Difference between revisions of "IsawaBrian/SolarMartialArtsExtraActions"

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*[[MartialArts/NaturalSolarCharms]]
  
 
----<b><i>Center of the Whirlwind</b></i>
 
----<b><i>Center of the Whirlwind</b></i>

Revision as of 09:03, 3 April 2010


Center of the Whirlwind</b>
 <b>Cost: 10m, 1wp; Mins: Martial Arts 5, Essence 3; Type: Supplemental
 Keywords: Combo-Basic, Obvious
 Duration: Instant
 Prerequisite Charms: Hammer on Iron Technique, Become the Anvil

Even the most skilled fighter can be overwhelmed by a plethora of opponents. An Exalt who becomes the Center of the Whirlwind, however, is in no such danger. Essence surges through the Solar’s limbs, and she explodes into a frenzy of violent action. She lashes out with fists, elbows, knees, feet, and headbutts, attacking anything and everything within reach. The Solar's player should designate a number of targets equal to (her permanent Essence x 3). The Solar will be moving between each target, and there must be no more than her Martial Arts score in yards between each target. Once these targets are chosen, the character should make a single Martial Arts roll which is equally applied to all targets so chosen. The Solar is considered to be right by the target at the end of the "chain" at the end of this attack. Any character attacked or within range of attacked characters who acts simultaneously with the Solar (e.g., acts on the same tick) is considered to be in range for such an attack during this sequence.


Abrupt Jab</b>
 <b>Cost: 1m; Mins: Martial Arts 2, Essence 1; Type: Reflexive (Step 1)
 Keywords: Combo-Ok
 Duration: Instant
 Prerequisite Charms: Any Martial Arts Excellency

The Solar strikes out in swift, abrupt motions towards her foes. Add one to the Rate and one to the Accuracy of her weapon until her next action.


Thunder From the Center</b>
 <b>Cost: 2m per attack; Mins: Martial Arts 3, Essence 2; Type: Extra Action
 Keywords: Combo-OK, Obvious
 Duration: Instant
 Prerequisite Charms:  Abrupt Jab

The Exalt focuses his corona of essence inwards, forming a sphere of power around his center. In an instant, the Solar unleashes this essence, his limbs blurring in an array of attacks, which may be applied to a single attacker or many. This Charm is a magical flurry of two or more Martial Arts-based attacks. The Solar may buy up to (his permanent Essence +1) attacks at a cost of two motes per attack. This magical flurry is not affected by Rate, has a DV penalty equal to the highest of any single attack, and a Speed equal to the slowest of any single attack.


Brutal Poetry Style</b>
 <b>Cost: 5m, 1wp; Mins: Martial Arts 5, Essence 2; Type: Extra Action
 Keywords: Combo-OK, Obvious
 Duration: Instant
 Prerequisite Charms:  Thunder From the Center, Hammer on Iron Technique

Even the most uncivilized and brutal of battlers can find a poetry of motion, speed, and devastating attacks. By concentrating on the essence flow of battle, the Exalt can find a peak point to that poetry, that beat in the song, and unleash a series of deadly combinations, acting with speed and control to bring destruction to her foes. The character may make a magical Martial Arts flurry as per Thunder From the Center, save that it has a flat cost and a total of (the Solar’s Dexterity +1) attacks in the flurry.


Storm Waves Crashing Meditation</b>
 <b>Cost: 10m, 1wp; Mins: Martial Arts 5, Essence 4; Type: Extra Action
 Keywords: Combo-Basic, Obvious
 Duration: One scene
 Prerequisite Charms:  Thousand Meteors Strike, Brutal Poetry Style

The character becomes capable of incredibly rapid attacks, lashing out at his opponents with the speed and inexorable motion of waves crashing on a beach during a storm. Every time the character has an action, he may make a magical flurry containing up to his (Essence +1) in actions; any attacks must be Martial Arts. This flurry has no multiple action penalty and a DV penalty only equal to the greatest of the actions used.


Abrupt Motion</b>
 <b>Cost: 6m, 1wp; Mins: Martial Arts 5, Essence 5; Type: Simple
 Keywords: Obvious
 Duration: One scene
 Prerequisite Charms:  Storm Waves Crashing Meditation, Solar Hero Supremacy or Unconquered Hero Supremacy

Turning back to the basics, the Elder Solar who activates Abrupt Motion seems at first to be no swifter than one who has utilized Abrupt Jab. But the Elder's consistent speed and greater flexibility of Charm use-- as well as the potential for many more actions via interwoven dice pool splitting-- shows a far more subtle and dangerous command of Essence.

The character becomes capable of taking a Fully Independent Martial Arts Action in addition to his base action. This functions like a regular Fully Independent Action (see Charcoal March of Spiders Form, Scroll of the Monk p.121-122; Abrupt Motion and similar Fully Independent Martial Arts Actions do not suffer any problems with Mental and Social Actions), with one exception: Fully Independent Martial Arts Actions must be used for Martial Arts Actions or left unused. They can be used for Martial Arts Charms, attacks, parries, dice pool splits, etc. The character may also talk and take other reflexive non-Martial Arts actions, including Reflexive Charms from other Abilities, if he so much as postures with his firsts during the Fully Independent Martial Arts Action. None of these restrictions affect his base action. Remember that neither his base action nor any Fully Independent Martial Arts Action can be used with other Extra Action Charms, although it is always permissible to split the die pool and interweave the resulting actions.


Center of the Thunderstorm</b>
 <b>Cost: 4 motes, 1 Willpower, plus 4 motes per Fully Independent Action; Mins: Martial Arts 6, Essence 6; Type: Simple
 Keywords: Obvious
 Duration: One scene
 Prerequisite Charms:  Abrupt Motion

The Elder Solar utilizing this Charm transcends the Thunder From The Center, instead becoming the center for a storm of swift fighting techniques, unfettered by the requirements of thought or focus. The character may, when using this Charm, designate a number of Fully Independent Actions and Fully Independent Martial Arts Actions whose sum equals her permanent Essence. The first action so designated, and one out of every two (round up) total must be a Fully Independent Martial Arts Action. For example, a character with a permanent Essence of 7 may designate as many as 3 regular Fully Independent Actions, but must designate at least 3 more actions as Fully Independent Martial Arts Actions; the final one that she takes must be a Fully Independent Martial Arts Action. The character then gains that many extra Fully Independent Actions and Fully Independent Martial Arts Actions per turn. The usual restrictions apply to all of them.


Barbarous Paean Transcendence</b>
 <b>Cost: 16 motes, 2 Willpower; Mins: Martial Arts 7, Essence 7; Type: Simple
 Keywords: Obvious
 Duration: One scene
 Prerequisite Charms:  Center of the Thunderstorm

he devastating poetics of brawling developed by younger Solars reaches its peak in Barbarous Paean Transcendence. Instead of becoming attuned to the rhythm and rhyme of a battlefield, the Elder Solar takes command of it, using the raw force of his Essence to assert speed and power so great that his motions can barely be followed by the naked eye. The tempo of fighting must readjust itself in the wake of the Solar's awe-inspiring, devastating movement. The Solar gains a number of Fully Independent Actions equal to his Martial Arts score each turn. Only one of these must be a Fully Independent Martial Arts Action.

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