiative each turn until they are struck by an attack, or move out of sight of their opponents.

Mobility

Leaping Dodge Method

  • Cost: 1m, 2i
  • Type: Reflexive
  • Mins: Dodge 3, Essence 1

Used when the Exalt successfully dodges an attack, this allows them to automatically move one range band in any direction.

Dust Motes Whirling

  • Cost: 3m
  • Type: Supplemental
  • Mins: Dodge 4, Essence 1
  • Prereqs: Leaping Dodge Method

This Dexterity+Dodge roll is rolled as a radiant cascade.

Shadow Dancer Method

  • Type: Permanent
  • Mins: Dodge 5, Essence 1
  • Prereqs: Leaping Dodge Method

The Solar no longer loses Initiative with disengage actions.

Fleet Dreaming Image

  • Cost: 5m
  • Type: Reflexive
  • Mins: Dodge 5, Essence 2
  • Prereqs: Shadow Dancer Method

When an opponent moves into close range, the Solar may activate this Charm to immediately make a disengage action. This may only be activated once per turn.

Sunlight Bleeding Away

  • Type: Permanent
  • Mins: Dodge 5, Essence 3
  • Prereqs: Fleet Dreaming Image

The Solar can spend a point of temporary Willpower when activating Fleet Dreaming Image to automatically succeed at the disengage action.

Tactics

Searing Quicksilver Flight

  • Type: Permanent
  • Mins: Dodge 4, Essence 1

When the Solar successfully dodges an attack, they gain a point of Initiative.

Safety Between Heartbeats

  • Type: Permanent
  • Mins: Dodge 4, Essence 2
  • Prereqs: Searing Quicksilver Flight

The Solar gains a point of Initiative each round that they spend in close range of an opponent without being hit by an attack.

Drifting Shadow Focus

  • Cost: 3m, 1wp
  • Type: Reflexive
  • Duration: One round
  • Mins: Dodge 4, Essence 2
  • Prereqs: Searing Quicksilver Flight

When the Solar successfully dodges an attack, they may redirect it to another target within close range.

Rumor Of Form

  • Cost: 3m
  • Type: Reflexive
  • Mins: Dodge 5, Essence 2
  • Prereqs: Reed In The Wind

Used when the Solar successfully dodges an attack, the Solar gets a reflexive Dexterity+Stealth action to conceal themselves. They gain automatic successes on the Stealth check equal to the difference between the attack roll and their Evasion.

Hundred Shadow Ways

  • Cost: 6m
  • Type: Reflexive
  • Keywords: Stackable
  • Duration: One scene
  • Mins: Dodge 5, Essence 3
  • Prereqs: Drifting Shadow Focus

Used when the Solar successfully dodges an attack, they become aware of the Charms used to augment it and may choose one (other than an Excellency). That Charm has no effect when used against the Solar and, if an attack is augmented by that Charm alone, it is automatically dodged.

Force-Stealing Feint

  • Cost: 5m
  • Type: Reflexive
  • Mins: Dodge 5, Essence 2
  • Prereqs: Searing Quicksilver Flight

Used when the Solar successfully dodges an attack, they may roll the attack’s damage and add any successes to their Initiative.

Unbowed Willow Meditation

  • Type: Permanent
  • Mins: Dodge 5, Essence 3
  • Prereqs: Force-Stealing Feint

When the Solar uses Force-Stealing Feint against a decisive attack, they do not roll the attack’s damage – instead, they gain the attack’s full damage in points of Initiative.

Comments